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use amethyst::ecs::{World, WorldExt};
use crate::{
constants::TILE_SIZE,
entities::{
character::{
AllowedMovements,
Character,
CharacterId,
CharacterMovement,
PendingInteraction,
},
text_box::TextBox,
},
map::{MapHandler, TileDataBuilder},
};
use super::{BoxedGameEvent, ExecutionConditions, GameEvent};
#[derive(Clone)]
pub struct CharacterSingleMoveEvent {
character_id: CharacterId,
}
impl CharacterSingleMoveEvent {
pub fn new(character_id: CharacterId) -> CharacterSingleMoveEvent {
CharacterSingleMoveEvent {
character_id,
}
}
}
impl GameEvent for CharacterSingleMoveEvent {
fn boxed_clone(&self) -> BoxedGameEvent {
Box::new(self.clone())
}
fn get_execution_conditions(&self) -> ExecutionConditions {
ExecutionConditions {
requires_disabled_input: false,
}
}
fn start(&mut self, world: &mut World) {
let entity = world
.read_resource::<MapHandler>()
.get_character_by_id(self.character_id);
let character = world
.read_storage::<Character>()
.get(entity)
.unwrap()
.clone();
let velocity = world.read_storage::<AllowedMovements>()
.get(entity)
.unwrap()
.get_movement_data(&character.action)
.unwrap()
.velocity;
let initial_tile_data = TileDataBuilder::default()
.with_entity(entity)
.with_character_id(self.character_id)
.build(world);
let final_tile_data = world
.read_resource::<MapHandler>()
.get_forward_tile(&character.facing_direction, &initial_tile_data);
let movement = CharacterMovement {
estimated_time: f32::from(TILE_SIZE) / velocity,
velocity,
movement_type: character.action,
step_kind: character.next_step,
started: false,
from: initial_tile_data,
to: final_tile_data,
};
world.write_storage::<CharacterMovement>()
.insert(entity, movement)
.expect("Failed to attach CharacterMovement");
}
fn tick(&mut self, _world: &mut World, _disabled_inputs: bool) { }
fn is_complete(&self, world: &mut World) -> bool {
let entity = world
.read_resource::<MapHandler>()
.get_character_by_id(self.character_id);
let has_pending_interaction = world.has_value::<PendingInteraction>();
let has_text_box = !world
.read_storage::<TextBox>()
.is_empty();
let is_moving = world.read_storage::<CharacterMovement>().contains(entity);
!has_pending_interaction && !has_text_box && !is_moving
}
}