main.rs 18 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. pub mod rex_assets;
  37. pub mod trigger_system;
  38. pub mod map_builders;
  39. rltk::add_wasm_support!();
  40. const SHOW_MAPGEN_VISUALIZER : bool = true;
  41. #[derive(PartialEq, Copy, Clone)]
  42. pub enum RunState { AwaitingInput,
  43. PreRun,
  44. PlayerTurn,
  45. MonsterTurn,
  46. ShowInventory,
  47. ShowDropItem,
  48. ShowTargeting { range : i32, item : Entity},
  49. MainMenu { menu_selection : gui::MainMenuSelection },
  50. SaveGame,
  51. NextLevel,
  52. ShowRemoveItem,
  53. GameOver,
  54. MagicMapReveal { row : i32 },
  55. MapGeneration
  56. }
  57. pub struct State {
  58. pub ecs: World,
  59. mapgen_next_state : Option<RunState>,
  60. mapgen_history : Vec<Map>,
  61. mapgen_index : usize,
  62. mapgen_timer : f32
  63. }
  64. impl State {
  65. fn run_systems(&mut self) {
  66. let mut mapindex = MapIndexingSystem{};
  67. mapindex.run_now(&self.ecs);
  68. let mut vis = VisibilitySystem{};
  69. vis.run_now(&self.ecs);
  70. let mut mob = MonsterAI{};
  71. mob.run_now(&self.ecs);
  72. let mut triggers = trigger_system::TriggerSystem{};
  73. triggers.run_now(&self.ecs);
  74. let mut melee = MeleeCombatSystem{};
  75. melee.run_now(&self.ecs);
  76. let mut damage = DamageSystem{};
  77. damage.run_now(&self.ecs);
  78. let mut pickup = ItemCollectionSystem{};
  79. pickup.run_now(&self.ecs);
  80. let mut itemuse = ItemUseSystem{};
  81. itemuse.run_now(&self.ecs);
  82. let mut drop_items = ItemDropSystem{};
  83. drop_items.run_now(&self.ecs);
  84. let mut item_remove = ItemRemoveSystem{};
  85. item_remove.run_now(&self.ecs);
  86. let mut hunger = hunger_system::HungerSystem{};
  87. hunger.run_now(&self.ecs);
  88. let mut particles = particle_system::ParticleSpawnSystem{};
  89. particles.run_now(&self.ecs);
  90. self.ecs.maintain();
  91. }
  92. }
  93. impl GameState for State {
  94. fn tick(&mut self, ctx : &mut Rltk) {
  95. let mut newrunstate;
  96. {
  97. let runstate = self.ecs.fetch::<RunState>();
  98. newrunstate = *runstate;
  99. }
  100. ctx.cls();
  101. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  102. match newrunstate {
  103. RunState::MainMenu{..} => {}
  104. RunState::GameOver{..} => {}
  105. _ => {
  106. draw_map(&self.ecs.fetch::<Map>(), ctx);
  107. let positions = self.ecs.read_storage::<Position>();
  108. let renderables = self.ecs.read_storage::<Renderable>();
  109. let hidden = self.ecs.read_storage::<Hidden>();
  110. let map = self.ecs.fetch::<Map>();
  111. let mut data = (&positions, &renderables, !&hidden).join().collect::<Vec<_>>();
  112. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  113. for (pos, render, _hidden) in data.iter() {
  114. let idx = map.xy_idx(pos.x, pos.y);
  115. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  116. }
  117. gui::draw_ui(&self.ecs, ctx);
  118. }
  119. }
  120. match newrunstate {
  121. RunState::MapGeneration => {
  122. if !SHOW_MAPGEN_VISUALIZER {
  123. newrunstate = self.mapgen_next_state.unwrap();
  124. }
  125. ctx.cls();
  126. for v in self.mapgen_history[self.mapgen_index].revealed_tiles.iter_mut() {
  127. *v = true;
  128. }
  129. draw_map(&self.mapgen_history[self.mapgen_index], ctx);
  130. self.mapgen_timer += ctx.frame_time_ms;
  131. if self.mapgen_timer > 500.0 {
  132. self.mapgen_timer = 0.0;
  133. self.mapgen_index += 1;
  134. if self.mapgen_index == self.mapgen_history.len() {
  135. newrunstate = self.mapgen_next_state.unwrap();
  136. }
  137. }
  138. }
  139. RunState::PreRun => {
  140. self.run_systems();
  141. self.ecs.maintain();
  142. newrunstate = RunState::AwaitingInput;
  143. }
  144. RunState::AwaitingInput => {
  145. newrunstate = player_input(self, ctx);
  146. }
  147. RunState::PlayerTurn => {
  148. self.run_systems();
  149. self.ecs.maintain();
  150. match *self.ecs.fetch::<RunState>() {
  151. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  152. _ => newrunstate = RunState::MonsterTurn
  153. }
  154. }
  155. RunState::MonsterTurn => {
  156. self.run_systems();
  157. self.ecs.maintain();
  158. newrunstate = RunState::AwaitingInput;
  159. }
  160. RunState::ShowInventory => {
  161. let result = gui::show_inventory(self, ctx);
  162. match result.0 {
  163. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  164. gui::ItemMenuResult::NoResponse => {}
  165. gui::ItemMenuResult::Selected => {
  166. let item_entity = result.1.unwrap();
  167. let is_ranged = self.ecs.read_storage::<Ranged>();
  168. let is_item_ranged = is_ranged.get(item_entity);
  169. if let Some(is_item_ranged) = is_item_ranged {
  170. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  171. } else {
  172. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  173. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  174. newrunstate = RunState::PlayerTurn;
  175. }
  176. }
  177. }
  178. }
  179. RunState::ShowDropItem => {
  180. let result = gui::drop_item_menu(self, ctx);
  181. match result.0 {
  182. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  183. gui::ItemMenuResult::NoResponse => {}
  184. gui::ItemMenuResult::Selected => {
  185. let item_entity = result.1.unwrap();
  186. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  187. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  188. newrunstate = RunState::PlayerTurn;
  189. }
  190. }
  191. }
  192. RunState::ShowRemoveItem => {
  193. let result = gui::remove_item_menu(self, ctx);
  194. match result.0 {
  195. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  196. gui::ItemMenuResult::NoResponse => {}
  197. gui::ItemMenuResult::Selected => {
  198. let item_entity = result.1.unwrap();
  199. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  200. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  201. newrunstate = RunState::PlayerTurn;
  202. }
  203. }
  204. }
  205. RunState::ShowTargeting{range, item} => {
  206. let result = gui::ranged_target(self, ctx, range);
  207. match result.0 {
  208. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  209. gui::ItemMenuResult::NoResponse => {}
  210. gui::ItemMenuResult::Selected => {
  211. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  212. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  213. newrunstate = RunState::PlayerTurn;
  214. }
  215. }
  216. }
  217. RunState::MainMenu{ .. } => {
  218. let result = gui::main_menu(self, ctx);
  219. match result {
  220. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  221. gui::MainMenuResult::Selected{ selected } => {
  222. match selected {
  223. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  224. gui::MainMenuSelection::LoadGame => {
  225. saveload_system::load_game(&mut self.ecs);
  226. newrunstate = RunState::AwaitingInput;
  227. saveload_system::delete_save();
  228. }
  229. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  230. }
  231. }
  232. }
  233. }
  234. RunState::GameOver => {
  235. let result = gui::game_over(ctx);
  236. match result {
  237. gui::GameOverResult::NoSelection => {}
  238. gui::GameOverResult::QuitToMenu => {
  239. self.game_over_cleanup();
  240. newrunstate = RunState::MapGeneration;
  241. self.mapgen_next_state = Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  242. }
  243. }
  244. }
  245. RunState::SaveGame => {
  246. saveload_system::save_game(&mut self.ecs);
  247. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  248. }
  249. RunState::NextLevel => {
  250. self.goto_next_level();
  251. self.mapgen_next_state = Some(RunState::PreRun);
  252. newrunstate = RunState::MapGeneration;
  253. }
  254. RunState::MagicMapReveal{row} => {
  255. let mut map = self.ecs.fetch_mut::<Map>();
  256. for x in 0..MAPWIDTH {
  257. let idx = map.xy_idx(x as i32,row);
  258. map.revealed_tiles[idx] = true;
  259. }
  260. if row as usize == MAPHEIGHT-1 {
  261. newrunstate = RunState::MonsterTurn;
  262. } else {
  263. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  264. }
  265. }
  266. }
  267. {
  268. let mut runwriter = self.ecs.write_resource::<RunState>();
  269. *runwriter = newrunstate;
  270. }
  271. damage_system::delete_the_dead(&mut self.ecs);
  272. }
  273. }
  274. impl State {
  275. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  276. let entities = self.ecs.entities();
  277. let player = self.ecs.read_storage::<Player>();
  278. let backpack = self.ecs.read_storage::<InBackpack>();
  279. let player_entity = self.ecs.fetch::<Entity>();
  280. let equipped = self.ecs.read_storage::<Equipped>();
  281. let mut to_delete : Vec<Entity> = Vec::new();
  282. for entity in entities.join() {
  283. let mut should_delete = true;
  284. // Don't delete the player
  285. let p = player.get(entity);
  286. if let Some(_p) = p {
  287. should_delete = false;
  288. }
  289. // Don't delete the player's equipment
  290. let bp = backpack.get(entity);
  291. if let Some(bp) = bp {
  292. if bp.owner == *player_entity {
  293. should_delete = false;
  294. }
  295. }
  296. let eq = equipped.get(entity);
  297. if let Some(eq) = eq {
  298. if eq.owner == *player_entity {
  299. should_delete = false;
  300. }
  301. }
  302. if should_delete {
  303. to_delete.push(entity);
  304. }
  305. }
  306. to_delete
  307. }
  308. fn goto_next_level(&mut self) {
  309. // Delete entities that aren't the player or his/her equipment
  310. let to_delete = self.entities_to_remove_on_level_change();
  311. for target in to_delete {
  312. self.ecs.delete_entity(target).expect("Unable to delete entity");
  313. }
  314. // Build a new map and place the player
  315. let current_depth;
  316. {
  317. let worldmap_resource = self.ecs.fetch::<Map>();
  318. current_depth = worldmap_resource.depth;
  319. }
  320. self.generate_world_map(current_depth + 1);
  321. // Notify the player and give them some health
  322. let player_entity = self.ecs.fetch::<Entity>();
  323. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  324. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  325. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  326. let player_health = player_health_store.get_mut(*player_entity);
  327. if let Some(player_health) = player_health {
  328. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  329. }
  330. }
  331. fn game_over_cleanup(&mut self) {
  332. // Delete everything
  333. let mut to_delete = Vec::new();
  334. for e in self.ecs.entities().join() {
  335. to_delete.push(e);
  336. }
  337. for del in to_delete.iter() {
  338. self.ecs.delete_entity(*del).expect("Deletion failed");
  339. }
  340. // Spawn a new player
  341. {
  342. let player_entity = spawner::player(&mut self.ecs, 0, 0);
  343. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  344. *player_entity_writer = player_entity;
  345. }
  346. // Build a new map and place the player
  347. self.generate_world_map(1);
  348. }
  349. fn generate_world_map(&mut self, new_depth : i32) {
  350. self.mapgen_index = 0;
  351. self.mapgen_timer = 0.0;
  352. self.mapgen_history.clear();
  353. let mut builder = map_builders::random_builder(new_depth);
  354. builder.build_map();
  355. self.mapgen_history = builder.get_snapshot_history();
  356. let player_start;
  357. {
  358. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  359. *worldmap_resource = builder.get_map();
  360. player_start = builder.get_starting_position();
  361. }
  362. // Spawn bad guys
  363. builder.spawn_entities(&mut self.ecs);
  364. // Place the player and update resources
  365. let (player_x, player_y) = (player_start.x, player_start.y);
  366. let mut player_position = self.ecs.write_resource::<Point>();
  367. *player_position = Point::new(player_x, player_y);
  368. let mut position_components = self.ecs.write_storage::<Position>();
  369. let player_entity = self.ecs.fetch::<Entity>();
  370. let player_pos_comp = position_components.get_mut(*player_entity);
  371. if let Some(player_pos_comp) = player_pos_comp {
  372. player_pos_comp.x = player_x;
  373. player_pos_comp.y = player_y;
  374. }
  375. // Mark the player's visibility as dirty
  376. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  377. let vs = viewshed_components.get_mut(*player_entity);
  378. if let Some(vs) = vs {
  379. vs.dirty = true;
  380. }
  381. }
  382. }
  383. fn main() {
  384. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  385. context.with_post_scanlines(true);
  386. let mut gs = State {
  387. ecs: World::new(),
  388. mapgen_next_state : Some(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }),
  389. mapgen_index : 0,
  390. mapgen_history: Vec::new(),
  391. mapgen_timer: 0.0
  392. };
  393. gs.ecs.register::<Position>();
  394. gs.ecs.register::<Renderable>();
  395. gs.ecs.register::<Player>();
  396. gs.ecs.register::<Viewshed>();
  397. gs.ecs.register::<Monster>();
  398. gs.ecs.register::<Name>();
  399. gs.ecs.register::<BlocksTile>();
  400. gs.ecs.register::<CombatStats>();
  401. gs.ecs.register::<WantsToMelee>();
  402. gs.ecs.register::<SufferDamage>();
  403. gs.ecs.register::<Item>();
  404. gs.ecs.register::<ProvidesHealing>();
  405. gs.ecs.register::<InflictsDamage>();
  406. gs.ecs.register::<AreaOfEffect>();
  407. gs.ecs.register::<Consumable>();
  408. gs.ecs.register::<Ranged>();
  409. gs.ecs.register::<InBackpack>();
  410. gs.ecs.register::<WantsToPickupItem>();
  411. gs.ecs.register::<WantsToUseItem>();
  412. gs.ecs.register::<WantsToDropItem>();
  413. gs.ecs.register::<Confusion>();
  414. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  415. gs.ecs.register::<SerializationHelper>();
  416. gs.ecs.register::<Equippable>();
  417. gs.ecs.register::<Equipped>();
  418. gs.ecs.register::<MeleePowerBonus>();
  419. gs.ecs.register::<DefenseBonus>();
  420. gs.ecs.register::<WantsToRemoveItem>();
  421. gs.ecs.register::<ParticleLifetime>();
  422. gs.ecs.register::<HungerClock>();
  423. gs.ecs.register::<ProvidesFood>();
  424. gs.ecs.register::<MagicMapper>();
  425. gs.ecs.register::<Hidden>();
  426. gs.ecs.register::<EntryTrigger>();
  427. gs.ecs.register::<EntityMoved>();
  428. gs.ecs.register::<SingleActivation>();
  429. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  430. gs.ecs.insert(Map::new(1));
  431. gs.ecs.insert(Point::new(0, 0));
  432. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  433. let player_entity = spawner::player(&mut gs.ecs, 0, 0);
  434. gs.ecs.insert(player_entity);
  435. gs.ecs.insert(RunState::MapGeneration{} );
  436. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  437. gs.ecs.insert(particle_system::ParticleBuilder::new());
  438. gs.ecs.insert(rex_assets::RexAssets::new());
  439. gs.generate_world_map(1);
  440. rltk::main_loop(context, gs);
  441. }