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- extern crate serde;
- extern crate rltk;
- use rltk::{Console, GameState, Rltk, Point};
- extern crate specs;
- use specs::prelude::*;
- use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
- #[macro_use]
- extern crate specs_derive;
- mod components;
- pub use components::*;
- mod map;
- pub use map::*;
- mod player;
- use player::*;
- mod rect;
- pub use rect::Rect;
- mod visibility_system;
- use visibility_system::VisibilitySystem;
- mod monster_ai_system;
- use monster_ai_system::MonsterAI;
- mod map_indexing_system;
- use map_indexing_system::MapIndexingSystem;
- mod melee_combat_system;
- use melee_combat_system::MeleeCombatSystem;
- mod damage_system;
- use damage_system::DamageSystem;
- mod gui;
- mod gamelog;
- mod spawner;
- mod inventory_system;
- use inventory_system::{ ItemCollectionSystem, ItemUseSystem, ItemDropSystem, ItemRemoveSystem };
- pub mod saveload_system;
- pub mod random_table;
- pub mod particle_system;
- pub mod hunger_system;
- pub mod rex_assets;
- pub mod trigger_system;
- pub mod map_builders;
- rltk::add_wasm_support!();
- const SHOW_MAPGEN_VISUALIZER : bool = true;
- #[derive(PartialEq, Copy, Clone)]
- pub enum RunState { AwaitingInput,
- PreRun,
- PlayerTurn,
- MonsterTurn,
- ShowInventory,
- ShowDropItem,
- ShowTargeting { range : i32, item : Entity},
- MainMenu { menu_selection : gui::MainMenuSelection },
- SaveGame,
- NextLevel,
- ShowRemoveItem,
- GameOver,
- MagicMapReveal { row : i32 },
- MapGeneration
- }
- pub struct State {
- pub ecs: World,
- mapgen_next_state : Option<RunState>,
- mapgen_history : Vec<Map>,
- mapgen_index : usize,
- mapgen_timer : f32
- }
- impl State {
- fn run_systems(&mut self) {
- let mut mapindex = MapIndexingSystem{};
- mapindex.run_now(&self.ecs);
- let mut vis = VisibilitySystem{};
- vis.run_now(&self.ecs);
- let mut mob = MonsterAI{};
- mob.run_now(&self.ecs);
- let mut triggers = trigger_system::TriggerSystem{};
- triggers.run_now(&self.ecs);
- let mut melee = MeleeCombatSystem{};
- melee.run_now(&self.ecs);
- let mut damage = DamageSystem{};
- damage.run_now(&self.ecs);
- let mut pickup = ItemCollectionSystem{};
- pickup.run_now(&self.ecs);
- let mut itemuse = ItemUseSystem{};
- itemuse.run_now(&self.ecs);
- let mut drop_items = ItemDropSystem{};
- drop_items.run_now(&self.ecs);
- let mut item_remove = ItemRemoveSystem{};
- item_remove.run_now(&self.ecs);
- let mut hunger = hunger_system::HungerSystem{};
- hunger.run_now(&self.ecs);
- let mut particles = particle_system::ParticleSpawnSystem{};
- particles.run_now(&self.ecs);
- self.ecs.maintain();
- }
- }
- impl GameState for State {
- fn tick(&mut self, ctx : &mut Rltk) {
- let mut newrunstate;
- {
- let runstate = self.ecs.fetch::<RunState>();
- newrunstate = *runstate;
- }
- ctx.cls();
- particle_system::cull_dead_particles(&mut self.ecs, ctx);
- match newrunstate {
- RunState::MainMenu{..} => {}
- RunState::GameOver{..} => {}
- _ => {
- draw_map(&self.ecs.fetch::<Map>(), ctx);
- let positions = self.ecs.read_storage::<Position>();
- let renderables = self.ecs.read_storage::<Renderable>();
- let hidden = self.ecs.read_storage::<Hidden>();
- let map = self.ecs.fetch::<Map>();
- let mut data = (&positions, &renderables, !&hidden).join().collect::<Vec<_>>();
- data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
- for (pos, render, _hidden) in data.iter() {
- let idx = map.xy_idx(pos.x, pos.y);
- if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
- }
- gui::draw_ui(&self.ecs, ctx);
- }
- }
-
- match newrunstate {
- RunState::MapGeneration => {
- if !SHOW_MAPGEN_VISUALIZER {
- newrunstate = self.mapgen_next_state.unwrap();
- }
- ctx.cls();
- draw_map(&self.mapgen_history[self.mapgen_index], ctx);
- self.mapgen_timer += ctx.frame_time_ms;
- if self.mapgen_timer > 400.0 {
- self.mapgen_timer = 0.0;
- self.mapgen_index += 1;
- if self.mapgen_index == self.mapgen_history.len() {
- //self.mapgen_index -= 1;
- newrunstate = self.mapgen_next_state.unwrap();
- }
- }
- }
- RunState::PreRun => {
- self.run_systems();
- self.ecs.maintain();
- newrunstate = RunState::AwaitingInput;
- }
- RunState::AwaitingInput => {
- newrunstate = player_input(self, ctx);
- }
- RunState::PlayerTurn => {
- self.run_systems();
- self.ecs.maintain();
- match *self.ecs.fetch::<RunState>() {
- RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
- _ => newrunstate = RunState::MonsterTurn
- }
- }
- RunState::MonsterTurn => {
- self.run_systems();
- self.ecs.maintain();
- newrunstate = RunState::AwaitingInput;
- }
- RunState::ShowInventory => {
- let result = gui::show_inventory(self, ctx);
- match result.0 {
- gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
- gui::ItemMenuResult::NoResponse => {}
- gui::ItemMenuResult::Selected => {
- let item_entity = result.1.unwrap();
- let is_ranged = self.ecs.read_storage::<Ranged>();
- let is_item_ranged = is_ranged.get(item_entity);
- if let Some(is_item_ranged) = is_item_ranged {
- newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
- } else {
- let mut intent = self.ecs.write_storage::<WantsToUseItem>();
- intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
- newrunstate = RunState::PlayerTurn;
- }
- }
- }
- }
- RunState::ShowDropItem => {
- let result = gui::drop_item_menu(self, ctx);
- match result.0 {
- gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
- gui::ItemMenuResult::NoResponse => {}
- gui::ItemMenuResult::Selected => {
- let item_entity = result.1.unwrap();
- let mut intent = self.ecs.write_storage::<WantsToDropItem>();
- intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
- newrunstate = RunState::PlayerTurn;
- }
- }
- }
- RunState::ShowRemoveItem => {
- let result = gui::remove_item_menu(self, ctx);
- match result.0 {
- gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
- gui::ItemMenuResult::NoResponse => {}
- gui::ItemMenuResult::Selected => {
- let item_entity = result.1.unwrap();
- let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
- intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
- newrunstate = RunState::PlayerTurn;
- }
- }
- }
- RunState::ShowTargeting{range, item} => {
- let result = gui::ranged_target(self, ctx, range);
- match result.0 {
- gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
- gui::ItemMenuResult::NoResponse => {}
- gui::ItemMenuResult::Selected => {
- let mut intent = self.ecs.write_storage::<WantsToUseItem>();
- intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
- newrunstate = RunState::PlayerTurn;
- }
- }
- }
- RunState::MainMenu{ .. } => {
- let result = gui::main_menu(self, ctx);
- match result {
- gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
- gui::MainMenuResult::Selected{ selected } => {
- match selected {
- gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
- gui::MainMenuSelection::LoadGame => {
- saveload_system::load_game(&mut self.ecs);
- newrunstate = RunState::AwaitingInput;
- saveload_system::delete_save();
- }
- gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
- }
- }
- }
- }
- RunState::GameOver => {
- let result = gui::game_over(ctx);
- match result {
- gui::GameOverResult::NoSelection => {}
- gui::GameOverResult::QuitToMenu => {
- self.game_over_cleanup();
- newrunstate = RunState::MapGeneration;
- self.mapgen_next_state = Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
- }
- }
- }
- RunState::SaveGame => {
- saveload_system::save_game(&mut self.ecs);
- newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
- }
- RunState::NextLevel => {
- self.goto_next_level();
- self.mapgen_next_state = Some(RunState::PreRun);
- newrunstate = RunState::MapGeneration;
- }
- RunState::MagicMapReveal{row} => {
- let mut map = self.ecs.fetch_mut::<Map>();
- for x in 0..MAPWIDTH {
- let idx = map.xy_idx(x as i32,row);
- map.revealed_tiles[idx] = true;
- }
- if row as usize == MAPHEIGHT-1 {
- newrunstate = RunState::MonsterTurn;
- } else {
- newrunstate = RunState::MagicMapReveal{ row: row+1 };
- }
- }
- }
- {
- let mut runwriter = self.ecs.write_resource::<RunState>();
- *runwriter = newrunstate;
- }
- damage_system::delete_the_dead(&mut self.ecs);
- }
- }
- impl State {
- fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
- let entities = self.ecs.entities();
- let player = self.ecs.read_storage::<Player>();
- let backpack = self.ecs.read_storage::<InBackpack>();
- let player_entity = self.ecs.fetch::<Entity>();
- let equipped = self.ecs.read_storage::<Equipped>();
- let mut to_delete : Vec<Entity> = Vec::new();
- for entity in entities.join() {
- let mut should_delete = true;
- // Don't delete the player
- let p = player.get(entity);
- if let Some(_p) = p {
- should_delete = false;
- }
- // Don't delete the player's equipment
- let bp = backpack.get(entity);
- if let Some(bp) = bp {
- if bp.owner == *player_entity {
- should_delete = false;
- }
- }
- let eq = equipped.get(entity);
- if let Some(eq) = eq {
- if eq.owner == *player_entity {
- should_delete = false;
- }
- }
- if should_delete {
- to_delete.push(entity);
- }
- }
- to_delete
- }
- fn goto_next_level(&mut self) {
- // Delete entities that aren't the player or his/her equipment
- let to_delete = self.entities_to_remove_on_level_change();
- for target in to_delete {
- self.ecs.delete_entity(target).expect("Unable to delete entity");
- }
- // Build a new map and place the player
- let current_depth;
- {
- let worldmap_resource = self.ecs.fetch::<Map>();
- current_depth = worldmap_resource.depth;
- }
- self.generate_world_map(current_depth + 1);
- // Notify the player and give them some health
- let player_entity = self.ecs.fetch::<Entity>();
- let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
- gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
- let mut player_health_store = self.ecs.write_storage::<CombatStats>();
- let player_health = player_health_store.get_mut(*player_entity);
- if let Some(player_health) = player_health {
- player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
- }
- }
- fn game_over_cleanup(&mut self) {
- // Delete everything
- let mut to_delete = Vec::new();
- for e in self.ecs.entities().join() {
- to_delete.push(e);
- }
- for del in to_delete.iter() {
- self.ecs.delete_entity(*del).expect("Deletion failed");
- }
- // Spawn a new player
- {
- let player_entity = spawner::player(&mut self.ecs, 0, 0);
- let mut player_entity_writer = self.ecs.write_resource::<Entity>();
- *player_entity_writer = player_entity;
- }
- // Build a new map and place the player
- self.generate_world_map(1);
- }
- fn generate_world_map(&mut self, new_depth : i32) {
- self.mapgen_index = 0;
- self.mapgen_timer = 0.0;
- self.mapgen_history.clear();
- let mut builder = map_builders::random_builder(new_depth);
- builder.build_map();
- self.mapgen_history = builder.get_snapshot_history();
- let player_start;
- {
- let mut worldmap_resource = self.ecs.write_resource::<Map>();
- *worldmap_resource = builder.get_map();
- player_start = builder.get_starting_position();
- }
- // Spawn bad guys
- builder.spawn_entities(&mut self.ecs);
- // Place the player and update resources
- let (player_x, player_y) = (player_start.x, player_start.y);
- let mut player_position = self.ecs.write_resource::<Point>();
- *player_position = Point::new(player_x, player_y);
- let mut position_components = self.ecs.write_storage::<Position>();
- let player_entity = self.ecs.fetch::<Entity>();
- let player_pos_comp = position_components.get_mut(*player_entity);
- if let Some(player_pos_comp) = player_pos_comp {
- player_pos_comp.x = player_x;
- player_pos_comp.y = player_y;
- }
- // Mark the player's visibility as dirty
- let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
- let vs = viewshed_components.get_mut(*player_entity);
- if let Some(vs) = vs {
- vs.dirty = true;
- }
- }
- }
- fn main() {
- let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
- context.with_post_scanlines(true);
- let mut gs = State {
- ecs: World::new(),
- mapgen_next_state : Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }),
- mapgen_index : 0,
- mapgen_history: Vec::new(),
- mapgen_timer: 0.0
- };
- gs.ecs.register::<Position>();
- gs.ecs.register::<Renderable>();
- gs.ecs.register::<Player>();
- gs.ecs.register::<Viewshed>();
- gs.ecs.register::<Monster>();
- gs.ecs.register::<Name>();
- gs.ecs.register::<BlocksTile>();
- gs.ecs.register::<CombatStats>();
- gs.ecs.register::<WantsToMelee>();
- gs.ecs.register::<SufferDamage>();
- gs.ecs.register::<Item>();
- gs.ecs.register::<ProvidesHealing>();
- gs.ecs.register::<InflictsDamage>();
- gs.ecs.register::<AreaOfEffect>();
- gs.ecs.register::<Consumable>();
- gs.ecs.register::<Ranged>();
- gs.ecs.register::<InBackpack>();
- gs.ecs.register::<WantsToPickupItem>();
- gs.ecs.register::<WantsToUseItem>();
- gs.ecs.register::<WantsToDropItem>();
- gs.ecs.register::<Confusion>();
- gs.ecs.register::<SimpleMarker<SerializeMe>>();
- gs.ecs.register::<SerializationHelper>();
- gs.ecs.register::<Equippable>();
- gs.ecs.register::<Equipped>();
- gs.ecs.register::<MeleePowerBonus>();
- gs.ecs.register::<DefenseBonus>();
- gs.ecs.register::<WantsToRemoveItem>();
- gs.ecs.register::<ParticleLifetime>();
- gs.ecs.register::<HungerClock>();
- gs.ecs.register::<ProvidesFood>();
- gs.ecs.register::<MagicMapper>();
- gs.ecs.register::<Hidden>();
- gs.ecs.register::<EntryTrigger>();
- gs.ecs.register::<EntityMoved>();
- gs.ecs.register::<SingleActivation>();
- gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
- gs.ecs.insert(Map::new(1));
- gs.ecs.insert(Point::new(0, 0));
- gs.ecs.insert(rltk::RandomNumberGenerator::new());
- let player_entity = spawner::player(&mut gs.ecs, 0, 0);
- gs.ecs.insert(player_entity);
- gs.ecs.insert(RunState::MapGeneration{} );
- gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
- gs.ecs.insert(particle_system::ParticleBuilder::new());
- gs.ecs.insert(rex_assets::RexAssets::new());
- gs.generate_world_map(1);
- rltk::main_loop(context, gs);
- }
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