use std::collections::{HashMap, HashSet}; use specs::{ ReadStorage, WriteStorage, Read, Write, Entities, System, Join }; use super::super::components::{ Controller, Played, Position }; use super::super::controls::{ Control, Action }; use super::super::resources::{ Input, NewEntities }; use super::super::assemblages::Player; pub struct ControlInput; impl <'a> System<'a> for ControlInput { type SystemData = (Entities<'a>, Read<'a, Input>, WriteStorage<'a, Controller>, ReadStorage<'a, Played>, Write<'a, NewEntities>); fn run(&mut self, (entities, input, mut controllers, players, mut new): Self::SystemData) { let mut playercontrols: HashMap<&str, Control> = HashMap::new(); let mut leaving = HashSet::new(); for action in &input.actions { match action { Action::Join(name) => {new.assemblages.push((Position{x:10, y:10}, Box::new(Player::new(&name))));} Action::Leave(name) => {leaving.insert(name);} Action::Input(name, control) => {playercontrols.insert(name, control.clone());} } } for (player, entity) in (&players, &entities).join() { if let Some(control) = playercontrols.get(player.name.as_str()){ let _ = controllers.insert(entity, Controller(control.clone())); } if leaving.contains(&player.name) { let _ = entities.delete(entity); } } } }