main.rs 12 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. pub 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. NextLevel
  44. }
  45. pub struct State {
  46. pub ecs: World,
  47. pub systems: Dispatcher<'static, 'static>
  48. }
  49. impl GameState for State {
  50. fn tick(&mut self, ctx : &mut Rltk) {
  51. let mut newrunstate;
  52. {
  53. let runstate = self.ecs.fetch::<RunState>();
  54. newrunstate = *runstate;
  55. }
  56. ctx.cls();
  57. match newrunstate {
  58. RunState::MainMenu{..} => {}
  59. _ => {
  60. draw_map(&self.ecs, ctx);
  61. {
  62. let positions = self.ecs.read_storage::<Position>();
  63. let renderables = self.ecs.read_storage::<Renderable>();
  64. let map = self.ecs.fetch::<Map>();
  65. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  66. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  67. for (pos, render) in data.iter() {
  68. let idx = map.xy_idx(pos.x, pos.y);
  69. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  70. }
  71. gui::draw_ui(&self.ecs, ctx);
  72. }
  73. }
  74. }
  75. match newrunstate {
  76. RunState::PreRun => {
  77. self.systems.dispatch(&self.ecs);
  78. self.ecs.maintain();
  79. newrunstate = RunState::AwaitingInput;
  80. }
  81. RunState::AwaitingInput => {
  82. newrunstate = player_input(self, ctx);
  83. }
  84. RunState::PlayerTurn => {
  85. self.systems.dispatch(&self.ecs);
  86. self.ecs.maintain();
  87. newrunstate = RunState::MonsterTurn;
  88. }
  89. RunState::MonsterTurn => {
  90. self.systems.dispatch(&self.ecs);
  91. self.ecs.maintain();
  92. newrunstate = RunState::AwaitingInput;
  93. }
  94. RunState::ShowInventory => {
  95. let result = gui::show_inventory(self, ctx);
  96. match result.0 {
  97. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  98. gui::ItemMenuResult::NoResponse => {}
  99. gui::ItemMenuResult::Selected => {
  100. let item_entity = result.1.unwrap();
  101. let is_ranged = self.ecs.read_storage::<Ranged>();
  102. let is_item_ranged = is_ranged.get(item_entity);
  103. if let Some(is_item_ranged) = is_item_ranged {
  104. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  105. } else {
  106. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  107. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  108. newrunstate = RunState::PlayerTurn;
  109. }
  110. }
  111. }
  112. }
  113. RunState::ShowDropItem => {
  114. let result = gui::drop_item_menu(self, ctx);
  115. match result.0 {
  116. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  117. gui::ItemMenuResult::NoResponse => {}
  118. gui::ItemMenuResult::Selected => {
  119. let item_entity = result.1.unwrap();
  120. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  121. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  122. newrunstate = RunState::PlayerTurn;
  123. }
  124. }
  125. }
  126. RunState::ShowTargeting{range, item} => {
  127. let result = gui::ranged_target(self, ctx, range);
  128. match result.0 {
  129. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  130. gui::ItemMenuResult::NoResponse => {}
  131. gui::ItemMenuResult::Selected => {
  132. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  133. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  134. newrunstate = RunState::PlayerTurn;
  135. }
  136. }
  137. }
  138. RunState::MainMenu{ .. } => {
  139. let result = gui::main_menu(self, ctx);
  140. match result {
  141. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  142. gui::MainMenuResult::Selected{ selected } => {
  143. match selected {
  144. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  145. gui::MainMenuSelection::LoadGame => {
  146. saveload_system::load_game(&mut self.ecs);
  147. newrunstate = RunState::AwaitingInput;
  148. saveload_system::delete_save();
  149. }
  150. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  151. }
  152. }
  153. }
  154. }
  155. RunState::SaveGame => {
  156. saveload_system::save_game(&mut self.ecs);
  157. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  158. }
  159. RunState::NextLevel => {
  160. self.goto_next_level();
  161. newrunstate = RunState::PreRun;
  162. }
  163. }
  164. {
  165. let mut runwriter = self.ecs.write_resource::<RunState>();
  166. *runwriter = newrunstate;
  167. }
  168. damage_system::delete_the_dead(&mut self.ecs);
  169. }
  170. }
  171. impl State {
  172. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  173. let entities = self.ecs.entities();
  174. let player = self.ecs.read_storage::<Player>();
  175. let backpack = self.ecs.read_storage::<InBackpack>();
  176. let player_entity = self.ecs.fetch::<Entity>();
  177. let mut to_delete : Vec<Entity> = Vec::new();
  178. for entity in entities.join() {
  179. let mut should_delete = true;
  180. // Don't delete the player
  181. let p = player.get(entity);
  182. if let Some(_p) = p {
  183. should_delete = false;
  184. }
  185. // Don't delete the player's equipment
  186. let bp = backpack.get(entity);
  187. if let Some(bp) = bp {
  188. if bp.owner == *player_entity {
  189. should_delete = false;
  190. }
  191. }
  192. if should_delete {
  193. to_delete.push(entity);
  194. }
  195. }
  196. to_delete
  197. }
  198. fn goto_next_level(&mut self) {
  199. // Delete entities that aren't the player or his/her equipment
  200. let to_delete = self.entities_to_remove_on_level_change();
  201. for target in to_delete {
  202. self.ecs.delete_entity(target).expect("Unable to delete entity");
  203. }
  204. // Build a new map and place the player
  205. let worldmap;
  206. {
  207. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  208. let current_depth = worldmap_resource.depth;
  209. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  210. worldmap = worldmap_resource.clone();
  211. }
  212. // Spawn bad guys
  213. for room in worldmap.rooms.iter().skip(1) {
  214. spawner::spawn_room(&mut self.ecs, room);
  215. }
  216. // Place the player and update resources
  217. let (player_x, player_y) = worldmap.rooms[0].center();
  218. let mut player_position = self.ecs.write_resource::<Point>();
  219. *player_position = Point::new(player_x, player_y);
  220. let mut position_components = self.ecs.write_storage::<Position>();
  221. let player_entity = self.ecs.fetch::<Entity>();
  222. let player_pos_comp = position_components.get_mut(*player_entity);
  223. if let Some(player_pos_comp) = player_pos_comp {
  224. player_pos_comp.x = player_x;
  225. player_pos_comp.y = player_y;
  226. }
  227. // Mark the player's visibility as dirty
  228. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  229. let vs = viewshed_components.get_mut(*player_entity);
  230. if let Some(vs) = vs {
  231. vs.dirty = true;
  232. }
  233. // Notify the player and give them some health
  234. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  235. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  236. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  237. let player_health = player_health_store.get_mut(*player_entity);
  238. if let Some(player_health) = player_health {
  239. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  240. }
  241. }
  242. }
  243. fn main() {
  244. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  245. context.with_post_scanlines(true);
  246. let mut gs = State {
  247. ecs: World::new(),
  248. systems : DispatcherBuilder::new()
  249. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  250. .with(VisibilitySystem{}, "visibility_system", &[])
  251. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  252. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  253. .with(DamageSystem{}, "damage", &["melee_combat"])
  254. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  255. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  256. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  257. .build(),
  258. };
  259. gs.ecs.register::<Position>();
  260. gs.ecs.register::<Renderable>();
  261. gs.ecs.register::<Player>();
  262. gs.ecs.register::<Viewshed>();
  263. gs.ecs.register::<Monster>();
  264. gs.ecs.register::<Name>();
  265. gs.ecs.register::<BlocksTile>();
  266. gs.ecs.register::<CombatStats>();
  267. gs.ecs.register::<WantsToMelee>();
  268. gs.ecs.register::<SufferDamage>();
  269. gs.ecs.register::<Item>();
  270. gs.ecs.register::<ProvidesHealing>();
  271. gs.ecs.register::<InflictsDamage>();
  272. gs.ecs.register::<AreaOfEffect>();
  273. gs.ecs.register::<Consumable>();
  274. gs.ecs.register::<Ranged>();
  275. gs.ecs.register::<InBackpack>();
  276. gs.ecs.register::<WantsToPickupItem>();
  277. gs.ecs.register::<WantsToUseItem>();
  278. gs.ecs.register::<WantsToDropItem>();
  279. gs.ecs.register::<Confusion>();
  280. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  281. gs.ecs.register::<SerializationHelper>();
  282. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  283. let map : Map = Map::new_map_rooms_and_corridors(1);
  284. let (player_x, player_y) = map.rooms[0].center();
  285. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  286. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  287. for room in map.rooms.iter().skip(1) {
  288. spawner::spawn_room(&mut gs.ecs, room);
  289. }
  290. gs.ecs.insert(map);
  291. gs.ecs.insert(Point::new(player_x, player_y));
  292. gs.ecs.insert(player_entity);
  293. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  294. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  295. rltk::main_loop(context, gs);
  296. }