main.rs 5.1 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, PotionUseSystem };
  30. #[derive(PartialEq, Copy, Clone)]
  31. pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory }
  32. pub struct State {
  33. pub ecs: World,
  34. pub systems: Dispatcher<'static, 'static>
  35. }
  36. impl GameState for State {
  37. fn tick(&mut self, ctx : &mut Rltk) {
  38. ctx.cls();
  39. draw_map(&self.ecs, ctx);
  40. {
  41. let positions = self.ecs.read_storage::<Position>();
  42. let renderables = self.ecs.read_storage::<Renderable>();
  43. let map = self.ecs.fetch::<Map>();
  44. for (pos, render) in (&positions, &renderables).join() {
  45. let idx = map.xy_idx(pos.x, pos.y);
  46. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  47. }
  48. gui::draw_ui(&self.ecs, ctx);
  49. }
  50. let mut newrunstate;
  51. {
  52. let runstate = self.ecs.fetch::<RunState>();
  53. newrunstate = *runstate;
  54. }
  55. match newrunstate {
  56. RunState::PreRun => {
  57. self.systems.dispatch(&self.ecs);
  58. self.ecs.maintain();
  59. newrunstate = RunState::AwaitingInput;
  60. }
  61. RunState::AwaitingInput => {
  62. newrunstate = player_input(self, ctx);
  63. }
  64. RunState::PlayerTurn => {
  65. self.systems.dispatch(&self.ecs);
  66. self.ecs.maintain();
  67. newrunstate = RunState::MonsterTurn;
  68. }
  69. RunState::MonsterTurn => {
  70. self.systems.dispatch(&self.ecs);
  71. self.ecs.maintain();
  72. newrunstate = RunState::AwaitingInput;
  73. }
  74. RunState::ShowInventory => {
  75. let result = gui::show_inventory(self, ctx);
  76. match result.0 {
  77. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  78. gui::ItemMenuResult::NoResponse => {}
  79. gui::ItemMenuResult::Selected => {
  80. let item_entity = result.1.unwrap();
  81. let mut intent = self.ecs.write_storage::<WantsToDrinkPotion>();
  82. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDrinkPotion{ potion: item_entity }).expect("Unable to insert intent");
  83. newrunstate = RunState::PlayerTurn;
  84. }
  85. }
  86. }
  87. }
  88. {
  89. let mut runwriter = self.ecs.write_resource::<RunState>();
  90. *runwriter = newrunstate;
  91. }
  92. damage_system::delete_the_dead(&mut self.ecs);
  93. }
  94. }
  95. fn main() {
  96. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  97. context.with_post_scanlines(true);
  98. let mut gs = State {
  99. ecs: World::new(),
  100. systems : DispatcherBuilder::new()
  101. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  102. .with(VisibilitySystem{}, "visibility_system", &[])
  103. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  104. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  105. .with(DamageSystem{}, "damage", &["melee_combat"])
  106. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  107. .with(PotionUseSystem{}, "potions", &["melee_combat"])
  108. .build(),
  109. };
  110. gs.ecs.register::<Position>();
  111. gs.ecs.register::<Renderable>();
  112. gs.ecs.register::<Player>();
  113. gs.ecs.register::<Viewshed>();
  114. gs.ecs.register::<Monster>();
  115. gs.ecs.register::<Name>();
  116. gs.ecs.register::<BlocksTile>();
  117. gs.ecs.register::<CombatStats>();
  118. gs.ecs.register::<WantsToMelee>();
  119. gs.ecs.register::<SufferDamage>();
  120. gs.ecs.register::<Item>();
  121. gs.ecs.register::<Potion>();
  122. gs.ecs.register::<InBackpack>();
  123. gs.ecs.register::<WantsToPickupItem>();
  124. gs.ecs.register::<WantsToDrinkPotion>();
  125. let map : Map = Map::new_map_rooms_and_corridors();
  126. let (player_x, player_y) = map.rooms[0].center();
  127. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  128. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  129. for room in map.rooms.iter().skip(1) {
  130. spawner::spawn_room(&mut gs.ecs, room);
  131. }
  132. gs.ecs.insert(map);
  133. gs.ecs.insert(Point::new(player_x, player_y));
  134. gs.ecs.insert(player_entity);
  135. gs.ecs.insert(RunState::PreRun);
  136. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  137. rltk::main_loop(context, gs);
  138. }