main.rs 17 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. #[derive(PartialEq, Copy, Clone)]
  38. pub enum RunState { AwaitingInput,
  39. PreRun,
  40. PlayerTurn,
  41. MonsterTurn,
  42. ShowInventory,
  43. ShowDropItem,
  44. ShowTargeting { range : i32, item : Entity},
  45. MainMenu { menu_selection : gui::MainMenuSelection },
  46. SaveGame,
  47. NextLevel,
  48. ShowRemoveItem,
  49. GameOver,
  50. MagicMapReveal { row : i32 }
  51. }
  52. pub struct State {
  53. pub ecs: World,
  54. pub systems: Dispatcher<'static, 'static>
  55. }
  56. impl GameState for State {
  57. fn tick(&mut self, ctx : &mut Rltk) {
  58. let mut newrunstate;
  59. {
  60. let runstate = self.ecs.fetch::<RunState>();
  61. newrunstate = *runstate;
  62. }
  63. ctx.cls();
  64. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  65. match newrunstate {
  66. RunState::MainMenu{..} => {}
  67. RunState::GameOver{..} => {}
  68. _ => {
  69. draw_map(&self.ecs, ctx);
  70. let positions = self.ecs.read_storage::<Position>();
  71. let renderables = self.ecs.read_storage::<Renderable>();
  72. let map = self.ecs.fetch::<Map>();
  73. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  74. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  75. for (pos, render) in data.iter() {
  76. let idx = map.xy_idx(pos.x, pos.y);
  77. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  78. }
  79. gui::draw_ui(&self.ecs, ctx);
  80. }
  81. }
  82. match newrunstate {
  83. RunState::PreRun => {
  84. self.systems.dispatch(&self.ecs);
  85. self.ecs.maintain();
  86. newrunstate = RunState::AwaitingInput;
  87. }
  88. RunState::AwaitingInput => {
  89. newrunstate = player_input(self, ctx);
  90. }
  91. RunState::PlayerTurn => {
  92. self.systems.dispatch(&self.ecs);
  93. self.ecs.maintain();
  94. match *self.ecs.fetch::<RunState>() {
  95. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  96. _ => newrunstate = RunState::MonsterTurn
  97. }
  98. }
  99. RunState::MonsterTurn => {
  100. self.systems.dispatch(&self.ecs);
  101. self.ecs.maintain();
  102. newrunstate = RunState::AwaitingInput;
  103. }
  104. RunState::ShowInventory => {
  105. let result = gui::show_inventory(self, ctx);
  106. match result.0 {
  107. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  108. gui::ItemMenuResult::NoResponse => {}
  109. gui::ItemMenuResult::Selected => {
  110. let item_entity = result.1.unwrap();
  111. let is_ranged = self.ecs.read_storage::<Ranged>();
  112. let is_item_ranged = is_ranged.get(item_entity);
  113. if let Some(is_item_ranged) = is_item_ranged {
  114. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  115. } else {
  116. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  117. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  118. newrunstate = RunState::PlayerTurn;
  119. }
  120. }
  121. }
  122. }
  123. RunState::ShowDropItem => {
  124. let result = gui::drop_item_menu(self, ctx);
  125. match result.0 {
  126. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  127. gui::ItemMenuResult::NoResponse => {}
  128. gui::ItemMenuResult::Selected => {
  129. let item_entity = result.1.unwrap();
  130. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  131. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  132. newrunstate = RunState::PlayerTurn;
  133. }
  134. }
  135. }
  136. RunState::ShowRemoveItem => {
  137. let result = gui::remove_item_menu(self, ctx);
  138. match result.0 {
  139. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  140. gui::ItemMenuResult::NoResponse => {}
  141. gui::ItemMenuResult::Selected => {
  142. let item_entity = result.1.unwrap();
  143. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  144. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  145. newrunstate = RunState::PlayerTurn;
  146. }
  147. }
  148. }
  149. RunState::ShowTargeting{range, item} => {
  150. let result = gui::ranged_target(self, ctx, range);
  151. match result.0 {
  152. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  153. gui::ItemMenuResult::NoResponse => {}
  154. gui::ItemMenuResult::Selected => {
  155. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  156. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  157. newrunstate = RunState::PlayerTurn;
  158. }
  159. }
  160. }
  161. RunState::MainMenu{ .. } => {
  162. let result = gui::main_menu(self, ctx);
  163. match result {
  164. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  165. gui::MainMenuResult::Selected{ selected } => {
  166. match selected {
  167. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  168. gui::MainMenuSelection::LoadGame => {
  169. saveload_system::load_game(&mut self.ecs);
  170. newrunstate = RunState::AwaitingInput;
  171. saveload_system::delete_save();
  172. }
  173. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  174. }
  175. }
  176. }
  177. }
  178. RunState::GameOver => {
  179. let result = gui::game_over(ctx);
  180. match result {
  181. gui::GameOverResult::NoSelection => {}
  182. gui::GameOverResult::QuitToMenu => {
  183. self.game_over_cleanup();
  184. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  185. }
  186. }
  187. }
  188. RunState::SaveGame => {
  189. saveload_system::save_game(&mut self.ecs);
  190. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  191. }
  192. RunState::NextLevel => {
  193. self.goto_next_level();
  194. newrunstate = RunState::PreRun;
  195. }
  196. RunState::MagicMapReveal{row} => {
  197. let mut map = self.ecs.fetch_mut::<Map>();
  198. for x in 0..MAPWIDTH {
  199. let idx = map.xy_idx(x as i32,row);
  200. map.revealed_tiles[idx] = true;
  201. }
  202. if row as usize == MAPHEIGHT-1 {
  203. newrunstate = RunState::MonsterTurn;
  204. } else {
  205. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  206. }
  207. }
  208. }
  209. {
  210. let mut runwriter = self.ecs.write_resource::<RunState>();
  211. *runwriter = newrunstate;
  212. }
  213. damage_system::delete_the_dead(&mut self.ecs);
  214. }
  215. }
  216. impl State {
  217. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  218. let entities = self.ecs.entities();
  219. let player = self.ecs.read_storage::<Player>();
  220. let backpack = self.ecs.read_storage::<InBackpack>();
  221. let player_entity = self.ecs.fetch::<Entity>();
  222. let equipped = self.ecs.read_storage::<Equipped>();
  223. let mut to_delete : Vec<Entity> = Vec::new();
  224. for entity in entities.join() {
  225. let mut should_delete = true;
  226. // Don't delete the player
  227. let p = player.get(entity);
  228. if let Some(_p) = p {
  229. should_delete = false;
  230. }
  231. // Don't delete the player's equipment
  232. let bp = backpack.get(entity);
  233. if let Some(bp) = bp {
  234. if bp.owner == *player_entity {
  235. should_delete = false;
  236. }
  237. }
  238. let eq = equipped.get(entity);
  239. if let Some(eq) = eq {
  240. if eq.owner == *player_entity {
  241. should_delete = false;
  242. }
  243. }
  244. if should_delete {
  245. to_delete.push(entity);
  246. }
  247. }
  248. to_delete
  249. }
  250. fn goto_next_level(&mut self) {
  251. // Delete entities that aren't the player or his/her equipment
  252. let to_delete = self.entities_to_remove_on_level_change();
  253. for target in to_delete {
  254. self.ecs.delete_entity(target).expect("Unable to delete entity");
  255. }
  256. // Build a new map and place the player
  257. let worldmap;
  258. let current_depth;
  259. {
  260. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  261. current_depth = worldmap_resource.depth;
  262. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  263. worldmap = worldmap_resource.clone();
  264. }
  265. // Spawn bad guys
  266. for room in worldmap.rooms.iter().skip(1) {
  267. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  268. }
  269. // Place the player and update resources
  270. let (player_x, player_y) = worldmap.rooms[0].center();
  271. let mut player_position = self.ecs.write_resource::<Point>();
  272. *player_position = Point::new(player_x, player_y);
  273. let mut position_components = self.ecs.write_storage::<Position>();
  274. let player_entity = self.ecs.fetch::<Entity>();
  275. let player_pos_comp = position_components.get_mut(*player_entity);
  276. if let Some(player_pos_comp) = player_pos_comp {
  277. player_pos_comp.x = player_x;
  278. player_pos_comp.y = player_y;
  279. }
  280. // Mark the player's visibility as dirty
  281. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  282. let vs = viewshed_components.get_mut(*player_entity);
  283. if let Some(vs) = vs {
  284. vs.dirty = true;
  285. }
  286. // Notify the player and give them some health
  287. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  288. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  289. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  290. let player_health = player_health_store.get_mut(*player_entity);
  291. if let Some(player_health) = player_health {
  292. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  293. }
  294. }
  295. fn game_over_cleanup(&mut self) {
  296. // Delete everything
  297. let mut to_delete = Vec::new();
  298. for e in self.ecs.entities().join() {
  299. to_delete.push(e);
  300. }
  301. for del in to_delete.iter() {
  302. self.ecs.delete_entity(*del).expect("Deletion failed");
  303. }
  304. // Build a new map and place the player
  305. let worldmap;
  306. {
  307. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  308. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  309. worldmap = worldmap_resource.clone();
  310. }
  311. // Spawn bad guys
  312. for room in worldmap.rooms.iter().skip(1) {
  313. spawner::spawn_room(&mut self.ecs, room, 1);
  314. }
  315. // Place the player and update resources
  316. let (player_x, player_y) = worldmap.rooms[0].center();
  317. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  318. let mut player_position = self.ecs.write_resource::<Point>();
  319. *player_position = Point::new(player_x, player_y);
  320. let mut position_components = self.ecs.write_storage::<Position>();
  321. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  322. *player_entity_writer = player_entity;
  323. let player_pos_comp = position_components.get_mut(player_entity);
  324. if let Some(player_pos_comp) = player_pos_comp {
  325. player_pos_comp.x = player_x;
  326. player_pos_comp.y = player_y;
  327. }
  328. // Mark the player's visibility as dirty
  329. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  330. let vs = viewshed_components.get_mut(player_entity);
  331. if let Some(vs) = vs {
  332. vs.dirty = true;
  333. }
  334. }
  335. }
  336. fn main() {
  337. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  338. context.with_post_scanlines(true);
  339. let mut gs = State {
  340. ecs: World::new(),
  341. systems : DispatcherBuilder::new()
  342. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  343. .with(VisibilitySystem{}, "visibility_system", &[])
  344. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  345. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  346. .with(DamageSystem{}, "damage", &["melee_combat"])
  347. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  348. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  349. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  350. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  351. .with(hunger_system::HungerSystem{}, "hunger", &["melee_combat", "potions"])
  352. .with(particle_system::ParticleSpawnSystem{}, "spawn_particles", &["potions", "melee_combat"])
  353. .build(),
  354. };
  355. gs.ecs.register::<Position>();
  356. gs.ecs.register::<Renderable>();
  357. gs.ecs.register::<Player>();
  358. gs.ecs.register::<Viewshed>();
  359. gs.ecs.register::<Monster>();
  360. gs.ecs.register::<Name>();
  361. gs.ecs.register::<BlocksTile>();
  362. gs.ecs.register::<CombatStats>();
  363. gs.ecs.register::<WantsToMelee>();
  364. gs.ecs.register::<SufferDamage>();
  365. gs.ecs.register::<Item>();
  366. gs.ecs.register::<ProvidesHealing>();
  367. gs.ecs.register::<InflictsDamage>();
  368. gs.ecs.register::<AreaOfEffect>();
  369. gs.ecs.register::<Consumable>();
  370. gs.ecs.register::<Ranged>();
  371. gs.ecs.register::<InBackpack>();
  372. gs.ecs.register::<WantsToPickupItem>();
  373. gs.ecs.register::<WantsToUseItem>();
  374. gs.ecs.register::<WantsToDropItem>();
  375. gs.ecs.register::<Confusion>();
  376. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  377. gs.ecs.register::<SerializationHelper>();
  378. gs.ecs.register::<Equippable>();
  379. gs.ecs.register::<Equipped>();
  380. gs.ecs.register::<MeleePowerBonus>();
  381. gs.ecs.register::<DefenseBonus>();
  382. gs.ecs.register::<WantsToRemoveItem>();
  383. gs.ecs.register::<ParticleLifetime>();
  384. gs.ecs.register::<HungerClock>();
  385. gs.ecs.register::<ProvidesFood>();
  386. gs.ecs.register::<MagicMapper>();
  387. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  388. let map : Map = Map::new_map_rooms_and_corridors(1);
  389. let (player_x, player_y) = map.rooms[0].center();
  390. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  391. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  392. for room in map.rooms.iter().skip(1) {
  393. spawner::spawn_room(&mut gs.ecs, room, 1);
  394. }
  395. gs.ecs.insert(map);
  396. gs.ecs.insert(Point::new(player_x, player_y));
  397. gs.ecs.insert(player_entity);
  398. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  399. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  400. gs.ecs.insert(particle_system::ParticleBuilder::new());
  401. gs.ecs.insert(rex_assets::RexAssets::new());
  402. rltk::main_loop(context, gs);
  403. }