main.rs 4.7 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. #[derive(PartialEq, Copy, Clone)]
  29. pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory }
  30. pub struct State {
  31. pub ecs: World,
  32. pub systems: Dispatcher<'static, 'static>
  33. }
  34. impl GameState for State {
  35. fn tick(&mut self, ctx : &mut Rltk) {
  36. ctx.cls();
  37. draw_map(&self.ecs, ctx);
  38. {
  39. let positions = self.ecs.read_storage::<Position>();
  40. let renderables = self.ecs.read_storage::<Renderable>();
  41. let map = self.ecs.fetch::<Map>();
  42. for (pos, render) in (&positions, &renderables).join() {
  43. let idx = map.xy_idx(pos.x, pos.y);
  44. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  45. }
  46. gui::draw_ui(&self.ecs, ctx);
  47. }
  48. let mut newrunstate;
  49. {
  50. let runstate = self.ecs.fetch::<RunState>();
  51. newrunstate = *runstate;
  52. }
  53. match newrunstate {
  54. RunState::PreRun => {
  55. self.systems.dispatch(&self.ecs);
  56. newrunstate = RunState::AwaitingInput;
  57. }
  58. RunState::AwaitingInput => {
  59. newrunstate = player_input(self, ctx);
  60. }
  61. RunState::PlayerTurn => {
  62. self.systems.dispatch(&self.ecs);
  63. newrunstate = RunState::MonsterTurn;
  64. }
  65. RunState::MonsterTurn => {
  66. self.systems.dispatch(&self.ecs);
  67. newrunstate = RunState::AwaitingInput;
  68. }
  69. RunState::ShowInventory => {
  70. let result = gui::show_inventory(self, ctx);
  71. match result.0 {
  72. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  73. gui::ItemMenuResult::NoResponse => {}
  74. gui::ItemMenuResult::Selected => {
  75. let item_entity = result.1.unwrap();
  76. let names = self.ecs.read_storage::<Name>();
  77. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  78. gamelog.entries.insert(0, format!("You try to use {}, but it isn't written yet", names.get(item_entity).unwrap().name));
  79. }
  80. }
  81. }
  82. }
  83. {
  84. let mut runwriter = self.ecs.write_resource::<RunState>();
  85. *runwriter = newrunstate;
  86. }
  87. damage_system::delete_the_dead(&mut self.ecs);
  88. }
  89. }
  90. fn main() {
  91. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  92. context.with_post_scanlines(true);
  93. let mut gs = State {
  94. ecs: World::new(),
  95. systems : DispatcherBuilder::new()
  96. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  97. .with(VisibilitySystem{}, "visibility_system", &[])
  98. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  99. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  100. .with(DamageSystem{}, "damage", &["melee_combat"])
  101. .build(),
  102. };
  103. gs.ecs.register::<Position>();
  104. gs.ecs.register::<Renderable>();
  105. gs.ecs.register::<Player>();
  106. gs.ecs.register::<Viewshed>();
  107. gs.ecs.register::<Monster>();
  108. gs.ecs.register::<Name>();
  109. gs.ecs.register::<BlocksTile>();
  110. gs.ecs.register::<CombatStats>();
  111. gs.ecs.register::<WantsToMelee>();
  112. gs.ecs.register::<SufferDamage>();
  113. gs.ecs.register::<Item>();
  114. gs.ecs.register::<Potion>();
  115. gs.ecs.register::<InBackpack>();
  116. let map : Map = Map::new_map_rooms_and_corridors();
  117. let (player_x, player_y) = map.rooms[0].center();
  118. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  119. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  120. for room in map.rooms.iter().skip(1) {
  121. spawner::spawn_room(&mut gs.ecs, room);
  122. }
  123. gs.ecs.insert(map);
  124. gs.ecs.insert(Point::new(player_x, player_y));
  125. gs.ecs.insert(player_entity);
  126. gs.ecs.insert(RunState::PreRun);
  127. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  128. rltk::main_loop(context, gs);
  129. }