extern crate rltk; use rltk::{Console, GameState, Rltk, Point}; extern crate specs; use specs::prelude::*; #[macro_use] extern crate specs_derive; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; pub use rect::Rect; mod visibility_system; use visibility_system::VisibilitySystem; mod monster_ai_system; use monster_ai_system::MonsterAI; mod map_indexing_system; use map_indexing_system::MapIndexingSystem; mod melee_combat_system; use melee_combat_system::MeleeCombatSystem; mod damage_system; use damage_system::DamageSystem; mod gui; mod gamelog; mod spawner; mod inventory_system; use inventory_system::{ ItemCollectionSystem, ItemUseSystem, ItemDropSystem }; rltk::add_wasm_support!(); #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem, ShowTargeting { range : i32, item : Entity} } pub struct State { pub ecs: World } impl State { fn run_systems(&mut self) { let mut mapindex = MapIndexingSystem{}; mapindex.run_now(&self.ecs); let mut vis = VisibilitySystem{}; vis.run_now(&self.ecs); let mut mob = MonsterAI{}; mob.run_now(&self.ecs); let mut melee = MeleeCombatSystem{}; melee.run_now(&self.ecs); let mut damage = DamageSystem{}; damage.run_now(&self.ecs); let mut pickup = ItemCollectionSystem{}; pickup.run_now(&self.ecs); let mut itemuse = ItemUseSystem{}; itemuse.run_now(&self.ecs); let mut drop_items = ItemDropSystem{}; drop_items.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); draw_map(&self.ecs, ctx); { let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); let mut data = (&positions, &renderables).join().collect::>(); data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) ); for (pos, render) in data.iter() { let idx = map.xy_idx(pos.x, pos.y); if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) } } gui::draw_ui(&self.ecs, ctx); } let mut newrunstate; { let runstate = self.ecs.fetch::(); newrunstate = *runstate; } match newrunstate { RunState::PreRun => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::AwaitingInput; } RunState::AwaitingInput => { newrunstate = player_input(self, ctx); } RunState::PlayerTurn => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::AwaitingInput; } RunState::ShowInventory => { let result = gui::show_inventory(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); let is_ranged = self.ecs.read_storage::(); let is_item_ranged = is_ranged.get(item_entity); if let Some(is_item_ranged) = is_item_ranged { newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity }; } else { let mut intent = self.ecs.write_storage::(); intent.insert(*self.ecs.fetch::(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent"); newrunstate = RunState::PlayerTurn; } } } } RunState::ShowDropItem => { let result = gui::drop_item_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); let mut intent = self.ecs.write_storage::(); intent.insert(*self.ecs.fetch::(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent"); newrunstate = RunState::PlayerTurn; } } } RunState::ShowTargeting{range, item} => { let result = gui::ranged_target(self, ctx, range); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let mut intent = self.ecs.write_storage::(); intent.insert(*self.ecs.fetch::(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent"); newrunstate = RunState::PlayerTurn; } } } } { let mut runwriter = self.ecs.write_resource::(); *runwriter = newrunstate; } damage_system::delete_the_dead(&mut self.ecs); } } fn main() { let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources"); context.with_post_scanlines(true); 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::(); 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 = spawner::player(&mut gs.ecs, player_x, player_y); gs.ecs.insert(rltk::RandomNumberGenerator::new()); for room in map.rooms.iter().skip(1) { spawner::spawn_room(&mut gs.ecs, room); } gs.ecs.insert(map); gs.ecs.insert(Point::new(player_x, player_y)); gs.ecs.insert(player_entity); gs.ecs.insert(RunState::PreRun); gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] }); rltk::main_loop(context, gs); }