main.rs 17 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. rltk::add_wasm_support!();
  37. #[derive(PartialEq, Copy, Clone)]
  38. pub enum RunState { AwaitingInput,
  39. PreRun,
  40. PlayerTurn,
  41. MonsterTurn,
  42. ShowInventory,
  43. ShowDropItem,
  44. ShowTargeting { range : i32, item : Entity},
  45. MainMenu { menu_selection : gui::MainMenuSelection },
  46. SaveGame,
  47. NextLevel,
  48. ShowRemoveItem,
  49. GameOver
  50. }
  51. pub struct State {
  52. pub ecs: World
  53. }
  54. impl State {
  55. fn run_systems(&mut self) {
  56. let mut mapindex = MapIndexingSystem{};
  57. mapindex.run_now(&self.ecs);
  58. let mut vis = VisibilitySystem{};
  59. vis.run_now(&self.ecs);
  60. let mut mob = MonsterAI{};
  61. mob.run_now(&self.ecs);
  62. let mut melee = MeleeCombatSystem{};
  63. melee.run_now(&self.ecs);
  64. let mut damage = DamageSystem{};
  65. damage.run_now(&self.ecs);
  66. let mut pickup = ItemCollectionSystem{};
  67. pickup.run_now(&self.ecs);
  68. let mut itemuse = ItemUseSystem{};
  69. itemuse.run_now(&self.ecs);
  70. let mut drop_items = ItemDropSystem{};
  71. drop_items.run_now(&self.ecs);
  72. let mut item_remove = ItemRemoveSystem{};
  73. item_remove.run_now(&self.ecs);
  74. let mut hunger = hunger_system::HungerSystem{};
  75. hunger.run_now(&self.ecs);
  76. let mut particles = particle_system::ParticleSpawnSystem{};
  77. particles.run_now(&self.ecs);
  78. self.ecs.maintain();
  79. }
  80. }
  81. impl GameState for State {
  82. fn tick(&mut self, ctx : &mut Rltk) {
  83. let mut newrunstate;
  84. {
  85. let runstate = self.ecs.fetch::<RunState>();
  86. newrunstate = *runstate;
  87. }
  88. ctx.cls();
  89. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  90. match newrunstate {
  91. RunState::MainMenu{..} => {}
  92. RunState::GameOver{..} => {}
  93. _ => {
  94. draw_map(&self.ecs, ctx);
  95. let positions = self.ecs.read_storage::<Position>();
  96. let renderables = self.ecs.read_storage::<Renderable>();
  97. let map = self.ecs.fetch::<Map>();
  98. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  99. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  100. for (pos, render) in data.iter() {
  101. let idx = map.xy_idx(pos.x, pos.y);
  102. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  103. }
  104. gui::draw_ui(&self.ecs, ctx);
  105. }
  106. }
  107. match newrunstate {
  108. RunState::PreRun => {
  109. self.run_systems();
  110. self.ecs.maintain();
  111. newrunstate = RunState::AwaitingInput;
  112. }
  113. RunState::AwaitingInput => {
  114. newrunstate = player_input(self, ctx);
  115. }
  116. RunState::PlayerTurn => {
  117. self.run_systems();
  118. self.ecs.maintain();
  119. newrunstate = RunState::MonsterTurn;
  120. }
  121. RunState::MonsterTurn => {
  122. self.run_systems();
  123. self.ecs.maintain();
  124. newrunstate = RunState::AwaitingInput;
  125. }
  126. RunState::ShowInventory => {
  127. let result = gui::show_inventory(self, ctx);
  128. match result.0 {
  129. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  130. gui::ItemMenuResult::NoResponse => {}
  131. gui::ItemMenuResult::Selected => {
  132. let item_entity = result.1.unwrap();
  133. let is_ranged = self.ecs.read_storage::<Ranged>();
  134. let is_item_ranged = is_ranged.get(item_entity);
  135. if let Some(is_item_ranged) = is_item_ranged {
  136. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  137. } else {
  138. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  139. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  140. newrunstate = RunState::PlayerTurn;
  141. }
  142. }
  143. }
  144. }
  145. RunState::ShowDropItem => {
  146. let result = gui::drop_item_menu(self, ctx);
  147. match result.0 {
  148. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  149. gui::ItemMenuResult::NoResponse => {}
  150. gui::ItemMenuResult::Selected => {
  151. let item_entity = result.1.unwrap();
  152. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  153. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  154. newrunstate = RunState::PlayerTurn;
  155. }
  156. }
  157. }
  158. RunState::ShowRemoveItem => {
  159. let result = gui::remove_item_menu(self, ctx);
  160. match result.0 {
  161. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  162. gui::ItemMenuResult::NoResponse => {}
  163. gui::ItemMenuResult::Selected => {
  164. let item_entity = result.1.unwrap();
  165. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  166. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  167. newrunstate = RunState::PlayerTurn;
  168. }
  169. }
  170. }
  171. RunState::ShowTargeting{range, item} => {
  172. let result = gui::ranged_target(self, ctx, range);
  173. match result.0 {
  174. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  175. gui::ItemMenuResult::NoResponse => {}
  176. gui::ItemMenuResult::Selected => {
  177. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  178. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  179. newrunstate = RunState::PlayerTurn;
  180. }
  181. }
  182. }
  183. RunState::MainMenu{ .. } => {
  184. let result = gui::main_menu(self, ctx);
  185. match result {
  186. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  187. gui::MainMenuResult::Selected{ selected } => {
  188. match selected {
  189. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  190. gui::MainMenuSelection::LoadGame => {
  191. saveload_system::load_game(&mut self.ecs);
  192. newrunstate = RunState::AwaitingInput;
  193. saveload_system::delete_save();
  194. }
  195. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  196. }
  197. }
  198. }
  199. }
  200. RunState::GameOver => {
  201. let result = gui::game_over(ctx);
  202. match result {
  203. gui::GameOverResult::NoSelection => {}
  204. gui::GameOverResult::QuitToMenu => {
  205. self.game_over_cleanup();
  206. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  207. }
  208. }
  209. }
  210. RunState::SaveGame => {
  211. saveload_system::save_game(&mut self.ecs);
  212. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  213. }
  214. RunState::NextLevel => {
  215. self.goto_next_level();
  216. newrunstate = RunState::PreRun;
  217. }
  218. }
  219. {
  220. let mut runwriter = self.ecs.write_resource::<RunState>();
  221. *runwriter = newrunstate;
  222. }
  223. damage_system::delete_the_dead(&mut self.ecs);
  224. }
  225. }
  226. impl State {
  227. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  228. let entities = self.ecs.entities();
  229. let player = self.ecs.read_storage::<Player>();
  230. let backpack = self.ecs.read_storage::<InBackpack>();
  231. let player_entity = self.ecs.fetch::<Entity>();
  232. let equipped = self.ecs.read_storage::<Equipped>();
  233. let mut to_delete : Vec<Entity> = Vec::new();
  234. for entity in entities.join() {
  235. let mut should_delete = true;
  236. // Don't delete the player
  237. let p = player.get(entity);
  238. if let Some(_p) = p {
  239. should_delete = false;
  240. }
  241. // Don't delete the player's equipment
  242. let bp = backpack.get(entity);
  243. if let Some(bp) = bp {
  244. if bp.owner == *player_entity {
  245. should_delete = false;
  246. }
  247. }
  248. let eq = equipped.get(entity);
  249. if let Some(eq) = eq {
  250. if eq.owner == *player_entity {
  251. should_delete = false;
  252. }
  253. }
  254. if should_delete {
  255. to_delete.push(entity);
  256. }
  257. }
  258. to_delete
  259. }
  260. fn goto_next_level(&mut self) {
  261. // Delete entities that aren't the player or his/her equipment
  262. let to_delete = self.entities_to_remove_on_level_change();
  263. for target in to_delete {
  264. self.ecs.delete_entity(target).expect("Unable to delete entity");
  265. }
  266. // Build a new map and place the player
  267. let worldmap;
  268. let current_depth;
  269. {
  270. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  271. current_depth = worldmap_resource.depth;
  272. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  273. worldmap = worldmap_resource.clone();
  274. }
  275. // Spawn bad guys
  276. for room in worldmap.rooms.iter().skip(1) {
  277. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  278. }
  279. // Place the player and update resources
  280. let (player_x, player_y) = worldmap.rooms[0].center();
  281. let mut player_position = self.ecs.write_resource::<Point>();
  282. *player_position = Point::new(player_x, player_y);
  283. let mut position_components = self.ecs.write_storage::<Position>();
  284. let player_entity = self.ecs.fetch::<Entity>();
  285. let player_pos_comp = position_components.get_mut(*player_entity);
  286. if let Some(player_pos_comp) = player_pos_comp {
  287. player_pos_comp.x = player_x;
  288. player_pos_comp.y = player_y;
  289. }
  290. // Mark the player's visibility as dirty
  291. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  292. let vs = viewshed_components.get_mut(*player_entity);
  293. if let Some(vs) = vs {
  294. vs.dirty = true;
  295. }
  296. // Notify the player and give them some health
  297. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  298. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  299. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  300. let player_health = player_health_store.get_mut(*player_entity);
  301. if let Some(player_health) = player_health {
  302. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  303. }
  304. }
  305. fn game_over_cleanup(&mut self) {
  306. // Delete everything
  307. let mut to_delete = Vec::new();
  308. for e in self.ecs.entities().join() {
  309. to_delete.push(e);
  310. }
  311. for del in to_delete.iter() {
  312. self.ecs.delete_entity(*del).expect("Deletion failed");
  313. }
  314. // Build a new map and place the player
  315. let worldmap;
  316. {
  317. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  318. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  319. worldmap = worldmap_resource.clone();
  320. }
  321. // Spawn bad guys
  322. for room in worldmap.rooms.iter().skip(1) {
  323. spawner::spawn_room(&mut self.ecs, room, 1);
  324. }
  325. // Place the player and update resources
  326. let (player_x, player_y) = worldmap.rooms[0].center();
  327. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  328. let mut player_position = self.ecs.write_resource::<Point>();
  329. *player_position = Point::new(player_x, player_y);
  330. let mut position_components = self.ecs.write_storage::<Position>();
  331. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  332. *player_entity_writer = player_entity;
  333. let player_pos_comp = position_components.get_mut(player_entity);
  334. if let Some(player_pos_comp) = player_pos_comp {
  335. player_pos_comp.x = player_x;
  336. player_pos_comp.y = player_y;
  337. }
  338. // Mark the player's visibility as dirty
  339. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  340. let vs = viewshed_components.get_mut(player_entity);
  341. if let Some(vs) = vs {
  342. vs.dirty = true;
  343. }
  344. }
  345. }
  346. fn main() {
  347. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  348. context.with_post_scanlines(true);
  349. let mut gs = State {
  350. ecs: World::new()
  351. };
  352. gs.ecs.register::<Position>();
  353. gs.ecs.register::<Renderable>();
  354. gs.ecs.register::<Player>();
  355. gs.ecs.register::<Viewshed>();
  356. gs.ecs.register::<Monster>();
  357. gs.ecs.register::<Name>();
  358. gs.ecs.register::<BlocksTile>();
  359. gs.ecs.register::<CombatStats>();
  360. gs.ecs.register::<WantsToMelee>();
  361. gs.ecs.register::<SufferDamage>();
  362. gs.ecs.register::<Item>();
  363. gs.ecs.register::<ProvidesHealing>();
  364. gs.ecs.register::<InflictsDamage>();
  365. gs.ecs.register::<AreaOfEffect>();
  366. gs.ecs.register::<Consumable>();
  367. gs.ecs.register::<Ranged>();
  368. gs.ecs.register::<InBackpack>();
  369. gs.ecs.register::<WantsToPickupItem>();
  370. gs.ecs.register::<WantsToUseItem>();
  371. gs.ecs.register::<WantsToDropItem>();
  372. gs.ecs.register::<Confusion>();
  373. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  374. gs.ecs.register::<SerializationHelper>();
  375. gs.ecs.register::<Equippable>();
  376. gs.ecs.register::<Equipped>();
  377. gs.ecs.register::<MeleePowerBonus>();
  378. gs.ecs.register::<DefenseBonus>();
  379. gs.ecs.register::<WantsToRemoveItem>();
  380. gs.ecs.register::<ParticleLifetime>();
  381. gs.ecs.register::<HungerClock>();
  382. gs.ecs.register::<ProvidesFood>();
  383. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  384. let map : Map = Map::new_map_rooms_and_corridors(1);
  385. let (player_x, player_y) = map.rooms[0].center();
  386. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  387. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  388. for room in map.rooms.iter().skip(1) {
  389. spawner::spawn_room(&mut gs.ecs, room, 1);
  390. }
  391. gs.ecs.insert(map);
  392. gs.ecs.insert(Point::new(player_x, player_y));
  393. gs.ecs.insert(player_entity);
  394. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  395. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  396. gs.ecs.insert(particle_system::ParticleBuilder::new());
  397. rltk::main_loop(context, gs);
  398. }