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use ggez::graphics::spritebatch::SpriteBatch;
use ggez::nalgebra::Point2;
use rand::Rng;
use std::f32::consts::PI;
use crate::animations::Animations;
use crate::entity::{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.wandering(destination),
Behavior::Waiting(time) => (),
}
*/
self.animations.update(&self.entity.action);
}
}
impl NPC {
pub fn new(tileset: &Tileset, spawn: Point2<f32>, map_dimensions: (f32, f32)) -> NPC {
NPC {
entity: Entity::new(spawn, map_dimensions),
behavior: Behavior::Wandering(None),
animations: Animations::new(tileset),
}
}
/*fn wandering(&mut self, destination: Option<Point2<f32>>) {
match destination {
Some(destination) => {
if distance(&self.position, &destination) < constants::GOAL_DISTANCE {
self.behavior = Behavior::Waiting(Instant::now())
} else {
if self.position.x < destination.x {
self.position.x += constants::ENTITY_SPEED;
} else {
self.position.x -= constants::ENTITY_SPEED;
}
if self.position.y < destination.y {
self.position.y += constants::ENTITY_SPEED;
} else {
self.position.y -= constants::ENTITY_SPEED;
}
}
}
None => {
self.behavior = Behavior::Wandering(Some(random_nearby_point(
self.spawn,
constants::WANDER_DISTANCE,
)))
}
}
}*/
//fn waiting(&mut self) {}
pub fn build_npcs(tileset: &Tileset, map: &Map) -> Vec<NPC> {
let mut npcs = Vec::new();
for (_name, position) in map.get_spawns() {
npcs.push(NPC::new(tileset, position, map.get_dimensions()));
}
npcs
}
}
#[derive(Clone)]
enum Behavior {
//Waiting(Instant),
Wandering(Option<Point2<f32>>),
}
pub fn random_nearby_point(origin: Point2<f32>, within_radius: f32) -> Point2<f32> {
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())
}
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