main.rs 4.8 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Point, Rltk, RGB};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. #[macro_use]
  6. extern crate specs_derive;
  7. mod components;
  8. pub use components::*;
  9. mod map;
  10. pub use map::*;
  11. mod player;
  12. use player::*;
  13. mod rect;
  14. pub use rect::Rect;
  15. mod draw_system;
  16. mod visibility_system;
  17. use visibility_system::VisibilitySystem;
  18. mod monster_ai_system;
  19. use monster_ai_system::MonsterAI;
  20. mod map_indexing_system;
  21. use map_indexing_system::MapIndexingSystem;
  22. mod melee_combat_system;
  23. use melee_combat_system::MeleeCombatSystem;
  24. mod damage_system;
  25. use damage_system::DamageSystem;
  26. rltk::add_wasm_support!();
  27. #[derive(PartialEq, Copy, Clone)]
  28. pub enum RunState {
  29. AwaitingInput,
  30. PreRun,
  31. PlayerTurn,
  32. MonsterTurn,
  33. }
  34. pub struct State {
  35. pub ecs: World,
  36. }
  37. impl State {
  38. fn run_systems(&mut self) {
  39. MapIndexingSystem.run_now(&self.ecs);
  40. VisibilitySystem.run_now(&self.ecs);
  41. MonsterAI.run_now(&self.ecs);
  42. MeleeCombatSystem.run_now(&self.ecs);
  43. DamageSystem.run_now(&self.ecs);
  44. self.ecs.maintain();
  45. }
  46. }
  47. impl GameState for State {
  48. fn tick(&mut self, ctx: &mut Rltk) {
  49. ctx.cls();
  50. let mut newrunstate = *self.ecs.fetch::<RunState>();
  51. match newrunstate {
  52. RunState::PreRun => {
  53. self.run_systems();
  54. newrunstate = RunState::AwaitingInput;
  55. }
  56. RunState::AwaitingInput => {
  57. newrunstate = player_input(self, ctx);
  58. }
  59. RunState::PlayerTurn => {
  60. self.run_systems();
  61. newrunstate = RunState::MonsterTurn;
  62. }
  63. RunState::MonsterTurn => {
  64. self.run_systems();
  65. newrunstate = RunState::AwaitingInput;
  66. }
  67. }
  68. player::HandleInputEvent.run_now(&self.ecs);
  69. player::HandleMoveEvent.run_now(&self.ecs);
  70. *self.ecs.write_resource() = newrunstate;
  71. damage_system::CleanupDead.run_now(&self.ecs);
  72. draw_map(&self.ecs, ctx);
  73. draw_system::DrawRenderables { ctx }.run_now(&self.ecs);
  74. }
  75. }
  76. fn main() {
  77. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  78. let mut gs = State { ecs: World::new() };
  79. gs.ecs.register::<Position>();
  80. gs.ecs.register::<Renderable>();
  81. gs.ecs.register::<Player>();
  82. gs.ecs.register::<Viewshed>();
  83. gs.ecs.register::<Monster>();
  84. gs.ecs.register::<Name>();
  85. gs.ecs.register::<BlocksTile>();
  86. gs.ecs.register::<CombatStats>();
  87. gs.ecs.register::<WantsToMelee>();
  88. gs.ecs.register::<SufferDamage>();
  89. gs.ecs.register::<InputEvent>();
  90. gs.ecs.register::<MoveEvent>();
  91. let map: Map = Map::new_map_rooms_and_corridors();
  92. let (player_x, player_y) = map.rooms[0].center();
  93. let player_entity = gs
  94. .ecs
  95. .create_entity()
  96. .with(Position {
  97. x: player_x,
  98. y: player_y,
  99. })
  100. .with(Renderable {
  101. glyph: rltk::to_cp437('@'),
  102. fg: RGB::named(rltk::YELLOW),
  103. bg: RGB::named(rltk::BLACK),
  104. })
  105. .with(Player)
  106. .with(Viewshed {
  107. visible_tiles: Vec::new(),
  108. range: 8,
  109. dirty: true,
  110. })
  111. .with(Name {
  112. name: "Player".to_string(),
  113. })
  114. .with(CombatStats {
  115. max_hp: 30,
  116. hp: 30,
  117. defense: 2,
  118. power: 5,
  119. })
  120. .build();
  121. let mut rng = rltk::RandomNumberGenerator::new();
  122. for (i, room) in map.rooms.iter().skip(1).enumerate() {
  123. let (x, y) = room.center();
  124. let glyph: u8;
  125. let name: String;
  126. let roll = rng.roll_dice(1, 2);
  127. match roll {
  128. 1 => {
  129. glyph = rltk::to_cp437('g');
  130. name = "Goblin".to_string();
  131. }
  132. _ => {
  133. glyph = rltk::to_cp437('o');
  134. name = "Orc".to_string();
  135. }
  136. }
  137. gs.ecs
  138. .create_entity()
  139. .with(Position { x, y })
  140. .with(Renderable {
  141. glyph,
  142. fg: RGB::named(rltk::RED),
  143. bg: RGB::named(rltk::BLACK),
  144. })
  145. .with(Viewshed {
  146. visible_tiles: Vec::new(),
  147. range: 8,
  148. dirty: true,
  149. })
  150. .with(Monster)
  151. .with(Name {
  152. name: format!("{} #{}", &name, i),
  153. })
  154. .with(BlocksTile)
  155. .with(CombatStats {
  156. max_hp: 16,
  157. hp: 16,
  158. defense: 1,
  159. power: 4,
  160. })
  161. .build();
  162. }
  163. gs.ecs.insert(map);
  164. gs.ecs.insert(Point::new(player_x, player_y));
  165. gs.ecs.insert(player_entity);
  166. gs.ecs.insert(RunState::PreRun);
  167. rltk::main_loop(context, gs);
  168. }