main.rs 7.5 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Rltk, 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. mod gui;
  26. mod gamelog;
  27. mod spawner;
  28. mod inventory_system;
  29. use inventory_system::{ ItemCollectionSystem, ItemUseSystem, ItemDropSystem };
  30. rltk::add_wasm_support!();
  31. #[derive(PartialEq, Copy, Clone)]
  32. pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem,
  33. ShowTargeting { range : i32, item : Entity} }
  34. pub struct State {
  35. pub ecs: World
  36. }
  37. impl State {
  38. fn run_systems(&mut self) {
  39. let mut mapindex = MapIndexingSystem{};
  40. mapindex.run_now(&self.ecs);
  41. let mut vis = VisibilitySystem{};
  42. vis.run_now(&self.ecs);
  43. let mut mob = MonsterAI{};
  44. mob.run_now(&self.ecs);
  45. let mut melee = MeleeCombatSystem{};
  46. melee.run_now(&self.ecs);
  47. let mut damage = DamageSystem{};
  48. damage.run_now(&self.ecs);
  49. let mut pickup = ItemCollectionSystem{};
  50. pickup.run_now(&self.ecs);
  51. let mut itemuse = ItemUseSystem{};
  52. itemuse.run_now(&self.ecs);
  53. let mut drop_items = ItemDropSystem{};
  54. drop_items.run_now(&self.ecs);
  55. self.ecs.maintain();
  56. }
  57. }
  58. impl GameState for State {
  59. fn tick(&mut self, ctx : &mut Rltk) {
  60. ctx.cls();
  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. let mut newrunstate;
  75. {
  76. let runstate = self.ecs.fetch::<RunState>();
  77. newrunstate = *runstate;
  78. }
  79. match newrunstate {
  80. RunState::PreRun => {
  81. self.run_systems();
  82. self.ecs.maintain();
  83. newrunstate = RunState::AwaitingInput;
  84. }
  85. RunState::AwaitingInput => {
  86. newrunstate = player_input(self, ctx);
  87. }
  88. RunState::PlayerTurn => {
  89. self.run_systems();
  90. self.ecs.maintain();
  91. newrunstate = RunState::MonsterTurn;
  92. }
  93. RunState::MonsterTurn => {
  94. self.run_systems();
  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::ShowTargeting{range, item} => {
  131. let result = gui::ranged_target(self, ctx, range);
  132. match result.0 {
  133. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  134. gui::ItemMenuResult::NoResponse => {}
  135. gui::ItemMenuResult::Selected => {
  136. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  137. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  138. newrunstate = RunState::PlayerTurn;
  139. }
  140. }
  141. }
  142. }
  143. {
  144. let mut runwriter = self.ecs.write_resource::<RunState>();
  145. *runwriter = newrunstate;
  146. }
  147. damage_system::delete_the_dead(&mut self.ecs);
  148. }
  149. }
  150. fn main() {
  151. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  152. context.with_post_scanlines(true);
  153. let mut gs = State {
  154. ecs: World::new()
  155. };
  156. gs.ecs.register::<Position>();
  157. gs.ecs.register::<Renderable>();
  158. gs.ecs.register::<Player>();
  159. gs.ecs.register::<Viewshed>();
  160. gs.ecs.register::<Monster>();
  161. gs.ecs.register::<Name>();
  162. gs.ecs.register::<BlocksTile>();
  163. gs.ecs.register::<CombatStats>();
  164. gs.ecs.register::<WantsToMelee>();
  165. gs.ecs.register::<SufferDamage>();
  166. gs.ecs.register::<Item>();
  167. gs.ecs.register::<ProvidesHealing>();
  168. gs.ecs.register::<InflictsDamage>();
  169. gs.ecs.register::<AreaOfEffect>();
  170. gs.ecs.register::<Consumable>();
  171. gs.ecs.register::<Ranged>();
  172. gs.ecs.register::<InBackpack>();
  173. gs.ecs.register::<WantsToPickupItem>();
  174. gs.ecs.register::<WantsToUseItem>();
  175. gs.ecs.register::<WantsToDropItem>();
  176. gs.ecs.register::<Confusion>();
  177. let map : Map = Map::new_map_rooms_and_corridors();
  178. let (player_x, player_y) = map.rooms[0].center();
  179. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  180. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  181. for room in map.rooms.iter().skip(1) {
  182. spawner::spawn_room(&mut gs.ecs, room);
  183. }
  184. gs.ecs.insert(map);
  185. gs.ecs.insert(Point::new(player_x, player_y));
  186. gs.ecs.insert(player_entity);
  187. gs.ecs.insert(RunState::PreRun);
  188. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  189. rltk::main_loop(context, gs);
  190. }