main.rs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461
  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. pub mod rex_assets;
  37. pub mod trigger_system;
  38. rltk::add_wasm_support!();
  39. #[derive(PartialEq, Copy, Clone)]
  40. pub enum RunState { AwaitingInput,
  41. PreRun,
  42. PlayerTurn,
  43. MonsterTurn,
  44. ShowInventory,
  45. ShowDropItem,
  46. ShowTargeting { range : i32, item : Entity},
  47. MainMenu { menu_selection : gui::MainMenuSelection },
  48. SaveGame,
  49. NextLevel,
  50. ShowRemoveItem,
  51. GameOver,
  52. MagicMapReveal { row : i32 }
  53. }
  54. pub struct State {
  55. pub ecs: World
  56. }
  57. impl State {
  58. fn run_systems(&mut self) {
  59. let mut mapindex = MapIndexingSystem{};
  60. mapindex.run_now(&self.ecs);
  61. let mut vis = VisibilitySystem{};
  62. vis.run_now(&self.ecs);
  63. let mut mob = MonsterAI{};
  64. mob.run_now(&self.ecs);
  65. let mut triggers = trigger_system::TriggerSystem{};
  66. triggers.run_now(&self.ecs);
  67. let mut melee = MeleeCombatSystem{};
  68. melee.run_now(&self.ecs);
  69. let mut damage = DamageSystem{};
  70. damage.run_now(&self.ecs);
  71. let mut pickup = ItemCollectionSystem{};
  72. pickup.run_now(&self.ecs);
  73. let mut itemuse = ItemUseSystem{};
  74. itemuse.run_now(&self.ecs);
  75. let mut drop_items = ItemDropSystem{};
  76. drop_items.run_now(&self.ecs);
  77. let mut item_remove = ItemRemoveSystem{};
  78. item_remove.run_now(&self.ecs);
  79. let mut hunger = hunger_system::HungerSystem{};
  80. hunger.run_now(&self.ecs);
  81. let mut particles = particle_system::ParticleSpawnSystem{};
  82. particles.run_now(&self.ecs);
  83. self.ecs.maintain();
  84. }
  85. }
  86. impl GameState for State {
  87. fn tick(&mut self, ctx : &mut Rltk) {
  88. let mut newrunstate;
  89. {
  90. let runstate = self.ecs.fetch::<RunState>();
  91. newrunstate = *runstate;
  92. }
  93. ctx.cls();
  94. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  95. match newrunstate {
  96. RunState::MainMenu{..} => {}
  97. RunState::GameOver{..} => {}
  98. _ => {
  99. draw_map(&self.ecs, ctx);
  100. let positions = self.ecs.read_storage::<Position>();
  101. let renderables = self.ecs.read_storage::<Renderable>();
  102. let hidden = self.ecs.read_storage::<Hidden>();
  103. let map = self.ecs.fetch::<Map>();
  104. let mut data = (&positions, &renderables, !&hidden).join().collect::<Vec<_>>();
  105. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  106. for (pos, render, _hidden) in data.iter() {
  107. let idx = map.xy_idx(pos.x, pos.y);
  108. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  109. }
  110. gui::draw_ui(&self.ecs, ctx);
  111. }
  112. }
  113. match newrunstate {
  114. RunState::PreRun => {
  115. self.run_systems();
  116. self.ecs.maintain();
  117. newrunstate = RunState::AwaitingInput;
  118. }
  119. RunState::AwaitingInput => {
  120. newrunstate = player_input(self, ctx);
  121. }
  122. RunState::PlayerTurn => {
  123. self.run_systems();
  124. self.ecs.maintain();
  125. match *self.ecs.fetch::<RunState>() {
  126. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  127. _ => newrunstate = RunState::MonsterTurn
  128. }
  129. }
  130. RunState::MonsterTurn => {
  131. self.run_systems();
  132. self.ecs.maintain();
  133. newrunstate = RunState::AwaitingInput;
  134. }
  135. RunState::ShowInventory => {
  136. let result = gui::show_inventory(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 is_ranged = self.ecs.read_storage::<Ranged>();
  143. let is_item_ranged = is_ranged.get(item_entity);
  144. if let Some(is_item_ranged) = is_item_ranged {
  145. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  146. } else {
  147. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  148. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  149. newrunstate = RunState::PlayerTurn;
  150. }
  151. }
  152. }
  153. }
  154. RunState::ShowDropItem => {
  155. let result = gui::drop_item_menu(self, ctx);
  156. match result.0 {
  157. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  158. gui::ItemMenuResult::NoResponse => {}
  159. gui::ItemMenuResult::Selected => {
  160. let item_entity = result.1.unwrap();
  161. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  162. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  163. newrunstate = RunState::PlayerTurn;
  164. }
  165. }
  166. }
  167. RunState::ShowRemoveItem => {
  168. let result = gui::remove_item_menu(self, ctx);
  169. match result.0 {
  170. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  171. gui::ItemMenuResult::NoResponse => {}
  172. gui::ItemMenuResult::Selected => {
  173. let item_entity = result.1.unwrap();
  174. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  175. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  176. newrunstate = RunState::PlayerTurn;
  177. }
  178. }
  179. }
  180. RunState::ShowTargeting{range, item} => {
  181. let result = gui::ranged_target(self, ctx, range);
  182. match result.0 {
  183. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  184. gui::ItemMenuResult::NoResponse => {}
  185. gui::ItemMenuResult::Selected => {
  186. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  187. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  188. newrunstate = RunState::PlayerTurn;
  189. }
  190. }
  191. }
  192. RunState::MainMenu{ .. } => {
  193. let result = gui::main_menu(self, ctx);
  194. match result {
  195. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  196. gui::MainMenuResult::Selected{ selected } => {
  197. match selected {
  198. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  199. gui::MainMenuSelection::LoadGame => {
  200. saveload_system::load_game(&mut self.ecs);
  201. newrunstate = RunState::AwaitingInput;
  202. saveload_system::delete_save();
  203. }
  204. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  205. }
  206. }
  207. }
  208. }
  209. RunState::GameOver => {
  210. let result = gui::game_over(ctx);
  211. match result {
  212. gui::GameOverResult::NoSelection => {}
  213. gui::GameOverResult::QuitToMenu => {
  214. self.game_over_cleanup();
  215. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  216. }
  217. }
  218. }
  219. RunState::SaveGame => {
  220. saveload_system::save_game(&mut self.ecs);
  221. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  222. }
  223. RunState::NextLevel => {
  224. self.goto_next_level();
  225. newrunstate = RunState::PreRun;
  226. }
  227. RunState::MagicMapReveal{row} => {
  228. let mut map = self.ecs.fetch_mut::<Map>();
  229. for x in 0..MAPWIDTH {
  230. let idx = map.xy_idx(x as i32,row);
  231. map.revealed_tiles[idx] = true;
  232. }
  233. if row as usize == MAPHEIGHT-1 {
  234. newrunstate = RunState::MonsterTurn;
  235. } else {
  236. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  237. }
  238. }
  239. }
  240. {
  241. let mut runwriter = self.ecs.write_resource::<RunState>();
  242. *runwriter = newrunstate;
  243. }
  244. damage_system::delete_the_dead(&mut self.ecs);
  245. }
  246. }
  247. impl State {
  248. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  249. let entities = self.ecs.entities();
  250. let player = self.ecs.read_storage::<Player>();
  251. let backpack = self.ecs.read_storage::<InBackpack>();
  252. let player_entity = self.ecs.fetch::<Entity>();
  253. let equipped = self.ecs.read_storage::<Equipped>();
  254. let mut to_delete : Vec<Entity> = Vec::new();
  255. for entity in entities.join() {
  256. let mut should_delete = true;
  257. // Don't delete the player
  258. let p = player.get(entity);
  259. if let Some(_p) = p {
  260. should_delete = false;
  261. }
  262. // Don't delete the player's equipment
  263. let bp = backpack.get(entity);
  264. if let Some(bp) = bp {
  265. if bp.owner == *player_entity {
  266. should_delete = false;
  267. }
  268. }
  269. let eq = equipped.get(entity);
  270. if let Some(eq) = eq {
  271. if eq.owner == *player_entity {
  272. should_delete = false;
  273. }
  274. }
  275. if should_delete {
  276. to_delete.push(entity);
  277. }
  278. }
  279. to_delete
  280. }
  281. fn goto_next_level(&mut self) {
  282. // Delete entities that aren't the player or his/her equipment
  283. let to_delete = self.entities_to_remove_on_level_change();
  284. for target in to_delete {
  285. self.ecs.delete_entity(target).expect("Unable to delete entity");
  286. }
  287. // Build a new map and place the player
  288. let worldmap;
  289. let current_depth;
  290. {
  291. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  292. current_depth = worldmap_resource.depth;
  293. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  294. worldmap = worldmap_resource.clone();
  295. }
  296. // Spawn bad guys
  297. for room in worldmap.rooms.iter().skip(1) {
  298. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  299. }
  300. // Place the player and update resources
  301. let (player_x, player_y) = worldmap.rooms[0].center();
  302. let mut player_position = self.ecs.write_resource::<Point>();
  303. *player_position = Point::new(player_x, player_y);
  304. let mut position_components = self.ecs.write_storage::<Position>();
  305. let player_entity = self.ecs.fetch::<Entity>();
  306. let player_pos_comp = position_components.get_mut(*player_entity);
  307. if let Some(player_pos_comp) = player_pos_comp {
  308. player_pos_comp.x = player_x;
  309. player_pos_comp.y = player_y;
  310. }
  311. // Mark the player's visibility as dirty
  312. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  313. let vs = viewshed_components.get_mut(*player_entity);
  314. if let Some(vs) = vs {
  315. vs.dirty = true;
  316. }
  317. // Notify the player and give them some health
  318. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  319. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  320. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  321. let player_health = player_health_store.get_mut(*player_entity);
  322. if let Some(player_health) = player_health {
  323. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  324. }
  325. }
  326. fn game_over_cleanup(&mut self) {
  327. // Delete everything
  328. let mut to_delete = Vec::new();
  329. for e in self.ecs.entities().join() {
  330. to_delete.push(e);
  331. }
  332. for del in to_delete.iter() {
  333. self.ecs.delete_entity(*del).expect("Deletion failed");
  334. }
  335. // Build a new map and place the player
  336. let worldmap;
  337. {
  338. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  339. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  340. worldmap = worldmap_resource.clone();
  341. }
  342. // Spawn bad guys
  343. for room in worldmap.rooms.iter().skip(1) {
  344. spawner::spawn_room(&mut self.ecs, room, 1);
  345. }
  346. // Place the player and update resources
  347. let (player_x, player_y) = worldmap.rooms[0].center();
  348. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  349. let mut player_position = self.ecs.write_resource::<Point>();
  350. *player_position = Point::new(player_x, player_y);
  351. let mut position_components = self.ecs.write_storage::<Position>();
  352. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  353. *player_entity_writer = player_entity;
  354. let player_pos_comp = position_components.get_mut(player_entity);
  355. if let Some(player_pos_comp) = player_pos_comp {
  356. player_pos_comp.x = player_x;
  357. player_pos_comp.y = player_y;
  358. }
  359. // Mark the player's visibility as dirty
  360. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  361. let vs = viewshed_components.get_mut(player_entity);
  362. if let Some(vs) = vs {
  363. vs.dirty = true;
  364. }
  365. }
  366. }
  367. fn main() {
  368. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  369. context.with_post_scanlines(true);
  370. let mut gs = State {
  371. ecs: World::new()
  372. };
  373. gs.ecs.register::<Position>();
  374. gs.ecs.register::<Renderable>();
  375. gs.ecs.register::<Player>();
  376. gs.ecs.register::<Viewshed>();
  377. gs.ecs.register::<Monster>();
  378. gs.ecs.register::<Name>();
  379. gs.ecs.register::<BlocksTile>();
  380. gs.ecs.register::<CombatStats>();
  381. gs.ecs.register::<WantsToMelee>();
  382. gs.ecs.register::<SufferDamage>();
  383. gs.ecs.register::<Item>();
  384. gs.ecs.register::<ProvidesHealing>();
  385. gs.ecs.register::<InflictsDamage>();
  386. gs.ecs.register::<AreaOfEffect>();
  387. gs.ecs.register::<Consumable>();
  388. gs.ecs.register::<Ranged>();
  389. gs.ecs.register::<InBackpack>();
  390. gs.ecs.register::<WantsToPickupItem>();
  391. gs.ecs.register::<WantsToUseItem>();
  392. gs.ecs.register::<WantsToDropItem>();
  393. gs.ecs.register::<Confusion>();
  394. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  395. gs.ecs.register::<SerializationHelper>();
  396. gs.ecs.register::<Equippable>();
  397. gs.ecs.register::<Equipped>();
  398. gs.ecs.register::<MeleePowerBonus>();
  399. gs.ecs.register::<DefenseBonus>();
  400. gs.ecs.register::<WantsToRemoveItem>();
  401. gs.ecs.register::<ParticleLifetime>();
  402. gs.ecs.register::<HungerClock>();
  403. gs.ecs.register::<ProvidesFood>();
  404. gs.ecs.register::<MagicMapper>();
  405. gs.ecs.register::<Hidden>();
  406. gs.ecs.register::<EntryTrigger>();
  407. gs.ecs.register::<EntityMoved>();
  408. gs.ecs.register::<SingleActivation>();
  409. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  410. let map : Map = Map::new_map_rooms_and_corridors(1);
  411. let (player_x, player_y) = map.rooms[0].center();
  412. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  413. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  414. for room in map.rooms.iter().skip(1) {
  415. spawner::spawn_room(&mut gs.ecs, room, 1);
  416. }
  417. gs.ecs.insert(map);
  418. gs.ecs.insert(Point::new(player_x, player_y));
  419. gs.ecs.insert(player_entity);
  420. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  421. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  422. gs.ecs.insert(particle_system::ParticleBuilder::new());
  423. gs.ecs.insert(rex_assets::RexAssets::new());
  424. rltk::main_loop(context, gs);
  425. }