extern crate serde; extern crate rltk; use rltk::{Console, GameState, Rltk, Point}; extern crate specs; use specs::prelude::*; use specs::saveload::{SimpleMarker, SimpleMarkerAllocator}; #[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 }; mod saveload_system; #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem, ShowTargeting { range : i32, item : Entity}, MainMenu { menu_selection : gui::MainMenuSelection }, SaveGame } pub struct State { pub ecs: World, pub systems: Dispatcher<'static, 'static> } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { let mut newrunstate; { let runstate = self.ecs.fetch::(); newrunstate = *runstate; } ctx.cls(); match newrunstate { RunState::MainMenu{..} => {} _ => { 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); } } } match newrunstate { RunState::PreRun => { self.systems.dispatch(&self.ecs); self.ecs.maintain(); newrunstate = RunState::AwaitingInput; } RunState::AwaitingInput => { newrunstate = player_input(self, ctx); } RunState::PlayerTurn => { self.systems.dispatch(&self.ecs); self.ecs.maintain(); newrunstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.systems.dispatch(&self.ecs); 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; } } } RunState::MainMenu{ .. } => { let result = gui::main_menu(self, ctx); match result { gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected }, gui::MainMenuResult::Selected{ selected } => { match selected { gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun, gui::MainMenuSelection::LoadGame => newrunstate = RunState::PreRun, gui::MainMenuSelection::Quit => { ::std::process::exit(0); } } } } } RunState::SaveGame => { saveload_system::save_game(&mut self.ecs); //let data = serde_json::to_string(&*self.ecs.fetch::()).unwrap(); //let mut f = File::create("./savemap.json").expect("Unable to create file"); //f.write_all(data.as_bytes()).expect("Unable to write data"); newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame }; } } { 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(), systems : DispatcherBuilder::new() .with(MapIndexingSystem{}, "map_indexing_system", &[]) .with(VisibilitySystem{}, "visibility_system", &[]) .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"]) .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"]) .with(DamageSystem{}, "damage", &["melee_combat"]) .with(ItemCollectionSystem{}, "pickup", &["melee_combat"]) .with(ItemUseSystem{}, "potions", &["melee_combat"]) .with(ItemDropSystem{}, "drop_items", &["melee_combat"]) .build(), }; 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::(); gs.ecs.register::>(); gs.ecs.insert(SimpleMarkerAllocator::::new()); 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::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }); gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] }); rltk::main_loop(context, gs); }