main.rs 17 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. pub mod particle_system;
  35. pub mod hunger_system;
  36. #[derive(PartialEq, Copy, Clone)]
  37. pub enum RunState { AwaitingInput,
  38. PreRun,
  39. PlayerTurn,
  40. MonsterTurn,
  41. ShowInventory,
  42. ShowDropItem,
  43. ShowTargeting { range : i32, item : Entity},
  44. MainMenu { menu_selection : gui::MainMenuSelection },
  45. SaveGame,
  46. NextLevel,
  47. ShowRemoveItem,
  48. GameOver,
  49. MagicMapReveal { row : i32 }
  50. }
  51. pub struct State {
  52. pub ecs: World,
  53. pub systems: Dispatcher<'static, 'static>
  54. }
  55. impl GameState for State {
  56. fn tick(&mut self, ctx : &mut Rltk) {
  57. let mut newrunstate;
  58. {
  59. let runstate = self.ecs.fetch::<RunState>();
  60. newrunstate = *runstate;
  61. }
  62. ctx.cls();
  63. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  64. match newrunstate {
  65. RunState::MainMenu{..} => {}
  66. RunState::GameOver{..} => {}
  67. _ => {
  68. draw_map(&self.ecs, ctx);
  69. let positions = self.ecs.read_storage::<Position>();
  70. let renderables = self.ecs.read_storage::<Renderable>();
  71. let map = self.ecs.fetch::<Map>();
  72. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  73. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  74. for (pos, render) in data.iter() {
  75. let idx = map.xy_idx(pos.x, pos.y);
  76. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  77. }
  78. gui::draw_ui(&self.ecs, ctx);
  79. }
  80. }
  81. match newrunstate {
  82. RunState::PreRun => {
  83. self.systems.dispatch(&self.ecs);
  84. self.ecs.maintain();
  85. newrunstate = RunState::AwaitingInput;
  86. }
  87. RunState::AwaitingInput => {
  88. newrunstate = player_input(self, ctx);
  89. }
  90. RunState::PlayerTurn => {
  91. self.systems.dispatch(&self.ecs);
  92. self.ecs.maintain();
  93. match *self.ecs.fetch::<RunState>() {
  94. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  95. _ => newrunstate = RunState::MonsterTurn
  96. }
  97. }
  98. RunState::MonsterTurn => {
  99. self.systems.dispatch(&self.ecs);
  100. self.ecs.maintain();
  101. newrunstate = RunState::AwaitingInput;
  102. }
  103. RunState::ShowInventory => {
  104. let result = gui::show_inventory(self, ctx);
  105. match result.0 {
  106. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  107. gui::ItemMenuResult::NoResponse => {}
  108. gui::ItemMenuResult::Selected => {
  109. let item_entity = result.1.unwrap();
  110. let is_ranged = self.ecs.read_storage::<Ranged>();
  111. let is_item_ranged = is_ranged.get(item_entity);
  112. if let Some(is_item_ranged) = is_item_ranged {
  113. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  114. } else {
  115. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  116. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  117. newrunstate = RunState::PlayerTurn;
  118. }
  119. }
  120. }
  121. }
  122. RunState::ShowDropItem => {
  123. let result = gui::drop_item_menu(self, ctx);
  124. match result.0 {
  125. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  126. gui::ItemMenuResult::NoResponse => {}
  127. gui::ItemMenuResult::Selected => {
  128. let item_entity = result.1.unwrap();
  129. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  130. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  131. newrunstate = RunState::PlayerTurn;
  132. }
  133. }
  134. }
  135. RunState::ShowRemoveItem => {
  136. let result = gui::remove_item_menu(self, ctx);
  137. match result.0 {
  138. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  139. gui::ItemMenuResult::NoResponse => {}
  140. gui::ItemMenuResult::Selected => {
  141. let item_entity = result.1.unwrap();
  142. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  143. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  144. newrunstate = RunState::PlayerTurn;
  145. }
  146. }
  147. }
  148. RunState::ShowTargeting{range, item} => {
  149. let result = gui::ranged_target(self, ctx, range);
  150. match result.0 {
  151. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  152. gui::ItemMenuResult::NoResponse => {}
  153. gui::ItemMenuResult::Selected => {
  154. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  155. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  156. newrunstate = RunState::PlayerTurn;
  157. }
  158. }
  159. }
  160. RunState::MainMenu{ .. } => {
  161. let result = gui::main_menu(self, ctx);
  162. match result {
  163. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  164. gui::MainMenuResult::Selected{ selected } => {
  165. match selected {
  166. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  167. gui::MainMenuSelection::LoadGame => {
  168. saveload_system::load_game(&mut self.ecs);
  169. newrunstate = RunState::AwaitingInput;
  170. saveload_system::delete_save();
  171. }
  172. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  173. }
  174. }
  175. }
  176. }
  177. RunState::GameOver => {
  178. let result = gui::game_over(ctx);
  179. match result {
  180. gui::GameOverResult::NoSelection => {}
  181. gui::GameOverResult::QuitToMenu => {
  182. self.game_over_cleanup();
  183. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  184. }
  185. }
  186. }
  187. RunState::SaveGame => {
  188. saveload_system::save_game(&mut self.ecs);
  189. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  190. }
  191. RunState::NextLevel => {
  192. self.goto_next_level();
  193. newrunstate = RunState::PreRun;
  194. }
  195. RunState::MagicMapReveal{row} => {
  196. let mut map = self.ecs.fetch_mut::<Map>();
  197. for x in 0..MAPWIDTH {
  198. let idx = map.xy_idx(x as i32,row);
  199. map.revealed_tiles[idx] = true;
  200. }
  201. if row as usize == MAPHEIGHT-1 {
  202. newrunstate = RunState::MonsterTurn;
  203. } else {
  204. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  205. }
  206. }
  207. }
  208. {
  209. let mut runwriter = self.ecs.write_resource::<RunState>();
  210. *runwriter = newrunstate;
  211. }
  212. damage_system::delete_the_dead(&mut self.ecs);
  213. }
  214. }
  215. impl State {
  216. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  217. let entities = self.ecs.entities();
  218. let player = self.ecs.read_storage::<Player>();
  219. let backpack = self.ecs.read_storage::<InBackpack>();
  220. let player_entity = self.ecs.fetch::<Entity>();
  221. let equipped = self.ecs.read_storage::<Equipped>();
  222. let mut to_delete : Vec<Entity> = Vec::new();
  223. for entity in entities.join() {
  224. let mut should_delete = true;
  225. // Don't delete the player
  226. let p = player.get(entity);
  227. if let Some(_p) = p {
  228. should_delete = false;
  229. }
  230. // Don't delete the player's equipment
  231. let bp = backpack.get(entity);
  232. if let Some(bp) = bp {
  233. if bp.owner == *player_entity {
  234. should_delete = false;
  235. }
  236. }
  237. let eq = equipped.get(entity);
  238. if let Some(eq) = eq {
  239. if eq.owner == *player_entity {
  240. should_delete = false;
  241. }
  242. }
  243. if should_delete {
  244. to_delete.push(entity);
  245. }
  246. }
  247. to_delete
  248. }
  249. fn goto_next_level(&mut self) {
  250. // Delete entities that aren't the player or his/her equipment
  251. let to_delete = self.entities_to_remove_on_level_change();
  252. for target in to_delete {
  253. self.ecs.delete_entity(target).expect("Unable to delete entity");
  254. }
  255. // Build a new map and place the player
  256. let worldmap;
  257. let current_depth;
  258. {
  259. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  260. current_depth = worldmap_resource.depth;
  261. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  262. worldmap = worldmap_resource.clone();
  263. }
  264. // Spawn bad guys
  265. for room in worldmap.rooms.iter().skip(1) {
  266. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  267. }
  268. // Place the player and update resources
  269. let (player_x, player_y) = worldmap.rooms[0].center();
  270. let mut player_position = self.ecs.write_resource::<Point>();
  271. *player_position = Point::new(player_x, player_y);
  272. let mut position_components = self.ecs.write_storage::<Position>();
  273. let player_entity = self.ecs.fetch::<Entity>();
  274. let player_pos_comp = position_components.get_mut(*player_entity);
  275. if let Some(player_pos_comp) = player_pos_comp {
  276. player_pos_comp.x = player_x;
  277. player_pos_comp.y = player_y;
  278. }
  279. // Mark the player's visibility as dirty
  280. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  281. let vs = viewshed_components.get_mut(*player_entity);
  282. if let Some(vs) = vs {
  283. vs.dirty = true;
  284. }
  285. // Notify the player and give them some health
  286. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  287. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  288. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  289. let player_health = player_health_store.get_mut(*player_entity);
  290. if let Some(player_health) = player_health {
  291. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  292. }
  293. }
  294. fn game_over_cleanup(&mut self) {
  295. // Delete everything
  296. let mut to_delete = Vec::new();
  297. for e in self.ecs.entities().join() {
  298. to_delete.push(e);
  299. }
  300. for del in to_delete.iter() {
  301. self.ecs.delete_entity(*del).expect("Deletion failed");
  302. }
  303. // Build a new map and place the player
  304. let worldmap;
  305. {
  306. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  307. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  308. worldmap = worldmap_resource.clone();
  309. }
  310. // Spawn bad guys
  311. for room in worldmap.rooms.iter().skip(1) {
  312. spawner::spawn_room(&mut self.ecs, room, 1);
  313. }
  314. // Place the player and update resources
  315. let (player_x, player_y) = worldmap.rooms[0].center();
  316. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  317. let mut player_position = self.ecs.write_resource::<Point>();
  318. *player_position = Point::new(player_x, player_y);
  319. let mut position_components = self.ecs.write_storage::<Position>();
  320. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  321. *player_entity_writer = player_entity;
  322. let player_pos_comp = position_components.get_mut(player_entity);
  323. if let Some(player_pos_comp) = player_pos_comp {
  324. player_pos_comp.x = player_x;
  325. player_pos_comp.y = player_y;
  326. }
  327. // Mark the player's visibility as dirty
  328. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  329. let vs = viewshed_components.get_mut(player_entity);
  330. if let Some(vs) = vs {
  331. vs.dirty = true;
  332. }
  333. }
  334. }
  335. fn main() {
  336. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  337. context.with_post_scanlines(true);
  338. let mut gs = State {
  339. ecs: World::new(),
  340. systems : DispatcherBuilder::new()
  341. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  342. .with(VisibilitySystem{}, "visibility_system", &[])
  343. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  344. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  345. .with(DamageSystem{}, "damage", &["melee_combat"])
  346. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  347. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  348. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  349. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  350. .with(hunger_system::HungerSystem{}, "hunger", &["melee_combat", "potions"])
  351. .with(particle_system::ParticleSpawnSystem{}, "spawn_particles", &["potions", "melee_combat"])
  352. .build(),
  353. };
  354. gs.ecs.register::<Position>();
  355. gs.ecs.register::<Renderable>();
  356. gs.ecs.register::<Player>();
  357. gs.ecs.register::<Viewshed>();
  358. gs.ecs.register::<Monster>();
  359. gs.ecs.register::<Name>();
  360. gs.ecs.register::<BlocksTile>();
  361. gs.ecs.register::<CombatStats>();
  362. gs.ecs.register::<WantsToMelee>();
  363. gs.ecs.register::<SufferDamage>();
  364. gs.ecs.register::<Item>();
  365. gs.ecs.register::<ProvidesHealing>();
  366. gs.ecs.register::<InflictsDamage>();
  367. gs.ecs.register::<AreaOfEffect>();
  368. gs.ecs.register::<Consumable>();
  369. gs.ecs.register::<Ranged>();
  370. gs.ecs.register::<InBackpack>();
  371. gs.ecs.register::<WantsToPickupItem>();
  372. gs.ecs.register::<WantsToUseItem>();
  373. gs.ecs.register::<WantsToDropItem>();
  374. gs.ecs.register::<Confusion>();
  375. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  376. gs.ecs.register::<SerializationHelper>();
  377. gs.ecs.register::<Equippable>();
  378. gs.ecs.register::<Equipped>();
  379. gs.ecs.register::<MeleePowerBonus>();
  380. gs.ecs.register::<DefenseBonus>();
  381. gs.ecs.register::<WantsToRemoveItem>();
  382. gs.ecs.register::<ParticleLifetime>();
  383. gs.ecs.register::<HungerClock>();
  384. gs.ecs.register::<ProvidesFood>();
  385. gs.ecs.register::<MagicMapper>();
  386. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  387. let map : Map = Map::new_map_rooms_and_corridors(1);
  388. let (player_x, player_y) = map.rooms[0].center();
  389. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  390. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  391. for room in map.rooms.iter().skip(1) {
  392. spawner::spawn_room(&mut gs.ecs, room, 1);
  393. }
  394. gs.ecs.insert(map);
  395. gs.ecs.insert(Point::new(player_x, player_y));
  396. gs.ecs.insert(player_entity);
  397. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  398. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  399. gs.ecs.insert(particle_system::ParticleBuilder::new());
  400. rltk::main_loop(context, gs);
  401. }