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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;
- mod inventory_system;
- use inventory_system::{ ItemCollectionSystem, PotionUseSystem, ItemDropSystem };
- rltk::add_wasm_support!();
- #[derive(PartialEq, Copy, Clone)]
- pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem }
- pub struct State {
- pub ecs: World
- }
- 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 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 potions = PotionUseSystem{};
- potions.run_now(&self.ecs);
- let mut drop_items = ItemDropSystem{};
- drop_items.run_now(&self.ecs);
- self.ecs.maintain();
- }
- }
- 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>();
- let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
- data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
- for (pos, render) 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);
- }
- let mut newrunstate;
- {
- let runstate = self.ecs.fetch::<RunState>();
- newrunstate = *runstate;
- }
-
- match newrunstate {
- 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();
- 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 mut intent = self.ecs.write_storage::<WantsToDrinkPotion>();
- intent.insert(*self.ecs.fetch::<Entity>(), WantsToDrinkPotion{ potion: item_entity }).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;
- }
- }
- }
- }
- {
- 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(),
- };
- 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>();
- gs.ecs.register::<WantsToPickupItem>();
- gs.ecs.register::<WantsToDrinkPotion>();
- gs.ecs.register::<WantsToDropItem>();
- 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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