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use std::collections::{HashMap, HashSet};
use specs::{
ReadStorage,
WriteStorage,
Read,
Write,
Entities,
System,
Join
};
use super::super::components::{
Controller,
Played,
Pos
};
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((Pos{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);
}
}
}
}
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