main.rs 9.2 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 };
  32. mod saveload_system;
  33. #[derive(PartialEq, Copy, Clone)]
  34. pub enum RunState { AwaitingInput,
  35. PreRun,
  36. PlayerTurn,
  37. MonsterTurn,
  38. ShowInventory,
  39. ShowDropItem,
  40. ShowTargeting { range : i32, item : Entity},
  41. MainMenu { menu_selection : gui::MainMenuSelection },
  42. SaveGame
  43. }
  44. pub struct State {
  45. pub ecs: World,
  46. pub systems: Dispatcher<'static, 'static>
  47. }
  48. impl GameState for State {
  49. fn tick(&mut self, ctx : &mut Rltk) {
  50. let mut newrunstate;
  51. {
  52. let runstate = self.ecs.fetch::<RunState>();
  53. newrunstate = *runstate;
  54. }
  55. ctx.cls();
  56. match newrunstate {
  57. RunState::MainMenu{..} => {}
  58. _ => {
  59. draw_map(&self.ecs, ctx);
  60. {
  61. let positions = self.ecs.read_storage::<Position>();
  62. let renderables = self.ecs.read_storage::<Renderable>();
  63. let map = self.ecs.fetch::<Map>();
  64. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  65. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  66. for (pos, render) in data.iter() {
  67. let idx = map.xy_idx(pos.x, pos.y);
  68. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  69. }
  70. gui::draw_ui(&self.ecs, ctx);
  71. }
  72. }
  73. }
  74. match newrunstate {
  75. RunState::PreRun => {
  76. self.systems.dispatch(&self.ecs);
  77. self.ecs.maintain();
  78. newrunstate = RunState::AwaitingInput;
  79. }
  80. RunState::AwaitingInput => {
  81. newrunstate = player_input(self, ctx);
  82. }
  83. RunState::PlayerTurn => {
  84. self.systems.dispatch(&self.ecs);
  85. self.ecs.maintain();
  86. newrunstate = RunState::MonsterTurn;
  87. }
  88. RunState::MonsterTurn => {
  89. self.systems.dispatch(&self.ecs);
  90. self.ecs.maintain();
  91. newrunstate = RunState::AwaitingInput;
  92. }
  93. RunState::ShowInventory => {
  94. let result = gui::show_inventory(self, ctx);
  95. match result.0 {
  96. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  97. gui::ItemMenuResult::NoResponse => {}
  98. gui::ItemMenuResult::Selected => {
  99. let item_entity = result.1.unwrap();
  100. let is_ranged = self.ecs.read_storage::<Ranged>();
  101. let is_item_ranged = is_ranged.get(item_entity);
  102. if let Some(is_item_ranged) = is_item_ranged {
  103. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  104. } else {
  105. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  106. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  107. newrunstate = RunState::PlayerTurn;
  108. }
  109. }
  110. }
  111. }
  112. RunState::ShowDropItem => {
  113. let result = gui::drop_item_menu(self, ctx);
  114. match result.0 {
  115. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  116. gui::ItemMenuResult::NoResponse => {}
  117. gui::ItemMenuResult::Selected => {
  118. let item_entity = result.1.unwrap();
  119. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  120. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  121. newrunstate = RunState::PlayerTurn;
  122. }
  123. }
  124. }
  125. RunState::ShowTargeting{range, item} => {
  126. let result = gui::ranged_target(self, ctx, range);
  127. match result.0 {
  128. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  129. gui::ItemMenuResult::NoResponse => {}
  130. gui::ItemMenuResult::Selected => {
  131. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  132. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  133. newrunstate = RunState::PlayerTurn;
  134. }
  135. }
  136. }
  137. RunState::MainMenu{ .. } => {
  138. let result = gui::main_menu(self, ctx);
  139. match result {
  140. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  141. gui::MainMenuResult::Selected{ selected } => {
  142. match selected {
  143. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  144. gui::MainMenuSelection::LoadGame => newrunstate = RunState::PreRun,
  145. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  146. }
  147. }
  148. }
  149. }
  150. RunState::SaveGame => {
  151. saveload_system::save_game(&mut self.ecs);
  152. //let data = serde_json::to_string(&*self.ecs.fetch::<Map>()).unwrap();
  153. //let mut f = File::create("./savemap.json").expect("Unable to create file");
  154. //f.write_all(data.as_bytes()).expect("Unable to write data");
  155. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  156. }
  157. }
  158. {
  159. let mut runwriter = self.ecs.write_resource::<RunState>();
  160. *runwriter = newrunstate;
  161. }
  162. damage_system::delete_the_dead(&mut self.ecs);
  163. }
  164. }
  165. fn main() {
  166. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  167. context.with_post_scanlines(true);
  168. let mut gs = State {
  169. ecs: World::new(),
  170. systems : DispatcherBuilder::new()
  171. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  172. .with(VisibilitySystem{}, "visibility_system", &[])
  173. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  174. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  175. .with(DamageSystem{}, "damage", &["melee_combat"])
  176. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  177. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  178. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  179. .build(),
  180. };
  181. gs.ecs.register::<Position>();
  182. gs.ecs.register::<Renderable>();
  183. gs.ecs.register::<Player>();
  184. gs.ecs.register::<Viewshed>();
  185. gs.ecs.register::<Monster>();
  186. gs.ecs.register::<Name>();
  187. gs.ecs.register::<BlocksTile>();
  188. gs.ecs.register::<CombatStats>();
  189. gs.ecs.register::<WantsToMelee>();
  190. gs.ecs.register::<SufferDamage>();
  191. gs.ecs.register::<Item>();
  192. gs.ecs.register::<ProvidesHealing>();
  193. gs.ecs.register::<InflictsDamage>();
  194. gs.ecs.register::<AreaOfEffect>();
  195. gs.ecs.register::<Consumable>();
  196. gs.ecs.register::<Ranged>();
  197. gs.ecs.register::<InBackpack>();
  198. gs.ecs.register::<WantsToPickupItem>();
  199. gs.ecs.register::<WantsToUseItem>();
  200. gs.ecs.register::<WantsToDropItem>();
  201. gs.ecs.register::<Confusion>();
  202. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  203. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  204. let map : Map = Map::new_map_rooms_and_corridors();
  205. let (player_x, player_y) = map.rooms[0].center();
  206. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  207. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  208. for room in map.rooms.iter().skip(1) {
  209. spawner::spawn_room(&mut gs.ecs, room);
  210. }
  211. gs.ecs.insert(map);
  212. gs.ecs.insert(Point::new(player_x, player_y));
  213. gs.ecs.insert(player_entity);
  214. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  215. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  216. rltk::main_loop(context, gs);
  217. }