use crate::entities::{Character, Entity}; use crate::tiling::{Tile, TileGrid, TileType}; use crate::world::{apply_movement, Dungeon, Generatable, Level, Movement}; const PLAYER_SIGHT: usize = 3; pub struct State { pub player: Character, dungeon: Dungeon, level: usize, grid: Option, } impl State { pub fn new(player: Character, dungeon: Dungeon) -> State { State { player, dungeon, level: 0, grid: None, } } pub fn init(&mut self) { self.dungeon.generate(); self.switch_level(0); self.player.place(self.current_level().start_point()); self.fog_of_war(); } pub fn get_grid(&self) -> Option<&TileGrid> { self.grid.as_ref() } pub fn get_player(&self) -> &Character { &self.player } pub fn switch_level(&mut self, num_level: usize) { self.level = num_level; self.grid = Some(self.current_level().to_tilegrid().unwrap()); self.fog_of_war(); } pub fn current_level(&self) -> &Level { &self.dungeon.levels[self.level] } pub fn current_level_mut(&mut self) -> &mut Level { &mut self.dungeon.levels[self.level] } fn can_step_on(tile: &Tile) -> bool { match tile.get_type() { TileType::Floor => true, TileType::StairsDown => true, TileType::StairsUp => true, _ => false, } } fn clear_los(&mut self) { { let grid = self.grid.as_mut().unwrap(); grid.clear_fog_of_war(self.player.location(), PLAYER_SIGHT); } for i in 0..self.current_level().entities.len() { let loc = *self.current_level().entities[i].location(); if self .grid .as_ref() .unwrap() .block_at(loc.0, loc.1) .is_visible() && !self.current_level().entities[i].is_visible() { self.current_level_mut().entities[i].visibility(true); } } } pub fn move_player(&mut self, dir: Movement) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; let loc = apply_movement(*self.player.location(), dir)?; // Is the new location colliding with anything? if !State::can_step_on(grid.block_at(loc.0, loc.1)) { return Err(String::from("Can't move entity!")); } let ret = self.player.move_by(dir); self.fog_of_war(); ret } pub fn down_stairs(&mut self) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; if self.level == self.dungeon.depth() - 1 { return Err(String::from("Already at the bottom level")); } let loc = self.player.location(); match grid.block_at(loc.0, loc.1).get_type() { TileType::StairsDown => { self.switch_level(self.level + 1); Ok(()) } _ => Err(String::from("Not on stairs!")), } } pub fn up_stairs(&mut self) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; if self.level == 0 { return Err(String::from("Already at the top level")); } let loc = self.player.location(); match grid.block_at(loc.0, loc.1).get_type() { TileType::StairsUp => { self.switch_level(self.level - 1); Ok(()) } _ => Err(String::from("Not on stairs!")), } } pub fn fog_of_war(&mut self) { self.grid .as_mut() .unwrap() .clear_fog_of_war(self.player.location(), PLAYER_SIGHT); } }