Add chapter 2.9
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@@ -1,11 +1,14 @@
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use crate::{
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components::{CombatStats, Player, Position, Viewshed, WantsToMelee},
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map::{Map, TileType},
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RunState, State,
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};
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use std::cmp::{max, min};
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use rltk::{console, Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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use crate::{
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components::{CombatStats, Player, Position, Viewshed, WantsToMelee},
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Item,
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map::{Map, TileType}, RunState, State, WantsToPickupItem,
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};
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use crate::gamelog::GameLog;
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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@@ -17,7 +20,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let map = ecs.fetch::<Map>();
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for (entity, _player, pos, viewshed) in
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(&entities, &mut players, &mut positions, &mut viewsheds).join()
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(&entities, &mut players, &mut positions, &mut viewsheds).join()
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{
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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@@ -47,6 +50,40 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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}
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}
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fn get_item(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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let player_entity = ecs.fetch::<Entity>();
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let entities = ecs.entities();
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let items = ecs.read_storage::<Item>();
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let positions = ecs.read_storage::<Position>();
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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let mut target_item: Option<Entity> = None;
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for (item_entity, _item, position) in (&entities, &items, &positions).join() {
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if position.x == player_pos.x && position.y == player_pos.y {
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target_item = Some(item_entity);
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}
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}
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match target_item {
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None => gamelog
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.entries
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.push("There is nothing here to pick up.".to_string()),
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Some(item) => {
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let mut pickup = ecs.write_storage::<WantsToPickupItem>();
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pickup
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.insert(
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*player_entity,
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WantsToPickupItem {
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collected_by: *player_entity,
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item,
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},
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)
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.expect("Unable to insert want to pickup");
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}
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}
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}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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match ctx.key {
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None => return RunState::AwaitingInput,
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@@ -59,6 +96,9 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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VirtualKeyCode::D => return RunState::ShowDropItem,
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_ => return RunState::AwaitingInput,
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},
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}
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