Add unified movement system
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1326400616
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8d595d8508
@ -14,3 +14,9 @@ pub struct Enemy;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct MovingRandomly;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct WantsToMove {
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pub entity: Entity,
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pub destination: Point,
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}
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@ -2,6 +2,7 @@ mod collisions;
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mod end_turn;
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mod entity_render;
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mod map_render;
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mod movement;
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mod player_input;
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mod random_move;
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@ -18,6 +19,8 @@ pub fn build_input_scheduler() -> Schedule {
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pub fn build_player_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(movement::movement_system())
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.flush()
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.add_system(collisions::collisions_system())
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.flush()
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.add_system(map_render::map_render_system())
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@ -30,7 +33,7 @@ pub fn build_monster_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(random_move::random_move_system())
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.flush()
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.add_system(collisions::collisions_system())
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.add_system(movement::movement_system())
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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@ -1,36 +1,35 @@
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use crate::prelude::*;
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#[system]
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#[write_component(Point)]
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#[read_component(Point)]
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#[read_component(Player)]
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pub fn player_input(
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ecs: &mut SubWorld,
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#[resource] map: &Map,
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commands: &mut CommandBuffer,
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#[resource] key: &Option<VirtualKeyCode>,
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#[resource] camera: &mut Camera,
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#[resource] turn_state: &mut TurnState,
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) {
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if let Some(key) = key {
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let mut players = <(Entity, &Point)>::query().filter(component::<Player>());
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if let Some(key) = *key {
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let delta = match key {
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VirtualKeyCode::Left | VirtualKeyCode::A => Point::new(-1, 0),
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VirtualKeyCode::Right | VirtualKeyCode::D => Point::new(1, 0),
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VirtualKeyCode::Up | VirtualKeyCode::W => Point::new(0, -1),
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VirtualKeyCode::Down | VirtualKeyCode::S => Point::new(0, 1),
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_ => Point::zero(),
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_ => Point::new(0, 0),
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};
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if delta.x != 0 || delta.y != 0 {
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let mut players = <&mut Point>::query().filter(component::<Player>());
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players.iter_mut(ecs).for_each(|(entity, pos)| {
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let destination = *pos + delta;
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players.iter_mut(ecs).for_each(|pos| {
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let destination = *pos + delta;
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if map.can_enter_tile(destination) {
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*pos = destination;
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camera.on_player_move(destination);
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*turn_state = TurnState::PlayerTurn;
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}
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});
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}
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commands.push((
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(),
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WantsToMove {
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entity: *entity,
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destination,
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},
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));
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});
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*turn_state = TurnState::PlayerTurn;
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}
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}
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