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. rltk::add_wasm_support!();
  35. #[derive(PartialEq, Copy, Clone)]
  36. pub enum RunState { AwaitingInput,
  37. PreRun,
  38. PlayerTurn,
  39. MonsterTurn,
  40. ShowInventory,
  41. ShowDropItem,
  42. ShowTargeting { range : i32, item : Entity},
  43. MainMenu { menu_selection : gui::MainMenuSelection },
  44. SaveGame,
  45. NextLevel
  46. }
  47. pub struct State {
  48. pub ecs: World
  49. }
  50. impl State {
  51. fn run_systems(&mut self) {
  52. let mut mapindex = MapIndexingSystem{};
  53. mapindex.run_now(&self.ecs);
  54. let mut vis = VisibilitySystem{};
  55. vis.run_now(&self.ecs);
  56. let mut mob = MonsterAI{};
  57. mob.run_now(&self.ecs);
  58. let mut melee = MeleeCombatSystem{};
  59. melee.run_now(&self.ecs);
  60. let mut damage = DamageSystem{};
  61. damage.run_now(&self.ecs);
  62. let mut pickup = ItemCollectionSystem{};
  63. pickup.run_now(&self.ecs);
  64. let mut itemuse = ItemUseSystem{};
  65. itemuse.run_now(&self.ecs);
  66. let mut drop_items = ItemDropSystem{};
  67. drop_items.run_now(&self.ecs);
  68. self.ecs.maintain();
  69. }
  70. }
  71. impl GameState for State {
  72. fn tick(&mut self, ctx : &mut Rltk) {
  73. let mut newrunstate;
  74. {
  75. let runstate = self.ecs.fetch::<RunState>();
  76. newrunstate = *runstate;
  77. }
  78. ctx.cls();
  79. match newrunstate {
  80. RunState::MainMenu{..} => {}
  81. _ => {
  82. draw_map(&self.ecs, ctx);
  83. {
  84. let positions = self.ecs.read_storage::<Position>();
  85. let renderables = self.ecs.read_storage::<Renderable>();
  86. let map = self.ecs.fetch::<Map>();
  87. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  88. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  89. for (pos, render) in data.iter() {
  90. let idx = map.xy_idx(pos.x, pos.y);
  91. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  92. }
  93. gui::draw_ui(&self.ecs, ctx);
  94. }
  95. }
  96. }
  97. match newrunstate {
  98. RunState::PreRun => {
  99. self.run_systems();
  100. self.ecs.maintain();
  101. newrunstate = RunState::AwaitingInput;
  102. }
  103. RunState::AwaitingInput => {
  104. newrunstate = player_input(self, ctx);
  105. }
  106. RunState::PlayerTurn => {
  107. self.run_systems();
  108. self.ecs.maintain();
  109. newrunstate = RunState::MonsterTurn;
  110. }
  111. RunState::MonsterTurn => {
  112. self.run_systems();
  113. self.ecs.maintain();
  114. newrunstate = RunState::AwaitingInput;
  115. }
  116. RunState::ShowInventory => {
  117. let result = gui::show_inventory(self, ctx);
  118. match result.0 {
  119. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  120. gui::ItemMenuResult::NoResponse => {}
  121. gui::ItemMenuResult::Selected => {
  122. let item_entity = result.1.unwrap();
  123. let is_ranged = self.ecs.read_storage::<Ranged>();
  124. let is_item_ranged = is_ranged.get(item_entity);
  125. if let Some(is_item_ranged) = is_item_ranged {
  126. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  127. } else {
  128. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  129. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  130. newrunstate = RunState::PlayerTurn;
  131. }
  132. }
  133. }
  134. }
  135. RunState::ShowDropItem => {
  136. let result = gui::drop_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::<WantsToDropItem>();
  143. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ 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::SaveGame => {
  178. saveload_system::save_game(&mut self.ecs);
  179. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  180. }
  181. RunState::NextLevel => {
  182. self.goto_next_level();
  183. newrunstate = RunState::PreRun;
  184. }
  185. }
  186. {
  187. let mut runwriter = self.ecs.write_resource::<RunState>();
  188. *runwriter = newrunstate;
  189. }
  190. damage_system::delete_the_dead(&mut self.ecs);
  191. }
  192. }
  193. impl State {
  194. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  195. let entities = self.ecs.entities();
  196. let player = self.ecs.read_storage::<Player>();
  197. let backpack = self.ecs.read_storage::<InBackpack>();
  198. let player_entity = self.ecs.fetch::<Entity>();
  199. let mut to_delete : Vec<Entity> = Vec::new();
  200. for entity in entities.join() {
  201. let mut should_delete = true;
  202. // Don't delete the player
  203. let p = player.get(entity);
  204. if let Some(_p) = p {
  205. should_delete = false;
  206. }
  207. // Don't delete the player's equipment
  208. let bp = backpack.get(entity);
  209. if let Some(bp) = bp {
  210. if bp.owner == *player_entity {
  211. should_delete = false;
  212. }
  213. }
  214. if should_delete {
  215. to_delete.push(entity);
  216. }
  217. }
  218. to_delete
  219. }
  220. fn goto_next_level(&mut self) {
  221. // Delete entities that aren't the player or his/her equipment
  222. let to_delete = self.entities_to_remove_on_level_change();
  223. for target in to_delete {
  224. self.ecs.delete_entity(target).expect("Unable to delete entity");
  225. }
  226. // Build a new map and place the player
  227. let worldmap;
  228. let current_depth;
  229. {
  230. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  231. current_depth = worldmap_resource.depth;
  232. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  233. worldmap = worldmap_resource.clone();
  234. }
  235. // Spawn bad guys
  236. for room in worldmap.rooms.iter().skip(1) {
  237. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  238. }
  239. // Place the player and update resources
  240. let (player_x, player_y) = worldmap.rooms[0].center();
  241. let mut player_position = self.ecs.write_resource::<Point>();
  242. *player_position = Point::new(player_x, player_y);
  243. let mut position_components = self.ecs.write_storage::<Position>();
  244. let player_entity = self.ecs.fetch::<Entity>();
  245. let player_pos_comp = position_components.get_mut(*player_entity);
  246. if let Some(player_pos_comp) = player_pos_comp {
  247. player_pos_comp.x = player_x;
  248. player_pos_comp.y = player_y;
  249. }
  250. // Mark the player's visibility as dirty
  251. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  252. let vs = viewshed_components.get_mut(*player_entity);
  253. if let Some(vs) = vs {
  254. vs.dirty = true;
  255. }
  256. // Notify the player and give them some health
  257. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  258. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  259. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  260. let player_health = player_health_store.get_mut(*player_entity);
  261. if let Some(player_health) = player_health {
  262. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  263. }
  264. }
  265. }
  266. fn main() {
  267. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  268. context.with_post_scanlines(true);
  269. let mut gs = State {
  270. ecs: World::new()
  271. };
  272. gs.ecs.register::<Position>();
  273. gs.ecs.register::<Renderable>();
  274. gs.ecs.register::<Player>();
  275. gs.ecs.register::<Viewshed>();
  276. gs.ecs.register::<Monster>();
  277. gs.ecs.register::<Name>();
  278. gs.ecs.register::<BlocksTile>();
  279. gs.ecs.register::<CombatStats>();
  280. gs.ecs.register::<WantsToMelee>();
  281. gs.ecs.register::<SufferDamage>();
  282. gs.ecs.register::<Item>();
  283. gs.ecs.register::<ProvidesHealing>();
  284. gs.ecs.register::<InflictsDamage>();
  285. gs.ecs.register::<AreaOfEffect>();
  286. gs.ecs.register::<Consumable>();
  287. gs.ecs.register::<Ranged>();
  288. gs.ecs.register::<InBackpack>();
  289. gs.ecs.register::<WantsToPickupItem>();
  290. gs.ecs.register::<WantsToUseItem>();
  291. gs.ecs.register::<WantsToDropItem>();
  292. gs.ecs.register::<Confusion>();
  293. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  294. gs.ecs.register::<SerializationHelper>();
  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. }