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- extern crate rltk;
- use rltk::{Console, GameState, Rltk, Point};
- extern crate specs;
- use specs::prelude::*;
- #[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;
- #[derive(PartialEq, Copy, Clone)]
- pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory }
- pub struct State {
- pub ecs: World,
- pub systems: Dispatcher<'static, 'static>
- }
- impl GameState for State {
- fn tick(&mut self, ctx : &mut Rltk) {
- ctx.cls();
- draw_map(&self.ecs, ctx);
- {
- let positions = self.ecs.read_storage::<Position>();
- let renderables = self.ecs.read_storage::<Renderable>();
- let map = self.ecs.fetch::<Map>();
- for (pos, render) in (&positions, &renderables).join() {
- 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);
- }
- let mut newrunstate;
- {
- let runstate = self.ecs.fetch::<RunState>();
- newrunstate = *runstate;
- }
-
- match newrunstate {
- RunState::PreRun => {
- self.systems.dispatch(&self.ecs);
- newrunstate = RunState::AwaitingInput;
- }
- RunState::AwaitingInput => {
- newrunstate = player_input(self, ctx);
- }
- RunState::PlayerTurn => {
- self.systems.dispatch(&self.ecs);
- newrunstate = RunState::MonsterTurn;
- }
- RunState::MonsterTurn => {
- self.systems.dispatch(&self.ecs);
- 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 names = self.ecs.read_storage::<Name>();
- let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
- gamelog.entries.insert(0, format!("You try to use {}, but it isn't written yet", names.get(item_entity).unwrap().name));
- }
- }
- }
- }
- {
- let mut runwriter = self.ecs.write_resource::<RunState>();
- *runwriter = newrunstate;
- }
- damage_system::delete_the_dead(&mut self.ecs);
- }
- }
- 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(),
- systems : DispatcherBuilder::new()
- .with(MapIndexingSystem{}, "map_indexing_system", &[])
- .with(VisibilitySystem{}, "visibility_system", &[])
- .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
- .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
- .with(DamageSystem{}, "damage", &["melee_combat"])
- .build(),
- };
- 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::<Potion>();
- gs.ecs.register::<InBackpack>();
- let map : Map = Map::new_map_rooms_and_corridors();
- let (player_x, player_y) = map.rooms[0].center();
- let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
- gs.ecs.insert(rltk::RandomNumberGenerator::new());
- for room in map.rooms.iter().skip(1) {
- spawner::spawn_room(&mut gs.ecs, room);
- }
- gs.ecs.insert(map);
- gs.ecs.insert(Point::new(player_x, player_y));
- gs.ecs.insert(player_entity);
- gs.ecs.insert(RunState::PreRun);
- gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
- rltk::main_loop(context, gs);
- }
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