main.rs 4.9 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Point, Rltk, RGB};
  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. rltk::add_wasm_support!();
  26. #[derive(PartialEq, Copy, Clone)]
  27. pub enum RunState {
  28. AwaitingInput,
  29. PreRun,
  30. PlayerTurn,
  31. MonsterTurn,
  32. }
  33. pub struct State {
  34. pub ecs: World,
  35. }
  36. impl State {
  37. fn run_systems(&mut self) {
  38. MapIndexingSystem.run_now(&self.ecs);
  39. VisibilitySystem.run_now(&self.ecs);
  40. MonsterAI.run_now(&self.ecs);
  41. MeleeCombatSystem.run_now(&self.ecs);
  42. DamageSystem.run_now(&self.ecs);
  43. self.ecs.maintain();
  44. }
  45. }
  46. impl GameState for State {
  47. fn tick(&mut self, ctx: &mut Rltk) {
  48. ctx.cls();
  49. let mut newrunstate = *self.ecs.fetch::<RunState>();
  50. match newrunstate {
  51. RunState::PreRun => {
  52. self.run_systems();
  53. newrunstate = RunState::AwaitingInput;
  54. }
  55. RunState::AwaitingInput => {
  56. newrunstate = player_input(self, ctx);
  57. }
  58. RunState::PlayerTurn => {
  59. self.run_systems();
  60. newrunstate = RunState::MonsterTurn;
  61. }
  62. RunState::MonsterTurn => {
  63. self.run_systems();
  64. newrunstate = RunState::AwaitingInput;
  65. }
  66. }
  67. *self.ecs.write_resource() = newrunstate;
  68. damage_system::delete_the_dead(&mut self.ecs);
  69. draw_map(&self.ecs, ctx);
  70. let positions = self.ecs.read_storage::<Position>();
  71. let renderables = self.ecs.read_storage::<Renderable>();
  72. let map = self.ecs.fetch::<Map>();
  73. for (pos, render) in (&positions, &renderables).join() {
  74. let idx = map.xy_idx(pos.x, pos.y);
  75. if map.visible_tiles[idx] {
  76. ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
  77. }
  78. }
  79. }
  80. }
  81. fn main() {
  82. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  83. let mut gs = State { ecs: World::new() };
  84. gs.ecs.register::<Position>();
  85. gs.ecs.register::<Renderable>();
  86. gs.ecs.register::<Player>();
  87. gs.ecs.register::<Viewshed>();
  88. gs.ecs.register::<Monster>();
  89. gs.ecs.register::<Name>();
  90. gs.ecs.register::<BlocksTile>();
  91. gs.ecs.register::<CombatStats>();
  92. gs.ecs.register::<WantsToMelee>();
  93. gs.ecs.register::<SufferDamage>();
  94. let map: Map = Map::new_map_rooms_and_corridors();
  95. let (player_x, player_y) = map.rooms[0].center();
  96. let player_entity = gs
  97. .ecs
  98. .create_entity()
  99. .with(Position {
  100. x: player_x,
  101. y: player_y,
  102. })
  103. .with(Renderable {
  104. glyph: rltk::to_cp437('@'),
  105. fg: RGB::named(rltk::YELLOW),
  106. bg: RGB::named(rltk::BLACK),
  107. })
  108. .with(Player)
  109. .with(Viewshed {
  110. visible_tiles: Vec::new(),
  111. range: 8,
  112. dirty: true,
  113. })
  114. .with(Name {
  115. name: "Player".to_string(),
  116. })
  117. .with(CombatStats {
  118. max_hp: 30,
  119. hp: 30,
  120. defense: 2,
  121. power: 5,
  122. })
  123. .build();
  124. let mut rng = rltk::RandomNumberGenerator::new();
  125. for (i, room) in map.rooms.iter().skip(1).enumerate() {
  126. let (x, y) = room.center();
  127. let glyph: u8;
  128. let name: String;
  129. let roll = rng.roll_dice(1, 2);
  130. match roll {
  131. 1 => {
  132. glyph = rltk::to_cp437('g');
  133. name = "Goblin".to_string();
  134. }
  135. _ => {
  136. glyph = rltk::to_cp437('o');
  137. name = "Orc".to_string();
  138. }
  139. }
  140. gs.ecs
  141. .create_entity()
  142. .with(Position { x, y })
  143. .with(Renderable {
  144. glyph,
  145. fg: RGB::named(rltk::RED),
  146. bg: RGB::named(rltk::BLACK),
  147. })
  148. .with(Viewshed {
  149. visible_tiles: Vec::new(),
  150. range: 8,
  151. dirty: true,
  152. })
  153. .with(Monster)
  154. .with(Name {
  155. name: format!("{} #{}", &name, i),
  156. })
  157. .with(BlocksTile)
  158. .with(CombatStats {
  159. max_hp: 16,
  160. hp: 16,
  161. defense: 1,
  162. power: 4,
  163. })
  164. .build();
  165. }
  166. gs.ecs.insert(map);
  167. gs.ecs.insert(Point::new(player_x, player_y));
  168. gs.ecs.insert(player_entity);
  169. gs.ecs.insert(RunState::PreRun);
  170. rltk::main_loop(context, gs);
  171. }