main.rs 9.2 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. rltk::add_wasm_support!();
  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. }
  45. pub struct State {
  46. pub ecs: World
  47. }
  48. impl State {
  49. fn run_systems(&mut self) {
  50. let mut mapindex = MapIndexingSystem{};
  51. mapindex.run_now(&self.ecs);
  52. let mut vis = VisibilitySystem{};
  53. vis.run_now(&self.ecs);
  54. let mut mob = MonsterAI{};
  55. mob.run_now(&self.ecs);
  56. let mut melee = MeleeCombatSystem{};
  57. melee.run_now(&self.ecs);
  58. let mut damage = DamageSystem{};
  59. damage.run_now(&self.ecs);
  60. let mut pickup = ItemCollectionSystem{};
  61. pickup.run_now(&self.ecs);
  62. let mut itemuse = ItemUseSystem{};
  63. itemuse.run_now(&self.ecs);
  64. let mut drop_items = ItemDropSystem{};
  65. drop_items.run_now(&self.ecs);
  66. self.ecs.maintain();
  67. }
  68. }
  69. impl GameState for State {
  70. fn tick(&mut self, ctx : &mut Rltk) {
  71. let mut newrunstate;
  72. {
  73. let runstate = self.ecs.fetch::<RunState>();
  74. newrunstate = *runstate;
  75. }
  76. ctx.cls();
  77. match newrunstate {
  78. RunState::MainMenu{..} => {}
  79. _ => {
  80. draw_map(&self.ecs, ctx);
  81. {
  82. let positions = self.ecs.read_storage::<Position>();
  83. let renderables = self.ecs.read_storage::<Renderable>();
  84. let map = self.ecs.fetch::<Map>();
  85. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  86. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  87. for (pos, render) in data.iter() {
  88. let idx = map.xy_idx(pos.x, pos.y);
  89. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  90. }
  91. gui::draw_ui(&self.ecs, ctx);
  92. }
  93. }
  94. }
  95. match newrunstate {
  96. RunState::PreRun => {
  97. self.run_systems();
  98. self.ecs.maintain();
  99. newrunstate = RunState::AwaitingInput;
  100. }
  101. RunState::AwaitingInput => {
  102. newrunstate = player_input(self, ctx);
  103. }
  104. RunState::PlayerTurn => {
  105. self.run_systems();
  106. self.ecs.maintain();
  107. newrunstate = RunState::MonsterTurn;
  108. }
  109. RunState::MonsterTurn => {
  110. self.run_systems();
  111. self.ecs.maintain();
  112. newrunstate = RunState::AwaitingInput;
  113. }
  114. RunState::ShowInventory => {
  115. let result = gui::show_inventory(self, ctx);
  116. match result.0 {
  117. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  118. gui::ItemMenuResult::NoResponse => {}
  119. gui::ItemMenuResult::Selected => {
  120. let item_entity = result.1.unwrap();
  121. let is_ranged = self.ecs.read_storage::<Ranged>();
  122. let is_item_ranged = is_ranged.get(item_entity);
  123. if let Some(is_item_ranged) = is_item_ranged {
  124. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  125. } else {
  126. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  127. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  128. newrunstate = RunState::PlayerTurn;
  129. }
  130. }
  131. }
  132. }
  133. RunState::ShowDropItem => {
  134. let result = gui::drop_item_menu(self, ctx);
  135. match result.0 {
  136. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  137. gui::ItemMenuResult::NoResponse => {}
  138. gui::ItemMenuResult::Selected => {
  139. let item_entity = result.1.unwrap();
  140. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  141. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  142. newrunstate = RunState::PlayerTurn;
  143. }
  144. }
  145. }
  146. RunState::ShowTargeting{range, item} => {
  147. let result = gui::ranged_target(self, ctx, range);
  148. match result.0 {
  149. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  150. gui::ItemMenuResult::NoResponse => {}
  151. gui::ItemMenuResult::Selected => {
  152. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  153. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  154. newrunstate = RunState::PlayerTurn;
  155. }
  156. }
  157. }
  158. RunState::MainMenu{ .. } => {
  159. let result = gui::main_menu(self, ctx);
  160. match result {
  161. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  162. gui::MainMenuResult::Selected{ selected } => {
  163. match selected {
  164. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  165. gui::MainMenuSelection::LoadGame => {
  166. saveload_system::load_game(&mut self.ecs);
  167. newrunstate = RunState::AwaitingInput;
  168. saveload_system::delete_save();
  169. }
  170. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  171. }
  172. }
  173. }
  174. }
  175. RunState::SaveGame => {
  176. saveload_system::save_game(&mut self.ecs);
  177. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::Quit };
  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. fn main() {
  188. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  189. context.with_post_scanlines(true);
  190. let mut gs = State {
  191. ecs: World::new()
  192. };
  193. gs.ecs.register::<Position>();
  194. gs.ecs.register::<Renderable>();
  195. gs.ecs.register::<Player>();
  196. gs.ecs.register::<Viewshed>();
  197. gs.ecs.register::<Monster>();
  198. gs.ecs.register::<Name>();
  199. gs.ecs.register::<BlocksTile>();
  200. gs.ecs.register::<CombatStats>();
  201. gs.ecs.register::<WantsToMelee>();
  202. gs.ecs.register::<SufferDamage>();
  203. gs.ecs.register::<Item>();
  204. gs.ecs.register::<ProvidesHealing>();
  205. gs.ecs.register::<InflictsDamage>();
  206. gs.ecs.register::<AreaOfEffect>();
  207. gs.ecs.register::<Consumable>();
  208. gs.ecs.register::<Ranged>();
  209. gs.ecs.register::<InBackpack>();
  210. gs.ecs.register::<WantsToPickupItem>();
  211. gs.ecs.register::<WantsToUseItem>();
  212. gs.ecs.register::<WantsToDropItem>();
  213. gs.ecs.register::<Confusion>();
  214. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  215. gs.ecs.register::<SerializationHelper>();
  216. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  217. let map : Map = Map::new_map_rooms_and_corridors();
  218. let (player_x, player_y) = map.rooms[0].center();
  219. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  220. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  221. for room in map.rooms.iter().skip(1) {
  222. spawner::spawn_room(&mut gs.ecs, room);
  223. }
  224. gs.ecs.insert(map);
  225. gs.ecs.insert(Point::new(player_x, player_y));
  226. gs.ecs.insert(player_entity);
  227. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  228. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  229. rltk::main_loop(context, gs);
  230. }