main.rs 14 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, ItemRemoveSystem };
  32. pub mod saveload_system;
  33. pub mod random_table;
  34. #[derive(PartialEq, Copy, Clone)]
  35. pub enum RunState { AwaitingInput,
  36. PreRun,
  37. PlayerTurn,
  38. MonsterTurn,
  39. ShowInventory,
  40. ShowDropItem,
  41. ShowTargeting { range : i32, item : Entity},
  42. MainMenu { menu_selection : gui::MainMenuSelection },
  43. SaveGame,
  44. NextLevel,
  45. ShowRemoveItem
  46. }
  47. pub struct State {
  48. pub ecs: World,
  49. pub systems: Dispatcher<'static, 'static>
  50. }
  51. impl GameState for State {
  52. fn tick(&mut self, ctx : &mut Rltk) {
  53. let mut newrunstate;
  54. {
  55. let runstate = self.ecs.fetch::<RunState>();
  56. newrunstate = *runstate;
  57. }
  58. ctx.cls();
  59. match newrunstate {
  60. RunState::MainMenu{..} => {}
  61. _ => {
  62. draw_map(&self.ecs, ctx);
  63. {
  64. let positions = self.ecs.read_storage::<Position>();
  65. let renderables = self.ecs.read_storage::<Renderable>();
  66. let map = self.ecs.fetch::<Map>();
  67. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  68. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  69. for (pos, render) in data.iter() {
  70. let idx = map.xy_idx(pos.x, pos.y);
  71. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  72. }
  73. gui::draw_ui(&self.ecs, ctx);
  74. }
  75. }
  76. }
  77. match newrunstate {
  78. RunState::PreRun => {
  79. self.systems.dispatch(&self.ecs);
  80. self.ecs.maintain();
  81. newrunstate = RunState::AwaitingInput;
  82. }
  83. RunState::AwaitingInput => {
  84. newrunstate = player_input(self, ctx);
  85. }
  86. RunState::PlayerTurn => {
  87. self.systems.dispatch(&self.ecs);
  88. self.ecs.maintain();
  89. newrunstate = RunState::MonsterTurn;
  90. }
  91. RunState::MonsterTurn => {
  92. self.systems.dispatch(&self.ecs);
  93. self.ecs.maintain();
  94. newrunstate = RunState::AwaitingInput;
  95. }
  96. RunState::ShowInventory => {
  97. let result = gui::show_inventory(self, ctx);
  98. match result.0 {
  99. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  100. gui::ItemMenuResult::NoResponse => {}
  101. gui::ItemMenuResult::Selected => {
  102. let item_entity = result.1.unwrap();
  103. let is_ranged = self.ecs.read_storage::<Ranged>();
  104. let is_item_ranged = is_ranged.get(item_entity);
  105. if let Some(is_item_ranged) = is_item_ranged {
  106. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  107. } else {
  108. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  109. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  110. newrunstate = RunState::PlayerTurn;
  111. }
  112. }
  113. }
  114. }
  115. RunState::ShowDropItem => {
  116. let result = gui::drop_item_menu(self, ctx);
  117. match result.0 {
  118. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  119. gui::ItemMenuResult::NoResponse => {}
  120. gui::ItemMenuResult::Selected => {
  121. let item_entity = result.1.unwrap();
  122. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  123. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  124. newrunstate = RunState::PlayerTurn;
  125. }
  126. }
  127. }
  128. RunState::ShowRemoveItem => {
  129. let result = gui::remove_item_menu(self, ctx);
  130. match result.0 {
  131. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  132. gui::ItemMenuResult::NoResponse => {}
  133. gui::ItemMenuResult::Selected => {
  134. let item_entity = result.1.unwrap();
  135. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  136. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  137. newrunstate = RunState::PlayerTurn;
  138. }
  139. }
  140. }
  141. RunState::ShowTargeting{range, item} => {
  142. let result = gui::ranged_target(self, ctx, range);
  143. match result.0 {
  144. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  145. gui::ItemMenuResult::NoResponse => {}
  146. gui::ItemMenuResult::Selected => {
  147. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  148. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  149. newrunstate = RunState::PlayerTurn;
  150. }
  151. }
  152. }
  153. RunState::MainMenu{ .. } => {
  154. let result = gui::main_menu(self, ctx);
  155. match result {
  156. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  157. gui::MainMenuResult::Selected{ selected } => {
  158. match selected {
  159. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  160. gui::MainMenuSelection::LoadGame => {
  161. saveload_system::load_game(&mut self.ecs);
  162. newrunstate = RunState::AwaitingInput;
  163. saveload_system::delete_save();
  164. }
  165. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  166. }
  167. }
  168. }
  169. }
  170. RunState::SaveGame => {
  171. saveload_system::save_game(&mut self.ecs);
  172. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  173. }
  174. RunState::NextLevel => {
  175. self.goto_next_level();
  176. newrunstate = RunState::PreRun;
  177. }
  178. }
  179. {
  180. let mut runwriter = self.ecs.write_resource::<RunState>();
  181. *runwriter = newrunstate;
  182. }
  183. damage_system::delete_the_dead(&mut self.ecs);
  184. }
  185. }
  186. impl State {
  187. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  188. let entities = self.ecs.entities();
  189. let player = self.ecs.read_storage::<Player>();
  190. let backpack = self.ecs.read_storage::<InBackpack>();
  191. let player_entity = self.ecs.fetch::<Entity>();
  192. let equipped = self.ecs.read_storage::<Equipped>();
  193. let mut to_delete : Vec<Entity> = Vec::new();
  194. for entity in entities.join() {
  195. let mut should_delete = true;
  196. // Don't delete the player
  197. let p = player.get(entity);
  198. if let Some(_p) = p {
  199. should_delete = false;
  200. }
  201. // Don't delete the player's equipment
  202. let bp = backpack.get(entity);
  203. if let Some(bp) = bp {
  204. if bp.owner == *player_entity {
  205. should_delete = false;
  206. }
  207. }
  208. let eq = equipped.get(entity);
  209. if let Some(eq) = eq {
  210. if eq.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. systems : DispatcherBuilder::new()
  272. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  273. .with(VisibilitySystem{}, "visibility_system", &[])
  274. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  275. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  276. .with(DamageSystem{}, "damage", &["melee_combat"])
  277. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  278. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  279. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  280. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  281. .build(),
  282. };
  283. gs.ecs.register::<Position>();
  284. gs.ecs.register::<Renderable>();
  285. gs.ecs.register::<Player>();
  286. gs.ecs.register::<Viewshed>();
  287. gs.ecs.register::<Monster>();
  288. gs.ecs.register::<Name>();
  289. gs.ecs.register::<BlocksTile>();
  290. gs.ecs.register::<CombatStats>();
  291. gs.ecs.register::<WantsToMelee>();
  292. gs.ecs.register::<SufferDamage>();
  293. gs.ecs.register::<Item>();
  294. gs.ecs.register::<ProvidesHealing>();
  295. gs.ecs.register::<InflictsDamage>();
  296. gs.ecs.register::<AreaOfEffect>();
  297. gs.ecs.register::<Consumable>();
  298. gs.ecs.register::<Ranged>();
  299. gs.ecs.register::<InBackpack>();
  300. gs.ecs.register::<WantsToPickupItem>();
  301. gs.ecs.register::<WantsToUseItem>();
  302. gs.ecs.register::<WantsToDropItem>();
  303. gs.ecs.register::<Confusion>();
  304. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  305. gs.ecs.register::<SerializationHelper>();
  306. gs.ecs.register::<Equippable>();
  307. gs.ecs.register::<Equipped>();
  308. gs.ecs.register::<MeleePowerBonus>();
  309. gs.ecs.register::<DefenseBonus>();
  310. gs.ecs.register::<WantsToRemoveItem>();
  311. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  312. let map : Map = Map::new_map_rooms_and_corridors(1);
  313. let (player_x, player_y) = map.rooms[0].center();
  314. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  315. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  316. for room in map.rooms.iter().skip(1) {
  317. spawner::spawn_room(&mut gs.ecs, room, 1);
  318. }
  319. gs.ecs.insert(map);
  320. gs.ecs.insert(Point::new(player_x, player_y));
  321. gs.ecs.insert(player_entity);
  322. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  323. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  324. rltk::main_loop(context, gs);
  325. }