use rand::Rng; use specs::{ ReadStorage, WriteStorage, Entities, System, Join }; use crate::{ components::{Controller, ControlCooldown, Fighter, MonsterAI, Home, Health, Position}, controls::{Control, Direction::{North, South, East, West}} }; pub struct ControlAI; impl <'a> System<'a> for ControlAI { type SystemData = ( Entities<'a>, WriteStorage<'a, Controller>, ReadStorage<'a, ControlCooldown>, ReadStorage<'a, MonsterAI>, ReadStorage<'a, Fighter>, ReadStorage<'a, Home>, ReadStorage<'a, Health>, ReadStorage<'a, Position> ); fn run(&mut self, (entities, mut controllers, cooldowns, ais, fighters, homes, healths, positions): Self::SystemData) { for (entity, ai, position, ()) in (&entities, &ais, &positions, !&cooldowns).join() { if let Some(fighter) = fighters.get(entity) { let mut closest_distance = ai.view_distance + 1; let mut closest = None; let mut closest_position = None; for (target, target_position, _) in (&entities, &positions, &healths).join() { if target == entity { continue; } let distance = position.pos.distance_to(target_position.pos); if distance < closest_distance { closest_distance = distance; closest = Some(target); closest_position = Some(target_position); } } if let Some(target) = closest { if closest_distance <= fighter.range { controllers.insert(entity, Controller{control: Control::AttackTarget(target)}).unwrap(); } else { let p = position.pos; let t = closest_position.unwrap().pos; let mut directions = Vec::new(); if t.x > p.x {directions.push(East);} else if t.x < p.x {directions.push(West);} if t.y > p.y {directions.push(South);} else if t.y < p.y {directions.push(North);} if !directions.is_empty() { let direction = directions[rand::thread_rng().gen_range(0, directions.len())]; controllers.insert(entity, Controller{control: Control::Move(direction)}).unwrap(); } } return; } } if rand::thread_rng().gen_range(0.0, 1.0) < ai.move_chance { let direction = [North, South, East, West][rand::thread_rng().gen_range(0, 4)]; controllers.insert(entity, Controller{control: Control::Move(direction)}).unwrap(); // home = roomData.getComponent(obj, Home) // if home is not None and home.home.inRoom() and random.random() < (ai.homesickness * pathfinding.distanceBetween(obj, home.home)): // direction = pathfinding.stepTo(obj, home.home) // else: // direction = random.choice(["north", "south", "east", "west"]) // movable.direction = direction } } } }