main.rs 5.1 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Point, Rltk, RGB};
  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. rltk::add_wasm_support!();
  26. #[derive(PartialEq, Copy, Clone)]
  27. pub enum RunState {
  28. AwaitingInput,
  29. PreRun,
  30. PlayerTurn,
  31. MonsterTurn,
  32. }
  33. pub struct State {
  34. pub ecs: World,
  35. }
  36. impl State {
  37. fn run_systems(&mut self) {
  38. MapIndexingSystem.run_now(&self.ecs);
  39. VisibilitySystem.run_now(&self.ecs);
  40. MonsterAI.run_now(&self.ecs);
  41. MeleeCombatSystem.run_now(&self.ecs);
  42. DamageSystem.run_now(&self.ecs);
  43. self.ecs.maintain();
  44. }
  45. }
  46. impl GameState for State {
  47. fn tick(&mut self, ctx: &mut Rltk) {
  48. ctx.cls();
  49. let mut newrunstate;
  50. {
  51. let runstate = self.ecs.fetch::<RunState>();
  52. newrunstate = *runstate;
  53. }
  54. match newrunstate {
  55. RunState::PreRun => {
  56. self.run_systems();
  57. newrunstate = RunState::AwaitingInput;
  58. }
  59. RunState::AwaitingInput => {
  60. newrunstate = player_input(self, ctx);
  61. }
  62. RunState::PlayerTurn => {
  63. self.run_systems();
  64. newrunstate = RunState::MonsterTurn;
  65. }
  66. RunState::MonsterTurn => {
  67. self.run_systems();
  68. newrunstate = RunState::AwaitingInput;
  69. }
  70. }
  71. {
  72. let mut runwriter = self.ecs.write_resource::<RunState>();
  73. *runwriter = newrunstate;
  74. }
  75. damage_system::delete_the_dead(&mut self.ecs);
  76. draw_map(&self.ecs, ctx);
  77. let positions = self.ecs.read_storage::<Position>();
  78. let renderables = self.ecs.read_storage::<Renderable>();
  79. let map = self.ecs.fetch::<Map>();
  80. for (pos, render) in (&positions, &renderables).join() {
  81. let idx = map.xy_idx(pos.x, pos.y);
  82. if map.visible_tiles[idx] {
  83. ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
  84. }
  85. }
  86. }
  87. }
  88. fn main() {
  89. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  90. let mut gs = State { ecs: World::new() };
  91. gs.ecs.register::<Position>();
  92. gs.ecs.register::<Renderable>();
  93. gs.ecs.register::<Player>();
  94. gs.ecs.register::<Viewshed>();
  95. gs.ecs.register::<Monster>();
  96. gs.ecs.register::<Name>();
  97. gs.ecs.register::<BlocksTile>();
  98. gs.ecs.register::<CombatStats>();
  99. gs.ecs.register::<WantsToMelee>();
  100. gs.ecs.register::<SufferDamage>();
  101. let map: Map = Map::new_map_rooms_and_corridors();
  102. let (player_x, player_y) = map.rooms[0].center();
  103. let player_entity = gs
  104. .ecs
  105. .create_entity()
  106. .with(Position {
  107. x: player_x,
  108. y: player_y,
  109. })
  110. .with(Renderable {
  111. glyph: rltk::to_cp437('@'),
  112. fg: RGB::named(rltk::YELLOW),
  113. bg: RGB::named(rltk::BLACK),
  114. })
  115. .with(Player)
  116. .with(Viewshed {
  117. visible_tiles: Vec::new(),
  118. range: 8,
  119. dirty: true,
  120. })
  121. .with(Name {
  122. name: "Player".to_string(),
  123. })
  124. .with(CombatStats {
  125. max_hp: 30,
  126. hp: 30,
  127. defense: 2,
  128. power: 5,
  129. })
  130. .build();
  131. let mut rng = rltk::RandomNumberGenerator::new();
  132. for (i, room) in map.rooms.iter().skip(1).enumerate() {
  133. let (x, y) = room.center();
  134. let glyph: u8;
  135. let name: String;
  136. let roll = rng.roll_dice(1, 2);
  137. match roll {
  138. 1 => {
  139. glyph = rltk::to_cp437('g');
  140. name = "Goblin".to_string();
  141. }
  142. _ => {
  143. glyph = rltk::to_cp437('o');
  144. name = "Orc".to_string();
  145. }
  146. }
  147. gs.ecs
  148. .create_entity()
  149. .with(Position { x, y })
  150. .with(Renderable {
  151. glyph,
  152. fg: RGB::named(rltk::RED),
  153. bg: RGB::named(rltk::BLACK),
  154. })
  155. .with(Viewshed {
  156. visible_tiles: Vec::new(),
  157. range: 8,
  158. dirty: true,
  159. })
  160. .with(Monster)
  161. .with(Name {
  162. name: format!("{} #{}", &name, i),
  163. })
  164. .with(BlocksTile)
  165. .with(CombatStats {
  166. max_hp: 16,
  167. hp: 16,
  168. defense: 1,
  169. power: 4,
  170. })
  171. .build();
  172. }
  173. gs.ecs.insert(map);
  174. gs.ecs.insert(Point::new(player_x, player_y));
  175. gs.ecs.insert(player_entity);
  176. gs.ecs.insert(RunState::PreRun);
  177. rltk::main_loop(context, gs);
  178. }