extern crate rltk; use rltk::{Console, GameState, Point, Rltk, RGB}; 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; 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) { 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); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { ctx.cls(); let mut newrunstate; { let runstate = self.ecs.fetch::(); newrunstate = *runstate; } match newrunstate { RunState::PreRun => { self.run_systems(); newrunstate = RunState::AwaitingInput; } RunState::AwaitingInput => { newrunstate = player_input(self, ctx); } RunState::PlayerTurn => { self.run_systems(); newrunstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.run_systems(); newrunstate = RunState::AwaitingInput; } } { let mut runwriter = self.ecs.write_resource::(); *runwriter = newrunstate; } damage_system::delete_the_dead(&mut self.ecs); draw_map(&self.ecs, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); for (pos, render) in (&positions, &renderables).join() { 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) } } } } 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::(); 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); }