main.rs 14 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. #[derive(PartialEq, Copy, Clone)]
  35. pub enum RunState { AwaitingInput,
  36. PreRun,
  37. PlayerTurn,
  38. MonsterTurn,
  39. ShowInventory,
  40. ShowDropItem,
  41. ShowTargeting { range : i32, item : Entity},
  42. MainMenu { menu_selection : gui::MainMenuSelection },
  43. SaveGame,
  44. NextLevel,
  45. ShowRemoveItem,
  46. GameOver
  47. }
  48. pub struct State {
  49. pub ecs: World,
  50. pub systems: Dispatcher<'static, 'static>
  51. }
  52. impl GameState for State {
  53. fn tick(&mut self, ctx : &mut Rltk) {
  54. let mut newrunstate;
  55. {
  56. let runstate = self.ecs.fetch::<RunState>();
  57. newrunstate = *runstate;
  58. }
  59. ctx.cls();
  60. match newrunstate {
  61. RunState::MainMenu{..} => {}
  62. _ => {
  63. draw_map(&self.ecs, ctx);
  64. {
  65. let positions = self.ecs.read_storage::<Position>();
  66. let renderables = self.ecs.read_storage::<Renderable>();
  67. let map = self.ecs.fetch::<Map>();
  68. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  69. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  70. for (pos, render) in data.iter() {
  71. let idx = map.xy_idx(pos.x, pos.y);
  72. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  73. }
  74. gui::draw_ui(&self.ecs, ctx);
  75. }
  76. }
  77. }
  78. match newrunstate {
  79. RunState::PreRun => {
  80. self.systems.dispatch(&self.ecs);
  81. self.ecs.maintain();
  82. newrunstate = RunState::AwaitingInput;
  83. }
  84. RunState::AwaitingInput => {
  85. newrunstate = player_input(self, ctx);
  86. }
  87. RunState::PlayerTurn => {
  88. self.systems.dispatch(&self.ecs);
  89. self.ecs.maintain();
  90. newrunstate = RunState::MonsterTurn;
  91. }
  92. RunState::MonsterTurn => {
  93. self.systems.dispatch(&self.ecs);
  94. self.ecs.maintain();
  95. newrunstate = RunState::AwaitingInput;
  96. }
  97. RunState::ShowInventory => {
  98. let result = gui::show_inventory(self, ctx);
  99. match result.0 {
  100. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  101. gui::ItemMenuResult::NoResponse => {}
  102. gui::ItemMenuResult::Selected => {
  103. let item_entity = result.1.unwrap();
  104. let is_ranged = self.ecs.read_storage::<Ranged>();
  105. let is_item_ranged = is_ranged.get(item_entity);
  106. if let Some(is_item_ranged) = is_item_ranged {
  107. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  108. } else {
  109. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  110. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  111. newrunstate = RunState::PlayerTurn;
  112. }
  113. }
  114. }
  115. }
  116. RunState::ShowDropItem => {
  117. let result = gui::drop_item_menu(self, ctx);
  118. match result.0 {
  119. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  120. gui::ItemMenuResult::NoResponse => {}
  121. gui::ItemMenuResult::Selected => {
  122. let item_entity = result.1.unwrap();
  123. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  124. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  125. newrunstate = RunState::PlayerTurn;
  126. }
  127. }
  128. }
  129. RunState::ShowRemoveItem => {
  130. let result = gui::remove_item_menu(self, ctx);
  131. match result.0 {
  132. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  133. gui::ItemMenuResult::NoResponse => {}
  134. gui::ItemMenuResult::Selected => {
  135. let item_entity = result.1.unwrap();
  136. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  137. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  138. newrunstate = RunState::PlayerTurn;
  139. }
  140. }
  141. }
  142. RunState::ShowTargeting{range, item} => {
  143. let result = gui::ranged_target(self, ctx, range);
  144. match result.0 {
  145. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  146. gui::ItemMenuResult::NoResponse => {}
  147. gui::ItemMenuResult::Selected => {
  148. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  149. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  150. newrunstate = RunState::PlayerTurn;
  151. }
  152. }
  153. }
  154. RunState::MainMenu{ .. } => {
  155. let result = gui::main_menu(self, ctx);
  156. match result {
  157. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  158. gui::MainMenuResult::Selected{ selected } => {
  159. match selected {
  160. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  161. gui::MainMenuSelection::LoadGame => {
  162. saveload_system::load_game(&mut self.ecs);
  163. newrunstate = RunState::AwaitingInput;
  164. saveload_system::delete_save();
  165. }
  166. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  167. }
  168. }
  169. }
  170. }
  171. RunState::SaveGame => {
  172. saveload_system::save_game(&mut self.ecs);
  173. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  174. }
  175. RunState::NextLevel => {
  176. self.goto_next_level();
  177. newrunstate = RunState::PreRun;
  178. }
  179. }
  180. {
  181. let mut runwriter = self.ecs.write_resource::<RunState>();
  182. *runwriter = newrunstate;
  183. }
  184. damage_system::delete_the_dead(&mut self.ecs);
  185. }
  186. }
  187. impl State {
  188. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  189. let entities = self.ecs.entities();
  190. let player = self.ecs.read_storage::<Player>();
  191. let backpack = self.ecs.read_storage::<InBackpack>();
  192. let player_entity = self.ecs.fetch::<Entity>();
  193. let equipped = self.ecs.read_storage::<Equipped>();
  194. let mut to_delete : Vec<Entity> = Vec::new();
  195. for entity in entities.join() {
  196. let mut should_delete = true;
  197. // Don't delete the player
  198. let p = player.get(entity);
  199. if let Some(_p) = p {
  200. should_delete = false;
  201. }
  202. // Don't delete the player's equipment
  203. let bp = backpack.get(entity);
  204. if let Some(bp) = bp {
  205. if bp.owner == *player_entity {
  206. should_delete = false;
  207. }
  208. }
  209. let eq = equipped.get(entity);
  210. if let Some(eq) = eq {
  211. if eq.owner == *player_entity {
  212. should_delete = false;
  213. }
  214. }
  215. if should_delete {
  216. to_delete.push(entity);
  217. }
  218. }
  219. to_delete
  220. }
  221. fn goto_next_level(&mut self) {
  222. // Delete entities that aren't the player or his/her equipment
  223. let to_delete = self.entities_to_remove_on_level_change();
  224. for target in to_delete {
  225. self.ecs.delete_entity(target).expect("Unable to delete entity");
  226. }
  227. // Build a new map and place the player
  228. let worldmap;
  229. let current_depth;
  230. {
  231. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  232. current_depth = worldmap_resource.depth;
  233. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  234. worldmap = worldmap_resource.clone();
  235. }
  236. // Spawn bad guys
  237. for room in worldmap.rooms.iter().skip(1) {
  238. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  239. }
  240. // Place the player and update resources
  241. let (player_x, player_y) = worldmap.rooms[0].center();
  242. let mut player_position = self.ecs.write_resource::<Point>();
  243. *player_position = Point::new(player_x, player_y);
  244. let mut position_components = self.ecs.write_storage::<Position>();
  245. let player_entity = self.ecs.fetch::<Entity>();
  246. let player_pos_comp = position_components.get_mut(*player_entity);
  247. if let Some(player_pos_comp) = player_pos_comp {
  248. player_pos_comp.x = player_x;
  249. player_pos_comp.y = player_y;
  250. }
  251. // Mark the player's visibility as dirty
  252. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  253. let vs = viewshed_components.get_mut(*player_entity);
  254. if let Some(vs) = vs {
  255. vs.dirty = true;
  256. }
  257. // Notify the player and give them some health
  258. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  259. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  260. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  261. let player_health = player_health_store.get_mut(*player_entity);
  262. if let Some(player_health) = player_health {
  263. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  264. }
  265. }
  266. }
  267. fn main() {
  268. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  269. context.with_post_scanlines(true);
  270. let mut gs = State {
  271. ecs: World::new(),
  272. systems : DispatcherBuilder::new()
  273. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  274. .with(VisibilitySystem{}, "visibility_system", &[])
  275. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  276. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  277. .with(DamageSystem{}, "damage", &["melee_combat"])
  278. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  279. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  280. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  281. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  282. .build(),
  283. };
  284. gs.ecs.register::<Position>();
  285. gs.ecs.register::<Renderable>();
  286. gs.ecs.register::<Player>();
  287. gs.ecs.register::<Viewshed>();
  288. gs.ecs.register::<Monster>();
  289. gs.ecs.register::<Name>();
  290. gs.ecs.register::<BlocksTile>();
  291. gs.ecs.register::<CombatStats>();
  292. gs.ecs.register::<WantsToMelee>();
  293. gs.ecs.register::<SufferDamage>();
  294. gs.ecs.register::<Item>();
  295. gs.ecs.register::<ProvidesHealing>();
  296. gs.ecs.register::<InflictsDamage>();
  297. gs.ecs.register::<AreaOfEffect>();
  298. gs.ecs.register::<Consumable>();
  299. gs.ecs.register::<Ranged>();
  300. gs.ecs.register::<InBackpack>();
  301. gs.ecs.register::<WantsToPickupItem>();
  302. gs.ecs.register::<WantsToUseItem>();
  303. gs.ecs.register::<WantsToDropItem>();
  304. gs.ecs.register::<Confusion>();
  305. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  306. gs.ecs.register::<SerializationHelper>();
  307. gs.ecs.register::<Equippable>();
  308. gs.ecs.register::<Equipped>();
  309. gs.ecs.register::<MeleePowerBonus>();
  310. gs.ecs.register::<DefenseBonus>();
  311. gs.ecs.register::<WantsToRemoveItem>();
  312. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  313. let map : Map = Map::new_map_rooms_and_corridors(1);
  314. let (player_x, player_y) = map.rooms[0].center();
  315. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  316. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  317. for room in map.rooms.iter().skip(1) {
  318. spawner::spawn_room(&mut gs.ecs, room, 1);
  319. }
  320. gs.ecs.insert(map);
  321. gs.ecs.insert(Point::new(player_x, player_y));
  322. gs.ecs.insert(player_entity);
  323. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  324. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  325. rltk::main_loop(context, gs);
  326. }