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use ggez::graphics::spritebatch::SpriteBatch;
use ggez::Context;
use glam::*;
use rand::Rng;
use std::f32::consts::PI;
use std::time::Instant;
use crate::animations::Animations;
use crate::constants;
use crate::dialogbox::DialogTree;
use crate::entity::{Action, Entity, Operable};
use crate::map::Map;
use crate::tileset::Tileset;
#[derive(Debug, Clone, Copy)]
pub enum Character {
Player,
Peasant,
}
impl Character {
pub fn to_str(&self) -> &str {
match self {
Character::Player => "player",
Character::Peasant => "peasant",
}
}
}
#[derive(Debug, Clone)]
pub struct NPC {
pub entity: Entity,
behavior: Behavior,
animations: Animations,
dialogtree: DialogTree,
character: Character,
}
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),
Behavior::Talking => (),
}
self.entity.update();
self.animations.update(&self.entity.action);
}
}
impl NPC {
pub fn new(
character: Character,
context: &mut Context,
tileset: &Tileset,
spawn: glam::Vec2,
map_dimensions: (f32, f32),
) -> NPC {
NPC {
character,
dialogtree: DialogTree::new(context, character),
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: glam::Vec2) {
let position = self.entity.position;
if glam::f32::Vec2::distance(position, destination) < constants::INTERACT_DISTANCE {
self.entity.action = Action::IdleRight;
self.behavior = Behavior::Waiting(Instant::now());
} else if (position.x - destination.x).abs() < constants::INTERACT_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::INTERACT_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 get_dialogtree(&mut self) -> DialogTree {
self.behavior = Behavior::Talking;
self.dialogtree.clone()
}
pub fn is_talking(&self) -> bool {
self.behavior == Behavior::Talking
}
pub fn stop_talking(&mut self) {
self.behavior = Behavior::Wandering(random_nearby_point(
self.entity.spawn,
constants::WANDER_DISTANCE,
));
}
pub fn build_npcs(context: &mut Context, tileset: &Tileset, map: &Map) -> Vec<NPC> {
let mut npcs = Vec::new();
let character = Character::Peasant;
for point in map.get_spawn_points(character) {
npcs.push(NPC::new(
character,
context,
tileset,
point,
map.get_dimensions(),
));
}
npcs
}
}
#[derive(Debug, Clone, PartialEq)]
enum Behavior {
Talking,
Waiting(Instant),
Wandering(glam::Vec2),
}
pub fn random_nearby_point(origin: glam::Vec2, within_radius: f32) -> glam::Vec2 {
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);
glam::Vec2::new(origin.x + w * t.cos(), origin.y + w * t.sin())
}
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