main.rs 18 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. pub mod particle_system;
  35. pub mod hunger_system;
  36. pub mod rex_assets;
  37. pub mod trigger_system;
  38. pub mod map_builders;
  39. rltk::add_wasm_support!();
  40. const SHOW_MAPGEN_VISUALIZER : bool = true;
  41. #[derive(PartialEq, Copy, Clone)]
  42. pub enum RunState { AwaitingInput,
  43. PreRun,
  44. PlayerTurn,
  45. MonsterTurn,
  46. ShowInventory,
  47. ShowDropItem,
  48. ShowTargeting { range : i32, item : Entity},
  49. MainMenu { menu_selection : gui::MainMenuSelection },
  50. SaveGame,
  51. NextLevel,
  52. ShowRemoveItem,
  53. GameOver,
  54. MagicMapReveal { row : i32 },
  55. MapGeneration
  56. }
  57. pub struct State {
  58. pub ecs: World,
  59. mapgen_next_state : Option<RunState>,
  60. mapgen_history : Vec<Map>,
  61. mapgen_index : usize,
  62. mapgen_timer : f32
  63. }
  64. impl State {
  65. fn run_systems(&mut self) {
  66. let mut mapindex = MapIndexingSystem{};
  67. mapindex.run_now(&self.ecs);
  68. let mut vis = VisibilitySystem{};
  69. vis.run_now(&self.ecs);
  70. let mut mob = MonsterAI{};
  71. mob.run_now(&self.ecs);
  72. let mut triggers = trigger_system::TriggerSystem{};
  73. triggers.run_now(&self.ecs);
  74. let mut melee = MeleeCombatSystem{};
  75. melee.run_now(&self.ecs);
  76. let mut damage = DamageSystem{};
  77. damage.run_now(&self.ecs);
  78. let mut pickup = ItemCollectionSystem{};
  79. pickup.run_now(&self.ecs);
  80. let mut itemuse = ItemUseSystem{};
  81. itemuse.run_now(&self.ecs);
  82. let mut drop_items = ItemDropSystem{};
  83. drop_items.run_now(&self.ecs);
  84. let mut item_remove = ItemRemoveSystem{};
  85. item_remove.run_now(&self.ecs);
  86. let mut hunger = hunger_system::HungerSystem{};
  87. hunger.run_now(&self.ecs);
  88. let mut particles = particle_system::ParticleSpawnSystem{};
  89. particles.run_now(&self.ecs);
  90. self.ecs.maintain();
  91. }
  92. }
  93. impl GameState for State {
  94. fn tick(&mut self, ctx : &mut Rltk) {
  95. let mut newrunstate;
  96. {
  97. let runstate = self.ecs.fetch::<RunState>();
  98. newrunstate = *runstate;
  99. }
  100. ctx.cls();
  101. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  102. match newrunstate {
  103. RunState::MainMenu{..} => {}
  104. RunState::GameOver{..} => {}
  105. _ => {
  106. draw_map(&self.ecs.fetch::<Map>(), ctx);
  107. let positions = self.ecs.read_storage::<Position>();
  108. let renderables = self.ecs.read_storage::<Renderable>();
  109. let hidden = self.ecs.read_storage::<Hidden>();
  110. let map = self.ecs.fetch::<Map>();
  111. let mut data = (&positions, &renderables, !&hidden).join().collect::<Vec<_>>();
  112. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  113. for (pos, render, _hidden) in data.iter() {
  114. let idx = map.xy_idx(pos.x, pos.y);
  115. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  116. }
  117. gui::draw_ui(&self.ecs, ctx);
  118. }
  119. }
  120. match newrunstate {
  121. RunState::MapGeneration => {
  122. if !SHOW_MAPGEN_VISUALIZER {
  123. newrunstate = self.mapgen_next_state.unwrap();
  124. }
  125. ctx.cls();
  126. draw_map(&self.mapgen_history[self.mapgen_index], ctx);
  127. self.mapgen_timer += ctx.frame_time_ms;
  128. if self.mapgen_timer > 300.0 {
  129. self.mapgen_timer = 0.0;
  130. self.mapgen_index += 1;
  131. if self.mapgen_index == self.mapgen_history.len() {
  132. newrunstate = self.mapgen_next_state.unwrap();
  133. }
  134. }
  135. }
  136. RunState::PreRun => {
  137. self.run_systems();
  138. self.ecs.maintain();
  139. newrunstate = RunState::AwaitingInput;
  140. }
  141. RunState::AwaitingInput => {
  142. newrunstate = player_input(self, ctx);
  143. }
  144. RunState::PlayerTurn => {
  145. self.run_systems();
  146. self.ecs.maintain();
  147. match *self.ecs.fetch::<RunState>() {
  148. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  149. _ => newrunstate = RunState::MonsterTurn
  150. }
  151. }
  152. RunState::MonsterTurn => {
  153. self.run_systems();
  154. self.ecs.maintain();
  155. newrunstate = RunState::AwaitingInput;
  156. }
  157. RunState::ShowInventory => {
  158. let result = gui::show_inventory(self, ctx);
  159. match result.0 {
  160. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  161. gui::ItemMenuResult::NoResponse => {}
  162. gui::ItemMenuResult::Selected => {
  163. let item_entity = result.1.unwrap();
  164. let is_ranged = self.ecs.read_storage::<Ranged>();
  165. let is_item_ranged = is_ranged.get(item_entity);
  166. if let Some(is_item_ranged) = is_item_ranged {
  167. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  168. } else {
  169. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  170. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  171. newrunstate = RunState::PlayerTurn;
  172. }
  173. }
  174. }
  175. }
  176. RunState::ShowDropItem => {
  177. let result = gui::drop_item_menu(self, ctx);
  178. match result.0 {
  179. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  180. gui::ItemMenuResult::NoResponse => {}
  181. gui::ItemMenuResult::Selected => {
  182. let item_entity = result.1.unwrap();
  183. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  184. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  185. newrunstate = RunState::PlayerTurn;
  186. }
  187. }
  188. }
  189. RunState::ShowRemoveItem => {
  190. let result = gui::remove_item_menu(self, ctx);
  191. match result.0 {
  192. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  193. gui::ItemMenuResult::NoResponse => {}
  194. gui::ItemMenuResult::Selected => {
  195. let item_entity = result.1.unwrap();
  196. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  197. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  198. newrunstate = RunState::PlayerTurn;
  199. }
  200. }
  201. }
  202. RunState::ShowTargeting{range, item} => {
  203. let result = gui::ranged_target(self, ctx, range);
  204. match result.0 {
  205. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  206. gui::ItemMenuResult::NoResponse => {}
  207. gui::ItemMenuResult::Selected => {
  208. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  209. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  210. newrunstate = RunState::PlayerTurn;
  211. }
  212. }
  213. }
  214. RunState::MainMenu{ .. } => {
  215. let result = gui::main_menu(self, ctx);
  216. match result {
  217. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  218. gui::MainMenuResult::Selected{ selected } => {
  219. match selected {
  220. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  221. gui::MainMenuSelection::LoadGame => {
  222. saveload_system::load_game(&mut self.ecs);
  223. newrunstate = RunState::AwaitingInput;
  224. saveload_system::delete_save();
  225. }
  226. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  227. }
  228. }
  229. }
  230. }
  231. RunState::GameOver => {
  232. let result = gui::game_over(ctx);
  233. match result {
  234. gui::GameOverResult::NoSelection => {}
  235. gui::GameOverResult::QuitToMenu => {
  236. self.game_over_cleanup();
  237. newrunstate = RunState::MapGeneration;
  238. self.mapgen_next_state = Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  239. }
  240. }
  241. }
  242. RunState::SaveGame => {
  243. saveload_system::save_game(&mut self.ecs);
  244. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  245. }
  246. RunState::NextLevel => {
  247. self.goto_next_level();
  248. self.mapgen_next_state = Some(RunState::PreRun);
  249. newrunstate = RunState::MapGeneration;
  250. }
  251. RunState::MagicMapReveal{row} => {
  252. let mut map = self.ecs.fetch_mut::<Map>();
  253. for x in 0..MAPWIDTH {
  254. let idx = map.xy_idx(x as i32,row);
  255. map.revealed_tiles[idx] = true;
  256. }
  257. if row as usize == MAPHEIGHT-1 {
  258. newrunstate = RunState::MonsterTurn;
  259. } else {
  260. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  261. }
  262. }
  263. }
  264. {
  265. let mut runwriter = self.ecs.write_resource::<RunState>();
  266. *runwriter = newrunstate;
  267. }
  268. damage_system::delete_the_dead(&mut self.ecs);
  269. }
  270. }
  271. impl State {
  272. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  273. let entities = self.ecs.entities();
  274. let player = self.ecs.read_storage::<Player>();
  275. let backpack = self.ecs.read_storage::<InBackpack>();
  276. let player_entity = self.ecs.fetch::<Entity>();
  277. let equipped = self.ecs.read_storage::<Equipped>();
  278. let mut to_delete : Vec<Entity> = Vec::new();
  279. for entity in entities.join() {
  280. let mut should_delete = true;
  281. // Don't delete the player
  282. let p = player.get(entity);
  283. if let Some(_p) = p {
  284. should_delete = false;
  285. }
  286. // Don't delete the player's equipment
  287. let bp = backpack.get(entity);
  288. if let Some(bp) = bp {
  289. if bp.owner == *player_entity {
  290. should_delete = false;
  291. }
  292. }
  293. let eq = equipped.get(entity);
  294. if let Some(eq) = eq {
  295. if eq.owner == *player_entity {
  296. should_delete = false;
  297. }
  298. }
  299. if should_delete {
  300. to_delete.push(entity);
  301. }
  302. }
  303. to_delete
  304. }
  305. fn goto_next_level(&mut self) {
  306. // Delete entities that aren't the player or his/her equipment
  307. let to_delete = self.entities_to_remove_on_level_change();
  308. for target in to_delete {
  309. self.ecs.delete_entity(target).expect("Unable to delete entity");
  310. }
  311. // Build a new map and place the player
  312. let current_depth;
  313. {
  314. let worldmap_resource = self.ecs.fetch::<Map>();
  315. current_depth = worldmap_resource.depth;
  316. }
  317. self.generate_world_map(current_depth + 1);
  318. // Notify the player and give them some health
  319. let player_entity = self.ecs.fetch::<Entity>();
  320. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  321. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  322. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  323. let player_health = player_health_store.get_mut(*player_entity);
  324. if let Some(player_health) = player_health {
  325. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  326. }
  327. }
  328. fn game_over_cleanup(&mut self) {
  329. // Delete everything
  330. let mut to_delete = Vec::new();
  331. for e in self.ecs.entities().join() {
  332. to_delete.push(e);
  333. }
  334. for del in to_delete.iter() {
  335. self.ecs.delete_entity(*del).expect("Deletion failed");
  336. }
  337. // Spawn a new player
  338. {
  339. let player_entity = spawner::player(&mut self.ecs, 0, 0);
  340. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  341. *player_entity_writer = player_entity;
  342. }
  343. // Build a new map and place the player
  344. self.generate_world_map(1);
  345. }
  346. fn generate_world_map(&mut self, new_depth : i32) {
  347. self.mapgen_index = 0;
  348. self.mapgen_timer = 0.0;
  349. self.mapgen_history.clear();
  350. let mut builder = map_builders::random_builder(new_depth);
  351. builder.build_map();
  352. self.mapgen_history = builder.get_snapshot_history();
  353. let player_start;
  354. {
  355. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  356. *worldmap_resource = builder.get_map();
  357. player_start = builder.get_starting_position();
  358. }
  359. // Spawn bad guys
  360. builder.spawn_entities(&mut self.ecs);
  361. // Place the player and update resources
  362. let (player_x, player_y) = (player_start.x, player_start.y);
  363. let mut player_position = self.ecs.write_resource::<Point>();
  364. *player_position = Point::new(player_x, player_y);
  365. let mut position_components = self.ecs.write_storage::<Position>();
  366. let player_entity = self.ecs.fetch::<Entity>();
  367. let player_pos_comp = position_components.get_mut(*player_entity);
  368. if let Some(player_pos_comp) = player_pos_comp {
  369. player_pos_comp.x = player_x;
  370. player_pos_comp.y = player_y;
  371. }
  372. // Mark the player's visibility as dirty
  373. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  374. let vs = viewshed_components.get_mut(*player_entity);
  375. if let Some(vs) = vs {
  376. vs.dirty = true;
  377. }
  378. }
  379. }
  380. fn main() {
  381. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  382. context.with_post_scanlines(true);
  383. let mut gs = State {
  384. ecs: World::new(),
  385. mapgen_next_state : Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }),
  386. mapgen_index : 0,
  387. mapgen_history: Vec::new(),
  388. mapgen_timer: 0.0
  389. };
  390. gs.ecs.register::<Position>();
  391. gs.ecs.register::<Renderable>();
  392. gs.ecs.register::<Player>();
  393. gs.ecs.register::<Viewshed>();
  394. gs.ecs.register::<Monster>();
  395. gs.ecs.register::<Name>();
  396. gs.ecs.register::<BlocksTile>();
  397. gs.ecs.register::<CombatStats>();
  398. gs.ecs.register::<WantsToMelee>();
  399. gs.ecs.register::<SufferDamage>();
  400. gs.ecs.register::<Item>();
  401. gs.ecs.register::<ProvidesHealing>();
  402. gs.ecs.register::<InflictsDamage>();
  403. gs.ecs.register::<AreaOfEffect>();
  404. gs.ecs.register::<Consumable>();
  405. gs.ecs.register::<Ranged>();
  406. gs.ecs.register::<InBackpack>();
  407. gs.ecs.register::<WantsToPickupItem>();
  408. gs.ecs.register::<WantsToUseItem>();
  409. gs.ecs.register::<WantsToDropItem>();
  410. gs.ecs.register::<Confusion>();
  411. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  412. gs.ecs.register::<SerializationHelper>();
  413. gs.ecs.register::<Equippable>();
  414. gs.ecs.register::<Equipped>();
  415. gs.ecs.register::<MeleePowerBonus>();
  416. gs.ecs.register::<DefenseBonus>();
  417. gs.ecs.register::<WantsToRemoveItem>();
  418. gs.ecs.register::<ParticleLifetime>();
  419. gs.ecs.register::<HungerClock>();
  420. gs.ecs.register::<ProvidesFood>();
  421. gs.ecs.register::<MagicMapper>();
  422. gs.ecs.register::<Hidden>();
  423. gs.ecs.register::<EntryTrigger>();
  424. gs.ecs.register::<EntityMoved>();
  425. gs.ecs.register::<SingleActivation>();
  426. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  427. gs.ecs.insert(Map::new(1));
  428. gs.ecs.insert(Point::new(0, 0));
  429. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  430. let player_entity = spawner::player(&mut gs.ecs, 0, 0);
  431. gs.ecs.insert(player_entity);
  432. gs.ecs.insert(RunState::MapGeneration{} );
  433. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  434. gs.ecs.insert(particle_system::ParticleBuilder::new());
  435. gs.ecs.insert(rex_assets::RexAssets::new());
  436. gs.generate_world_map(1);
  437. rltk::main_loop(context, gs);
  438. }