main.rs 16 KB

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  1. extern crate serde;
  2. extern crate rltk;
  3. use rltk::{Console, GameState, Rltk, Point};
  4. extern crate specs;
  5. use specs::prelude::*;
  6. use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
  7. #[macro_use]
  8. extern crate specs_derive;
  9. mod components;
  10. pub use components::*;
  11. mod map;
  12. pub use map::*;
  13. mod player;
  14. use player::*;
  15. mod rect;
  16. pub use rect::Rect;
  17. mod visibility_system;
  18. use visibility_system::VisibilitySystem;
  19. mod monster_ai_system;
  20. use monster_ai_system::MonsterAI;
  21. mod map_indexing_system;
  22. use map_indexing_system::MapIndexingSystem;
  23. mod melee_combat_system;
  24. use melee_combat_system::MeleeCombatSystem;
  25. mod damage_system;
  26. use damage_system::DamageSystem;
  27. mod gui;
  28. mod gamelog;
  29. mod spawner;
  30. mod inventory_system;
  31. use inventory_system::{ ItemCollectionSystem, ItemUseSystem, ItemDropSystem, ItemRemoveSystem };
  32. pub mod saveload_system;
  33. pub mod random_table;
  34. #[derive(PartialEq, Copy, Clone)]
  35. pub enum RunState { AwaitingInput,
  36. PreRun,
  37. PlayerTurn,
  38. MonsterTurn,
  39. ShowInventory,
  40. ShowDropItem,
  41. ShowTargeting { range : i32, item : Entity},
  42. MainMenu { menu_selection : gui::MainMenuSelection },
  43. SaveGame,
  44. NextLevel,
  45. ShowRemoveItem,
  46. GameOver
  47. }
  48. pub struct State {
  49. pub ecs: World,
  50. pub systems: Dispatcher<'static, 'static>
  51. }
  52. impl GameState for State {
  53. fn tick(&mut self, ctx : &mut Rltk) {
  54. let mut newrunstate;
  55. {
  56. let runstate = self.ecs.fetch::<RunState>();
  57. newrunstate = *runstate;
  58. }
  59. ctx.cls();
  60. match newrunstate {
  61. RunState::MainMenu{..} => {}
  62. RunState::GameOver{..} => {}
  63. _ => {
  64. draw_map(&self.ecs, ctx);
  65. {
  66. let positions = self.ecs.read_storage::<Position>();
  67. let renderables = self.ecs.read_storage::<Renderable>();
  68. let map = self.ecs.fetch::<Map>();
  69. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  70. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  71. for (pos, render) in data.iter() {
  72. let idx = map.xy_idx(pos.x, pos.y);
  73. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  74. }
  75. gui::draw_ui(&self.ecs, ctx);
  76. }
  77. }
  78. }
  79. match newrunstate {
  80. RunState::PreRun => {
  81. self.systems.dispatch(&self.ecs);
  82. self.ecs.maintain();
  83. newrunstate = RunState::AwaitingInput;
  84. }
  85. RunState::AwaitingInput => {
  86. newrunstate = player_input(self, ctx);
  87. }
  88. RunState::PlayerTurn => {
  89. self.systems.dispatch(&self.ecs);
  90. self.ecs.maintain();
  91. newrunstate = RunState::MonsterTurn;
  92. }
  93. RunState::MonsterTurn => {
  94. self.systems.dispatch(&self.ecs);
  95. self.ecs.maintain();
  96. newrunstate = RunState::AwaitingInput;
  97. }
  98. RunState::ShowInventory => {
  99. let result = gui::show_inventory(self, ctx);
  100. match result.0 {
  101. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  102. gui::ItemMenuResult::NoResponse => {}
  103. gui::ItemMenuResult::Selected => {
  104. let item_entity = result.1.unwrap();
  105. let is_ranged = self.ecs.read_storage::<Ranged>();
  106. let is_item_ranged = is_ranged.get(item_entity);
  107. if let Some(is_item_ranged) = is_item_ranged {
  108. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  109. } else {
  110. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  111. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  112. newrunstate = RunState::PlayerTurn;
  113. }
  114. }
  115. }
  116. }
  117. RunState::ShowDropItem => {
  118. let result = gui::drop_item_menu(self, ctx);
  119. match result.0 {
  120. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  121. gui::ItemMenuResult::NoResponse => {}
  122. gui::ItemMenuResult::Selected => {
  123. let item_entity = result.1.unwrap();
  124. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  125. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  126. newrunstate = RunState::PlayerTurn;
  127. }
  128. }
  129. }
  130. RunState::ShowRemoveItem => {
  131. let result = gui::remove_item_menu(self, ctx);
  132. match result.0 {
  133. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  134. gui::ItemMenuResult::NoResponse => {}
  135. gui::ItemMenuResult::Selected => {
  136. let item_entity = result.1.unwrap();
  137. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  138. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  139. newrunstate = RunState::PlayerTurn;
  140. }
  141. }
  142. }
  143. RunState::ShowTargeting{range, item} => {
  144. let result = gui::ranged_target(self, ctx, range);
  145. match result.0 {
  146. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  147. gui::ItemMenuResult::NoResponse => {}
  148. gui::ItemMenuResult::Selected => {
  149. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  150. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  151. newrunstate = RunState::PlayerTurn;
  152. }
  153. }
  154. }
  155. RunState::MainMenu{ .. } => {
  156. let result = gui::main_menu(self, ctx);
  157. match result {
  158. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  159. gui::MainMenuResult::Selected{ selected } => {
  160. match selected {
  161. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  162. gui::MainMenuSelection::LoadGame => {
  163. saveload_system::load_game(&mut self.ecs);
  164. newrunstate = RunState::AwaitingInput;
  165. saveload_system::delete_save();
  166. }
  167. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  168. }
  169. }
  170. }
  171. }
  172. RunState::GameOver => {
  173. let result = gui::game_over(ctx);
  174. match result {
  175. gui::GameOverResult::NoSelection => {}
  176. gui::GameOverResult::QuitToMenu => {
  177. self.game_over_cleanup();
  178. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  179. }
  180. }
  181. }
  182. RunState::SaveGame => {
  183. saveload_system::save_game(&mut self.ecs);
  184. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  185. }
  186. RunState::NextLevel => {
  187. self.goto_next_level();
  188. newrunstate = RunState::PreRun;
  189. }
  190. }
  191. {
  192. let mut runwriter = self.ecs.write_resource::<RunState>();
  193. *runwriter = newrunstate;
  194. }
  195. damage_system::delete_the_dead(&mut self.ecs);
  196. }
  197. }
  198. impl State {
  199. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  200. let entities = self.ecs.entities();
  201. let player = self.ecs.read_storage::<Player>();
  202. let backpack = self.ecs.read_storage::<InBackpack>();
  203. let player_entity = self.ecs.fetch::<Entity>();
  204. let equipped = self.ecs.read_storage::<Equipped>();
  205. let mut to_delete : Vec<Entity> = Vec::new();
  206. for entity in entities.join() {
  207. let mut should_delete = true;
  208. // Don't delete the player
  209. let p = player.get(entity);
  210. if let Some(_p) = p {
  211. should_delete = false;
  212. }
  213. // Don't delete the player's equipment
  214. let bp = backpack.get(entity);
  215. if let Some(bp) = bp {
  216. if bp.owner == *player_entity {
  217. should_delete = false;
  218. }
  219. }
  220. let eq = equipped.get(entity);
  221. if let Some(eq) = eq {
  222. if eq.owner == *player_entity {
  223. should_delete = false;
  224. }
  225. }
  226. if should_delete {
  227. to_delete.push(entity);
  228. }
  229. }
  230. to_delete
  231. }
  232. fn goto_next_level(&mut self) {
  233. // Delete entities that aren't the player or his/her equipment
  234. let to_delete = self.entities_to_remove_on_level_change();
  235. for target in to_delete {
  236. self.ecs.delete_entity(target).expect("Unable to delete entity");
  237. }
  238. // Build a new map and place the player
  239. let worldmap;
  240. let current_depth;
  241. {
  242. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  243. current_depth = worldmap_resource.depth;
  244. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  245. worldmap = worldmap_resource.clone();
  246. }
  247. // Spawn bad guys
  248. for room in worldmap.rooms.iter().skip(1) {
  249. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  250. }
  251. // Place the player and update resources
  252. let (player_x, player_y) = worldmap.rooms[0].center();
  253. let mut player_position = self.ecs.write_resource::<Point>();
  254. *player_position = Point::new(player_x, player_y);
  255. let mut position_components = self.ecs.write_storage::<Position>();
  256. let player_entity = self.ecs.fetch::<Entity>();
  257. let player_pos_comp = position_components.get_mut(*player_entity);
  258. if let Some(player_pos_comp) = player_pos_comp {
  259. player_pos_comp.x = player_x;
  260. player_pos_comp.y = player_y;
  261. }
  262. // Mark the player's visibility as dirty
  263. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  264. let vs = viewshed_components.get_mut(*player_entity);
  265. if let Some(vs) = vs {
  266. vs.dirty = true;
  267. }
  268. // Notify the player and give them some health
  269. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  270. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  271. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  272. let player_health = player_health_store.get_mut(*player_entity);
  273. if let Some(player_health) = player_health {
  274. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  275. }
  276. }
  277. fn game_over_cleanup(&mut self) {
  278. // Delete everything
  279. let mut to_delete = Vec::new();
  280. for e in self.ecs.entities().join() {
  281. to_delete.push(e);
  282. }
  283. for del in to_delete.iter() {
  284. self.ecs.delete_entity(*del).expect("Deletion failed");
  285. }
  286. // Build a new map and place the player
  287. let worldmap;
  288. {
  289. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  290. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  291. worldmap = worldmap_resource.clone();
  292. }
  293. // Spawn bad guys
  294. for room in worldmap.rooms.iter().skip(1) {
  295. spawner::spawn_room(&mut self.ecs, room, 1);
  296. }
  297. // Place the player and update resources
  298. let (player_x, player_y) = worldmap.rooms[0].center();
  299. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  300. let mut player_position = self.ecs.write_resource::<Point>();
  301. *player_position = Point::new(player_x, player_y);
  302. let mut position_components = self.ecs.write_storage::<Position>();
  303. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  304. *player_entity_writer = player_entity;
  305. let player_pos_comp = position_components.get_mut(player_entity);
  306. if let Some(player_pos_comp) = player_pos_comp {
  307. player_pos_comp.x = player_x;
  308. player_pos_comp.y = player_y;
  309. }
  310. // Mark the player's visibility as dirty
  311. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  312. let vs = viewshed_components.get_mut(player_entity);
  313. if let Some(vs) = vs {
  314. vs.dirty = true;
  315. }
  316. }
  317. }
  318. fn main() {
  319. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  320. context.with_post_scanlines(true);
  321. let mut gs = State {
  322. ecs: World::new(),
  323. systems : DispatcherBuilder::new()
  324. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  325. .with(VisibilitySystem{}, "visibility_system", &[])
  326. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  327. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  328. .with(DamageSystem{}, "damage", &["melee_combat"])
  329. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  330. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  331. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  332. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  333. .build(),
  334. };
  335. gs.ecs.register::<Position>();
  336. gs.ecs.register::<Renderable>();
  337. gs.ecs.register::<Player>();
  338. gs.ecs.register::<Viewshed>();
  339. gs.ecs.register::<Monster>();
  340. gs.ecs.register::<Name>();
  341. gs.ecs.register::<BlocksTile>();
  342. gs.ecs.register::<CombatStats>();
  343. gs.ecs.register::<WantsToMelee>();
  344. gs.ecs.register::<SufferDamage>();
  345. gs.ecs.register::<Item>();
  346. gs.ecs.register::<ProvidesHealing>();
  347. gs.ecs.register::<InflictsDamage>();
  348. gs.ecs.register::<AreaOfEffect>();
  349. gs.ecs.register::<Consumable>();
  350. gs.ecs.register::<Ranged>();
  351. gs.ecs.register::<InBackpack>();
  352. gs.ecs.register::<WantsToPickupItem>();
  353. gs.ecs.register::<WantsToUseItem>();
  354. gs.ecs.register::<WantsToDropItem>();
  355. gs.ecs.register::<Confusion>();
  356. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  357. gs.ecs.register::<SerializationHelper>();
  358. gs.ecs.register::<Equippable>();
  359. gs.ecs.register::<Equipped>();
  360. gs.ecs.register::<MeleePowerBonus>();
  361. gs.ecs.register::<DefenseBonus>();
  362. gs.ecs.register::<WantsToRemoveItem>();
  363. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  364. let map : Map = Map::new_map_rooms_and_corridors(1);
  365. let (player_x, player_y) = map.rooms[0].center();
  366. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  367. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  368. for room in map.rooms.iter().skip(1) {
  369. spawner::spawn_room(&mut gs.ecs, room, 1);
  370. }
  371. gs.ecs.insert(map);
  372. gs.ecs.insert(Point::new(player_x, player_y));
  373. gs.ecs.insert(player_entity);
  374. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  375. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  376. rltk::main_loop(context, gs);
  377. }