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, ItemRemoveSystem }; pub mod saveload_system; pub mod random_table; pub mod particle_system; pub mod hunger_system; pub mod rex_assets; pub mod trigger_system; pub mod map_builders; rltk::add_wasm_support!(); const SHOW_MAPGEN_VISUALIZER : bool = true; #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem, ShowTargeting { range : i32, item : Entity}, MainMenu { menu_selection : gui::MainMenuSelection }, SaveGame, NextLevel, ShowRemoveItem, GameOver, MagicMapReveal { row : i32 }, MapGeneration } pub struct State { pub ecs: World, mapgen_next_state : Option, mapgen_history : Vec, mapgen_index : usize, mapgen_timer : f32 } 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 triggers = trigger_system::TriggerSystem{}; triggers.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); let mut item_remove = ItemRemoveSystem{}; item_remove.run_now(&self.ecs); let mut hunger = hunger_system::HungerSystem{}; hunger.run_now(&self.ecs); let mut particles = particle_system::ParticleSpawnSystem{}; particles.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { let mut newrunstate; { let runstate = self.ecs.fetch::(); newrunstate = *runstate; } ctx.cls(); particle_system::cull_dead_particles(&mut self.ecs, ctx); match newrunstate { RunState::MainMenu{..} => {} RunState::GameOver{..} => {} _ => { draw_map(&self.ecs.fetch::(), ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let hidden = self.ecs.read_storage::(); let map = self.ecs.fetch::(); let mut data = (&positions, &renderables, !&hidden).join().collect::>(); data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) ); for (pos, render, _hidden) 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::MapGeneration => { if !SHOW_MAPGEN_VISUALIZER { newrunstate = self.mapgen_next_state.unwrap(); } ctx.cls(); draw_map(&self.mapgen_history[self.mapgen_index], ctx); self.mapgen_timer += ctx.frame_time_ms; if self.mapgen_timer > 400.0 { self.mapgen_timer = 0.0; self.mapgen_index += 1; if self.mapgen_index == self.mapgen_history.len() { //self.mapgen_index -= 1; newrunstate = self.mapgen_next_state.unwrap(); } } } 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(); match *self.ecs.fetch::() { RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 }, _ => 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::ShowRemoveItem => { let result = gui::remove_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::(), WantsToRemoveItem{ 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 => { saveload_system::load_game(&mut self.ecs); newrunstate = RunState::AwaitingInput; saveload_system::delete_save(); } gui::MainMenuSelection::Quit => { ::std::process::exit(0); } } } } } RunState::GameOver => { let result = gui::game_over(ctx); match result { gui::GameOverResult::NoSelection => {} gui::GameOverResult::QuitToMenu => { self.game_over_cleanup(); newrunstate = RunState::MapGeneration; self.mapgen_next_state = Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }); } } } RunState::SaveGame => { saveload_system::save_game(&mut self.ecs); newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame }; } RunState::NextLevel => { self.goto_next_level(); self.mapgen_next_state = Some(RunState::PreRun); newrunstate = RunState::MapGeneration; } RunState::MagicMapReveal{row} => { let mut map = self.ecs.fetch_mut::(); for x in 0..MAPWIDTH { let idx = map.xy_idx(x as i32,row); map.revealed_tiles[idx] = true; } if row as usize == MAPHEIGHT-1 { newrunstate = RunState::MonsterTurn; } else { newrunstate = RunState::MagicMapReveal{ row: row+1 }; } } } { let mut runwriter = self.ecs.write_resource::(); *runwriter = newrunstate; } damage_system::delete_the_dead(&mut self.ecs); } } impl State { fn entities_to_remove_on_level_change(&mut self) -> Vec { let entities = self.ecs.entities(); let player = self.ecs.read_storage::(); let backpack = self.ecs.read_storage::(); let player_entity = self.ecs.fetch::(); let equipped = self.ecs.read_storage::(); let mut to_delete : Vec = Vec::new(); for entity in entities.join() { let mut should_delete = true; // Don't delete the player let p = player.get(entity); if let Some(_p) = p { should_delete = false; } // Don't delete the player's equipment let bp = backpack.get(entity); if let Some(bp) = bp { if bp.owner == *player_entity { should_delete = false; } } let eq = equipped.get(entity); if let Some(eq) = eq { if eq.owner == *player_entity { should_delete = false; } } if should_delete { to_delete.push(entity); } } to_delete } fn goto_next_level(&mut self) { // Delete entities that aren't the player or his/her equipment let to_delete = self.entities_to_remove_on_level_change(); for target in to_delete { self.ecs.delete_entity(target).expect("Unable to delete entity"); } // Build a new map and place the player let current_depth; { let worldmap_resource = self.ecs.fetch::(); current_depth = worldmap_resource.depth; } self.generate_world_map(current_depth + 1); // Notify the player and give them some health let player_entity = self.ecs.fetch::(); let mut gamelog = self.ecs.fetch_mut::(); gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string()); let mut player_health_store = self.ecs.write_storage::(); let player_health = player_health_store.get_mut(*player_entity); if let Some(player_health) = player_health { player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2); } } fn game_over_cleanup(&mut self) { // Delete everything let mut to_delete = Vec::new(); for e in self.ecs.entities().join() { to_delete.push(e); } for del in to_delete.iter() { self.ecs.delete_entity(*del).expect("Deletion failed"); } // Spawn a new player { let player_entity = spawner::player(&mut self.ecs, 0, 0); let mut player_entity_writer = self.ecs.write_resource::(); *player_entity_writer = player_entity; } // Build a new map and place the player self.generate_world_map(1); } fn generate_world_map(&mut self, new_depth : i32) { self.mapgen_index = 0; self.mapgen_timer = 0.0; self.mapgen_history.clear(); let mut builder = map_builders::random_builder(new_depth); builder.build_map(); self.mapgen_history = builder.get_snapshot_history(); let player_start; { let mut worldmap_resource = self.ecs.write_resource::(); *worldmap_resource = builder.get_map(); player_start = builder.get_starting_position(); } // Spawn bad guys builder.spawn_entities(&mut self.ecs); // Place the player and update resources let (player_x, player_y) = (player_start.x, player_start.y); let mut player_position = self.ecs.write_resource::(); *player_position = Point::new(player_x, player_y); let mut position_components = self.ecs.write_storage::(); let player_entity = self.ecs.fetch::(); let player_pos_comp = position_components.get_mut(*player_entity); if let Some(player_pos_comp) = player_pos_comp { player_pos_comp.x = player_x; player_pos_comp.y = player_y; } // Mark the player's visibility as dirty let mut viewshed_components = self.ecs.write_storage::(); let vs = viewshed_components.get_mut(*player_entity); if let Some(vs) = vs { vs.dirty = true; } } } 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(), mapgen_next_state : Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }), mapgen_index : 0, mapgen_history: Vec::new(), mapgen_timer: 0.0 }; 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.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()); gs.ecs.insert(Map::new(1)); gs.ecs.insert(Point::new(0, 0)); gs.ecs.insert(rltk::RandomNumberGenerator::new()); let player_entity = spawner::player(&mut gs.ecs, 0, 0); gs.ecs.insert(player_entity); gs.ecs.insert(RunState::MapGeneration{} ); gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] }); gs.ecs.insert(particle_system::ParticleBuilder::new()); gs.ecs.insert(rex_assets::RexAssets::new()); gs.generate_world_map(1); rltk::main_loop(context, gs); }