main.rs 13 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 };
  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. }
  46. pub struct State {
  47. pub ecs: World,
  48. pub systems: Dispatcher<'static, 'static>
  49. }
  50. impl GameState for State {
  51. fn tick(&mut self, ctx : &mut Rltk) {
  52. let mut newrunstate;
  53. {
  54. let runstate = self.ecs.fetch::<RunState>();
  55. newrunstate = *runstate;
  56. }
  57. ctx.cls();
  58. match newrunstate {
  59. RunState::MainMenu{..} => {}
  60. _ => {
  61. draw_map(&self.ecs, ctx);
  62. {
  63. let positions = self.ecs.read_storage::<Position>();
  64. let renderables = self.ecs.read_storage::<Renderable>();
  65. let map = self.ecs.fetch::<Map>();
  66. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  67. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  68. for (pos, render) in data.iter() {
  69. let idx = map.xy_idx(pos.x, pos.y);
  70. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  71. }
  72. gui::draw_ui(&self.ecs, ctx);
  73. }
  74. }
  75. }
  76. match newrunstate {
  77. RunState::PreRun => {
  78. self.systems.dispatch(&self.ecs);
  79. self.ecs.maintain();
  80. newrunstate = RunState::AwaitingInput;
  81. }
  82. RunState::AwaitingInput => {
  83. newrunstate = player_input(self, ctx);
  84. }
  85. RunState::PlayerTurn => {
  86. self.systems.dispatch(&self.ecs);
  87. self.ecs.maintain();
  88. newrunstate = RunState::MonsterTurn;
  89. }
  90. RunState::MonsterTurn => {
  91. self.systems.dispatch(&self.ecs);
  92. self.ecs.maintain();
  93. newrunstate = RunState::AwaitingInput;
  94. }
  95. RunState::ShowInventory => {
  96. let result = gui::show_inventory(self, ctx);
  97. match result.0 {
  98. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  99. gui::ItemMenuResult::NoResponse => {}
  100. gui::ItemMenuResult::Selected => {
  101. let item_entity = result.1.unwrap();
  102. let is_ranged = self.ecs.read_storage::<Ranged>();
  103. let is_item_ranged = is_ranged.get(item_entity);
  104. if let Some(is_item_ranged) = is_item_ranged {
  105. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  106. } else {
  107. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  108. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  109. newrunstate = RunState::PlayerTurn;
  110. }
  111. }
  112. }
  113. }
  114. RunState::ShowDropItem => {
  115. let result = gui::drop_item_menu(self, ctx);
  116. match result.0 {
  117. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  118. gui::ItemMenuResult::NoResponse => {}
  119. gui::ItemMenuResult::Selected => {
  120. let item_entity = result.1.unwrap();
  121. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  122. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  123. newrunstate = RunState::PlayerTurn;
  124. }
  125. }
  126. }
  127. RunState::ShowTargeting{range, item} => {
  128. let result = gui::ranged_target(self, ctx, range);
  129. match result.0 {
  130. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  131. gui::ItemMenuResult::NoResponse => {}
  132. gui::ItemMenuResult::Selected => {
  133. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  134. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  135. newrunstate = RunState::PlayerTurn;
  136. }
  137. }
  138. }
  139. RunState::MainMenu{ .. } => {
  140. let result = gui::main_menu(self, ctx);
  141. match result {
  142. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  143. gui::MainMenuResult::Selected{ selected } => {
  144. match selected {
  145. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  146. gui::MainMenuSelection::LoadGame => {
  147. saveload_system::load_game(&mut self.ecs);
  148. newrunstate = RunState::AwaitingInput;
  149. saveload_system::delete_save();
  150. }
  151. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  152. }
  153. }
  154. }
  155. }
  156. RunState::SaveGame => {
  157. saveload_system::save_game(&mut self.ecs);
  158. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  159. }
  160. RunState::NextLevel => {
  161. self.goto_next_level();
  162. newrunstate = RunState::PreRun;
  163. }
  164. }
  165. {
  166. let mut runwriter = self.ecs.write_resource::<RunState>();
  167. *runwriter = newrunstate;
  168. }
  169. damage_system::delete_the_dead(&mut self.ecs);
  170. }
  171. }
  172. impl State {
  173. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  174. let entities = self.ecs.entities();
  175. let player = self.ecs.read_storage::<Player>();
  176. let backpack = self.ecs.read_storage::<InBackpack>();
  177. let player_entity = self.ecs.fetch::<Entity>();
  178. let equipped = self.ecs.read_storage::<Equipped>();
  179. let mut to_delete : Vec<Entity> = Vec::new();
  180. for entity in entities.join() {
  181. let mut should_delete = true;
  182. // Don't delete the player
  183. let p = player.get(entity);
  184. if let Some(_p) = p {
  185. should_delete = false;
  186. }
  187. // Don't delete the player's equipment
  188. let bp = backpack.get(entity);
  189. if let Some(bp) = bp {
  190. if bp.owner == *player_entity {
  191. should_delete = false;
  192. }
  193. }
  194. let eq = equipped.get(entity);
  195. if let Some(eq) = eq {
  196. if eq.owner == *player_entity {
  197. should_delete = false;
  198. }
  199. }
  200. if should_delete {
  201. to_delete.push(entity);
  202. }
  203. }
  204. to_delete
  205. }
  206. fn goto_next_level(&mut self) {
  207. // Delete entities that aren't the player or his/her equipment
  208. let to_delete = self.entities_to_remove_on_level_change();
  209. for target in to_delete {
  210. self.ecs.delete_entity(target).expect("Unable to delete entity");
  211. }
  212. // Build a new map and place the player
  213. let worldmap;
  214. let current_depth;
  215. {
  216. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  217. current_depth = worldmap_resource.depth;
  218. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  219. worldmap = worldmap_resource.clone();
  220. }
  221. // Spawn bad guys
  222. for room in worldmap.rooms.iter().skip(1) {
  223. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  224. }
  225. // Place the player and update resources
  226. let (player_x, player_y) = worldmap.rooms[0].center();
  227. let mut player_position = self.ecs.write_resource::<Point>();
  228. *player_position = Point::new(player_x, player_y);
  229. let mut position_components = self.ecs.write_storage::<Position>();
  230. let player_entity = self.ecs.fetch::<Entity>();
  231. let player_pos_comp = position_components.get_mut(*player_entity);
  232. if let Some(player_pos_comp) = player_pos_comp {
  233. player_pos_comp.x = player_x;
  234. player_pos_comp.y = player_y;
  235. }
  236. // Mark the player's visibility as dirty
  237. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  238. let vs = viewshed_components.get_mut(*player_entity);
  239. if let Some(vs) = vs {
  240. vs.dirty = true;
  241. }
  242. // Notify the player and give them some health
  243. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  244. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  245. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  246. let player_health = player_health_store.get_mut(*player_entity);
  247. if let Some(player_health) = player_health {
  248. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  249. }
  250. }
  251. }
  252. fn main() {
  253. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  254. context.with_post_scanlines(true);
  255. let mut gs = State {
  256. ecs: World::new(),
  257. systems : DispatcherBuilder::new()
  258. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  259. .with(VisibilitySystem{}, "visibility_system", &[])
  260. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  261. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  262. .with(DamageSystem{}, "damage", &["melee_combat"])
  263. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  264. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  265. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  266. .build(),
  267. };
  268. gs.ecs.register::<Position>();
  269. gs.ecs.register::<Renderable>();
  270. gs.ecs.register::<Player>();
  271. gs.ecs.register::<Viewshed>();
  272. gs.ecs.register::<Monster>();
  273. gs.ecs.register::<Name>();
  274. gs.ecs.register::<BlocksTile>();
  275. gs.ecs.register::<CombatStats>();
  276. gs.ecs.register::<WantsToMelee>();
  277. gs.ecs.register::<SufferDamage>();
  278. gs.ecs.register::<Item>();
  279. gs.ecs.register::<ProvidesHealing>();
  280. gs.ecs.register::<InflictsDamage>();
  281. gs.ecs.register::<AreaOfEffect>();
  282. gs.ecs.register::<Consumable>();
  283. gs.ecs.register::<Ranged>();
  284. gs.ecs.register::<InBackpack>();
  285. gs.ecs.register::<WantsToPickupItem>();
  286. gs.ecs.register::<WantsToUseItem>();
  287. gs.ecs.register::<WantsToDropItem>();
  288. gs.ecs.register::<Confusion>();
  289. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  290. gs.ecs.register::<SerializationHelper>();
  291. gs.ecs.register::<Equippable>();
  292. gs.ecs.register::<Equipped>();
  293. gs.ecs.register::<MeleePowerBonus>();
  294. gs.ecs.register::<DefenseBonus>();
  295. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  296. let map : Map = Map::new_map_rooms_and_corridors(1);
  297. let (player_x, player_y) = map.rooms[0].center();
  298. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  299. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  300. for room in map.rooms.iter().skip(1) {
  301. spawner::spawn_room(&mut gs.ecs, room, 1);
  302. }
  303. gs.ecs.insert(map);
  304. gs.ecs.insert(Point::new(player_x, player_y));
  305. gs.ecs.insert(player_entity);
  306. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  307. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  308. rltk::main_loop(context, gs);
  309. }