#[macro_use] extern crate specs_derive; mod components; mod map; mod player; mod rect; mod systems; pub use components::*; pub use map::Map; pub use rect::Rect; use rltk::{Console, GameState, Point, Rltk, RGB}; use specs::prelude::*; rltk::add_wasm_support!(); #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, } pub struct State { pub ecs: World, } impl State { fn run_systems(&mut self) { systems::MapIndexingSystem.run_now(&self.ecs); systems::VisibilitySystem.run_now(&self.ecs); systems::MonsterAI.run_now(&self.ecs); systems::MoveFollow.run_now(&self.ecs); systems::MeleeCombatSystem.run_now(&self.ecs); systems::DamageSystem.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { ctx.cls(); let mut newrunstate = *self.ecs.fetch::(); match newrunstate { RunState::PreRun => { self.run_systems(); newrunstate = RunState::AwaitingInput; } RunState::AwaitingInput => { newrunstate = player::player_input(self, ctx); } RunState::PlayerTurn => { self.run_systems(); newrunstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.run_systems(); newrunstate = RunState::AwaitingInput; } } player::HandleInputEvent.run_now(&self.ecs); systems::HandleMoveEvent.run_now(&self.ecs); *self.ecs.write_resource() = newrunstate; systems::CleanupDead.run_now(&self.ecs); map::draw_map(&self.ecs, ctx); systems::DrawRenderables { ctx }.run_now(&self.ecs); } } fn main() { let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources"); let mut gs = State { ecs: World::new() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); let map: Map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); let player_entity = gs .ecs .create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Name { name: "Player".to_string(), }) .with(CombatStats { max_hp: 30, hp: 30, defense: 2, power: 5, }) .build(); let mut rng = rltk::RandomNumberGenerator::new(); for (i, room) in map.rooms.iter().skip(1).enumerate() { let (x, y) = room.center(); let glyph: u8; let name: String; let roll = rng.roll_dice(1, 2); match roll { 1 => { glyph = rltk::to_cp437('g'); name = "Goblin".to_string(); } _ => { glyph = rltk::to_cp437('o'); name = "Orc".to_string(); } } gs.ecs .create_entity() .with(Position { x, y }) .with(Renderable { glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), }) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Monster) .with(Name { name: format!("{} #{}", &name, i), }) .with(BlocksTile) .with(CombatStats { max_hp: 16, hp: 16, defense: 1, power: 4, }) .build(); } gs.ecs.insert(map); gs.ecs.insert(Point::new(player_x, player_y)); gs.ecs.insert(player_entity); gs.ecs.insert(RunState::PreRun); rltk::main_loop(context, gs); }