main.rs 4.8 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Rltk, RGB, Point};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. #[macro_use]
  6. extern crate specs_derive;
  7. mod components;
  8. pub use components::*;
  9. mod map;
  10. pub use map::*;
  11. mod player;
  12. use player::*;
  13. mod rect;
  14. pub use rect::Rect;
  15. mod visibility_system;
  16. use visibility_system::VisibilitySystem;
  17. mod monster_ai_system;
  18. use monster_ai_system::MonsterAI;
  19. mod map_indexing_system;
  20. use map_indexing_system::MapIndexingSystem;
  21. mod melee_combat_system;
  22. use melee_combat_system::MeleeCombatSystem;
  23. mod damage_system;
  24. use damage_system::DamageSystem;
  25. rltk::add_wasm_support!();
  26. #[derive(PartialEq, Copy, Clone)]
  27. pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn }
  28. pub struct State {
  29. pub ecs: World
  30. }
  31. impl State {
  32. fn run_systems(&mut self) {
  33. let mut mapindex = MapIndexingSystem{};
  34. mapindex.run_now(&self.ecs);
  35. let mut vis = VisibilitySystem{};
  36. vis.run_now(&self.ecs);
  37. let mut mob = MonsterAI{};
  38. mob.run_now(&self.ecs);
  39. let mut melee = MeleeCombatSystem{};
  40. melee.run_now(&self.ecs);
  41. let mut damage = DamageSystem{};
  42. damage.run_now(&self.ecs);
  43. self.ecs.maintain();
  44. }
  45. }
  46. impl GameState for State {
  47. fn tick(&mut self, ctx : &mut Rltk) {
  48. ctx.cls();
  49. let mut newrunstate;
  50. {
  51. let runstate = self.ecs.fetch::<RunState>();
  52. newrunstate = *runstate;
  53. }
  54. match newrunstate {
  55. RunState::PreRun => {
  56. self.run_systems();
  57. newrunstate = RunState::AwaitingInput;
  58. }
  59. RunState::AwaitingInput => {
  60. newrunstate = player_input(self, ctx);
  61. }
  62. RunState::PlayerTurn => {
  63. self.run_systems();
  64. newrunstate = RunState::MonsterTurn;
  65. }
  66. RunState::MonsterTurn => {
  67. self.run_systems();
  68. newrunstate = RunState::AwaitingInput;
  69. }
  70. }
  71. {
  72. let mut runwriter = self.ecs.write_resource::<RunState>();
  73. *runwriter = newrunstate;
  74. }
  75. damage_system::delete_the_dead(&mut self.ecs);
  76. draw_map(&self.ecs, ctx);
  77. let positions = self.ecs.read_storage::<Position>();
  78. let renderables = self.ecs.read_storage::<Renderable>();
  79. let map = self.ecs.fetch::<Map>();
  80. for (pos, render) in (&positions, &renderables).join() {
  81. let idx = map.xy_idx(pos.x, pos.y);
  82. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  83. }
  84. }
  85. }
  86. fn main() {
  87. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  88. let mut gs = State {
  89. ecs: World::new(),
  90. };
  91. gs.ecs.register::<Position>();
  92. gs.ecs.register::<Renderable>();
  93. gs.ecs.register::<Player>();
  94. gs.ecs.register::<Viewshed>();
  95. gs.ecs.register::<Monster>();
  96. gs.ecs.register::<Name>();
  97. gs.ecs.register::<BlocksTile>();
  98. gs.ecs.register::<CombatStats>();
  99. gs.ecs.register::<WantsToMelee>();
  100. gs.ecs.register::<SufferDamage>();
  101. let map : Map = Map::new_map_rooms_and_corridors();
  102. let (player_x, player_y) = map.rooms[0].center();
  103. let player_entity = gs.ecs
  104. .create_entity()
  105. .with(Position { x: player_x, y: player_y })
  106. .with(Renderable {
  107. glyph: rltk::to_cp437('@'),
  108. fg: RGB::named(rltk::YELLOW),
  109. bg: RGB::named(rltk::BLACK),
  110. })
  111. .with(Player{})
  112. .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
  113. .with(Name{name: "Player".to_string() })
  114. .with(CombatStats{ max_hp: 30, hp: 30, defense: 2, power: 5 })
  115. .build();
  116. let mut rng = rltk::RandomNumberGenerator::new();
  117. for (i,room) in map.rooms.iter().skip(1).enumerate() {
  118. let (x,y) = room.center();
  119. let glyph : u8;
  120. let name : String;
  121. let roll = rng.roll_dice(1, 2);
  122. match roll {
  123. 1 => { glyph = rltk::to_cp437('g'); name = "Goblin".to_string(); }
  124. _ => { glyph = rltk::to_cp437('o'); name = "Orc".to_string(); }
  125. }
  126. gs.ecs.create_entity()
  127. .with(Position{ x, y })
  128. .with(Renderable{
  129. glyph,
  130. fg: RGB::named(rltk::RED),
  131. bg: RGB::named(rltk::BLACK),
  132. })
  133. .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
  134. .with(Monster{})
  135. .with(Name{ name: format!("{} #{}", &name, i) })
  136. .with(BlocksTile{})
  137. .with(CombatStats{ max_hp: 16, hp: 16, defense: 1, power: 4 })
  138. .build();
  139. }
  140. gs.ecs.insert(map);
  141. gs.ecs.insert(Point::new(player_x, player_y));
  142. gs.ecs.insert(player_entity);
  143. gs.ecs.insert(RunState::PreRun);
  144. rltk::main_loop(context, gs);
  145. }