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use specs::{
World,
WorldExt,
Builder,
DispatcherBuilder,
Dispatcher,
Entity
};
use super::controls::Action;
use super::components::Position;
use super::assemblages::Assemblage;
use super::resources::{
Size,
TopView,
Input,
NewEntities
};
use super::systems::{
Draw,
Move,
ClearControllers,
MakeFloor,
ControlInput
};
pub struct Room<'a, 'b> {
world: World,
dispatcher: Dispatcher<'a, 'b>
}
impl <'a, 'b>Room<'a, 'b> {
pub fn new(size: (i32, i32)) -> Room<'a, 'b> {
let (width, height) = size;
let mut world = World::new();
world.insert(Size{width, height});
world.insert(Input{actions: Vec::new()});
let mut dispatcher = DispatcherBuilder::new()
.with(ControlInput, "controlinput", &[])
.with(MakeFloor, "makefloor", &[])
.with(Move, "move", &["makefloor", "controlinput"])
.with(Draw, "draw", &["move"])
.with(ClearControllers, "clearcontrollers", &["move"])
.build();
dispatcher.setup(&mut world);
Room {
world,
dispatcher
}
}
pub fn view(&self) -> (Vec<usize>, Vec<Vec<String>>) {
let tv = &*self.world.fetch::<TopView>();
let (width, height) = self.get_size();
let size = width * height;
let mut values :Vec<usize> = Vec::with_capacity(size as usize);
let mut mapping: Vec<Vec<String>> = Vec::new();
for y in 0..height {
for x in 0..width {
let sprites: Vec<String> = match tv.cells.get(&Position{x: x, y: y}) {
Some(sprites) => {sprites.iter().map(|v| v.sprite.clone()).collect()}
None => {vec![]}
};
values.push(
match mapping.iter().position(|x| x == &sprites) {
Some(index) => {
index
}
None => {
mapping.push(sprites);
mapping.len() - 1
}
}
)
}
}
(values, mapping)
}
pub fn update(&mut self) {
self.dispatcher.dispatch(&mut self.world);
let assemblages = self.world.remove::<NewEntities>().unwrap_or(NewEntities{assemblages: Vec::new()}).assemblages;
self.world.insert(NewEntities{assemblages: Vec::new()});
for (pos, assemblage) in assemblages{
assemblage.build(self.world.create_entity()).with(pos).build();
}
self.world.maintain();
}
pub fn get_size(&self) -> (i32, i32) {
let Size{width, height} = *self.world.fetch::<Size>();
(width, height)
}
pub fn set_input(&mut self, actions: Vec<Action>){
self.world.fetch_mut::<Input>().actions = actions;
}
pub fn add_obj(&mut self, template: &dyn Assemblage, (x, y): (i32, i32)) -> Entity {
template.build(self.world.create_entity()).with(Position{x, y}).build()
}
}
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