use ggez::graphics::spritebatch::SpriteBatch; use ggez::nalgebra::{distance, Point2}; use rand::Rng; use std::f32::consts::PI; use std::time::Instant; use crate::animations::Animations; use crate::constants; use crate::entity::{Action, Entity, Operable}; use crate::map::Map; use crate::tileset::Tileset; #[derive(Clone)] pub struct NPC { entity: Entity, behavior: Behavior, animations: Animations, } impl Operable for NPC { fn draw(&self, spritebatch: &mut SpriteBatch) { self.animations.draw(spritebatch, self.entity.position); } fn update(&mut self) { match self.behavior { Behavior::Wandering(destination) => self.move_torwards(destination), Behavior::Waiting(time) => self.wait(time), } self.entity.update(); self.animations.update(&self.entity.action); } } impl NPC { pub fn new(tileset: &Tileset, spawn: Point2, map_dimensions: (f32, f32)) -> NPC { NPC { entity: Entity::new(spawn, map_dimensions), behavior: Behavior::Wandering(random_nearby_point(spawn, constants::WANDER_DISTANCE)), animations: Animations::new(tileset), } } fn move_torwards(&mut self, destination: Point2) { let position = self.entity.position; if distance(&position, &destination) < constants::GOAL_DISTANCE { self.entity.action = Action::IdleRight; self.behavior = Behavior::Waiting(Instant::now()); } else if (position.x - destination.x).abs() < constants::GOAL_DISTANCE { if position.y > destination.y { self.entity.action = Action::MovingUp; } else { self.entity.action = Action::MovingDown; } } else if (position.y - destination.y).abs() < constants::GOAL_DISTANCE { if position.x > destination.x { self.entity.action = Action::MovingLeft; } else { self.entity.action = Action::MovingRight; } } else if position.x > destination.x { if position.y > destination.y { self.entity.action = Action::MovingUpLeft; } else { self.entity.action = Action::MovingDownLeft; } } else if position.x < destination.x { if position.y > destination.y { self.entity.action = Action::MovingUpRight; } else { self.entity.action = Action::MovingDownRight; } } } fn wait(&mut self, start: Instant) { if start.elapsed().as_secs() > constants::WAIT_TIME { self.behavior = Behavior::Wandering(random_nearby_point( self.entity.spawn, constants::WANDER_DISTANCE, )); } } pub fn build_npcs(tileset: &Tileset, map: &Map) -> Vec { let mut npcs = Vec::new(); for point in map.get_spawn_points("peasant") { npcs.push(NPC::new(tileset, point, map.get_dimensions())); } npcs } } #[derive(Clone)] enum Behavior { Waiting(Instant), Wandering(Point2), } pub fn random_nearby_point(origin: Point2, within_radius: f32) -> Point2 { let w = within_radius * rand::thread_rng().gen_range(0.0, 1.0); let t = 2.0 * PI * rand::thread_rng().gen_range(0.0, 1.0); Point2::new(origin.x + w * t.cos(), origin.y + w * t.sin()) }