main.rs 16 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. #[derive(PartialEq, Copy, Clone)]
  37. pub enum RunState { AwaitingInput,
  38. PreRun,
  39. PlayerTurn,
  40. MonsterTurn,
  41. ShowInventory,
  42. ShowDropItem,
  43. ShowTargeting { range : i32, item : Entity},
  44. MainMenu { menu_selection : gui::MainMenuSelection },
  45. SaveGame,
  46. NextLevel,
  47. ShowRemoveItem,
  48. GameOver
  49. }
  50. pub struct State {
  51. pub ecs: World,
  52. pub systems: Dispatcher<'static, 'static>
  53. }
  54. impl GameState for State {
  55. fn tick(&mut self, ctx : &mut Rltk) {
  56. let mut newrunstate;
  57. {
  58. let runstate = self.ecs.fetch::<RunState>();
  59. newrunstate = *runstate;
  60. }
  61. ctx.cls();
  62. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  63. match newrunstate {
  64. RunState::MainMenu{..} => {}
  65. RunState::GameOver{..} => {}
  66. _ => {
  67. draw_map(&self.ecs, ctx);
  68. let positions = self.ecs.read_storage::<Position>();
  69. let renderables = self.ecs.read_storage::<Renderable>();
  70. let map = self.ecs.fetch::<Map>();
  71. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  72. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  73. for (pos, render) in data.iter() {
  74. let idx = map.xy_idx(pos.x, pos.y);
  75. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  76. }
  77. gui::draw_ui(&self.ecs, ctx);
  78. }
  79. }
  80. match newrunstate {
  81. RunState::PreRun => {
  82. self.systems.dispatch(&self.ecs);
  83. self.ecs.maintain();
  84. newrunstate = RunState::AwaitingInput;
  85. }
  86. RunState::AwaitingInput => {
  87. newrunstate = player_input(self, ctx);
  88. }
  89. RunState::PlayerTurn => {
  90. self.systems.dispatch(&self.ecs);
  91. self.ecs.maintain();
  92. newrunstate = RunState::MonsterTurn;
  93. }
  94. RunState::MonsterTurn => {
  95. self.systems.dispatch(&self.ecs);
  96. self.ecs.maintain();
  97. newrunstate = RunState::AwaitingInput;
  98. }
  99. RunState::ShowInventory => {
  100. let result = gui::show_inventory(self, ctx);
  101. match result.0 {
  102. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  103. gui::ItemMenuResult::NoResponse => {}
  104. gui::ItemMenuResult::Selected => {
  105. let item_entity = result.1.unwrap();
  106. let is_ranged = self.ecs.read_storage::<Ranged>();
  107. let is_item_ranged = is_ranged.get(item_entity);
  108. if let Some(is_item_ranged) = is_item_ranged {
  109. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  110. } else {
  111. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  112. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  113. newrunstate = RunState::PlayerTurn;
  114. }
  115. }
  116. }
  117. }
  118. RunState::ShowDropItem => {
  119. let result = gui::drop_item_menu(self, ctx);
  120. match result.0 {
  121. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  122. gui::ItemMenuResult::NoResponse => {}
  123. gui::ItemMenuResult::Selected => {
  124. let item_entity = result.1.unwrap();
  125. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  126. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  127. newrunstate = RunState::PlayerTurn;
  128. }
  129. }
  130. }
  131. RunState::ShowRemoveItem => {
  132. let result = gui::remove_item_menu(self, ctx);
  133. match result.0 {
  134. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  135. gui::ItemMenuResult::NoResponse => {}
  136. gui::ItemMenuResult::Selected => {
  137. let item_entity = result.1.unwrap();
  138. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  139. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  140. newrunstate = RunState::PlayerTurn;
  141. }
  142. }
  143. }
  144. RunState::ShowTargeting{range, item} => {
  145. let result = gui::ranged_target(self, ctx, range);
  146. match result.0 {
  147. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  148. gui::ItemMenuResult::NoResponse => {}
  149. gui::ItemMenuResult::Selected => {
  150. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  151. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  152. newrunstate = RunState::PlayerTurn;
  153. }
  154. }
  155. }
  156. RunState::MainMenu{ .. } => {
  157. let result = gui::main_menu(self, ctx);
  158. match result {
  159. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  160. gui::MainMenuResult::Selected{ selected } => {
  161. match selected {
  162. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  163. gui::MainMenuSelection::LoadGame => {
  164. saveload_system::load_game(&mut self.ecs);
  165. newrunstate = RunState::AwaitingInput;
  166. saveload_system::delete_save();
  167. }
  168. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  169. }
  170. }
  171. }
  172. }
  173. RunState::GameOver => {
  174. let result = gui::game_over(ctx);
  175. match result {
  176. gui::GameOverResult::NoSelection => {}
  177. gui::GameOverResult::QuitToMenu => {
  178. self.game_over_cleanup();
  179. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  180. }
  181. }
  182. }
  183. RunState::SaveGame => {
  184. saveload_system::save_game(&mut self.ecs);
  185. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  186. }
  187. RunState::NextLevel => {
  188. self.goto_next_level();
  189. newrunstate = RunState::PreRun;
  190. }
  191. }
  192. {
  193. let mut runwriter = self.ecs.write_resource::<RunState>();
  194. *runwriter = newrunstate;
  195. }
  196. damage_system::delete_the_dead(&mut self.ecs);
  197. }
  198. }
  199. impl State {
  200. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  201. let entities = self.ecs.entities();
  202. let player = self.ecs.read_storage::<Player>();
  203. let backpack = self.ecs.read_storage::<InBackpack>();
  204. let player_entity = self.ecs.fetch::<Entity>();
  205. let equipped = self.ecs.read_storage::<Equipped>();
  206. let mut to_delete : Vec<Entity> = Vec::new();
  207. for entity in entities.join() {
  208. let mut should_delete = true;
  209. // Don't delete the player
  210. let p = player.get(entity);
  211. if let Some(_p) = p {
  212. should_delete = false;
  213. }
  214. // Don't delete the player's equipment
  215. let bp = backpack.get(entity);
  216. if let Some(bp) = bp {
  217. if bp.owner == *player_entity {
  218. should_delete = false;
  219. }
  220. }
  221. let eq = equipped.get(entity);
  222. if let Some(eq) = eq {
  223. if eq.owner == *player_entity {
  224. should_delete = false;
  225. }
  226. }
  227. if should_delete {
  228. to_delete.push(entity);
  229. }
  230. }
  231. to_delete
  232. }
  233. fn goto_next_level(&mut self) {
  234. // Delete entities that aren't the player or his/her equipment
  235. let to_delete = self.entities_to_remove_on_level_change();
  236. for target in to_delete {
  237. self.ecs.delete_entity(target).expect("Unable to delete entity");
  238. }
  239. // Build a new map and place the player
  240. let worldmap;
  241. let current_depth;
  242. {
  243. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  244. current_depth = worldmap_resource.depth;
  245. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  246. worldmap = worldmap_resource.clone();
  247. }
  248. // Spawn bad guys
  249. for room in worldmap.rooms.iter().skip(1) {
  250. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  251. }
  252. // Place the player and update resources
  253. let (player_x, player_y) = worldmap.rooms[0].center();
  254. let mut player_position = self.ecs.write_resource::<Point>();
  255. *player_position = Point::new(player_x, player_y);
  256. let mut position_components = self.ecs.write_storage::<Position>();
  257. let player_entity = self.ecs.fetch::<Entity>();
  258. let player_pos_comp = position_components.get_mut(*player_entity);
  259. if let Some(player_pos_comp) = player_pos_comp {
  260. player_pos_comp.x = player_x;
  261. player_pos_comp.y = player_y;
  262. }
  263. // Mark the player's visibility as dirty
  264. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  265. let vs = viewshed_components.get_mut(*player_entity);
  266. if let Some(vs) = vs {
  267. vs.dirty = true;
  268. }
  269. // Notify the player and give them some health
  270. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  271. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  272. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  273. let player_health = player_health_store.get_mut(*player_entity);
  274. if let Some(player_health) = player_health {
  275. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  276. }
  277. }
  278. fn game_over_cleanup(&mut self) {
  279. // Delete everything
  280. let mut to_delete = Vec::new();
  281. for e in self.ecs.entities().join() {
  282. to_delete.push(e);
  283. }
  284. for del in to_delete.iter() {
  285. self.ecs.delete_entity(*del).expect("Deletion failed");
  286. }
  287. // Build a new map and place the player
  288. let worldmap;
  289. {
  290. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  291. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  292. worldmap = worldmap_resource.clone();
  293. }
  294. // Spawn bad guys
  295. for room in worldmap.rooms.iter().skip(1) {
  296. spawner::spawn_room(&mut self.ecs, room, 1);
  297. }
  298. // Place the player and update resources
  299. let (player_x, player_y) = worldmap.rooms[0].center();
  300. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  301. let mut player_position = self.ecs.write_resource::<Point>();
  302. *player_position = Point::new(player_x, player_y);
  303. let mut position_components = self.ecs.write_storage::<Position>();
  304. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  305. *player_entity_writer = player_entity;
  306. let player_pos_comp = position_components.get_mut(player_entity);
  307. if let Some(player_pos_comp) = player_pos_comp {
  308. player_pos_comp.x = player_x;
  309. player_pos_comp.y = player_y;
  310. }
  311. // Mark the player's visibility as dirty
  312. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  313. let vs = viewshed_components.get_mut(player_entity);
  314. if let Some(vs) = vs {
  315. vs.dirty = true;
  316. }
  317. }
  318. }
  319. fn main() {
  320. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  321. context.with_post_scanlines(true);
  322. let mut gs = State {
  323. ecs: World::new(),
  324. systems : DispatcherBuilder::new()
  325. .with(MapIndexingSystem{}, "map_indexing_system", &[])
  326. .with(VisibilitySystem{}, "visibility_system", &[])
  327. .with(MonsterAI{}, "monster_ai", &["visibility_system", "map_indexing_system"])
  328. .with(MeleeCombatSystem{}, "melee_combat", &["monster_ai"])
  329. .with(DamageSystem{}, "damage", &["melee_combat"])
  330. .with(ItemCollectionSystem{}, "pickup", &["melee_combat"])
  331. .with(ItemUseSystem{}, "potions", &["melee_combat"])
  332. .with(ItemDropSystem{}, "drop_items", &["melee_combat"])
  333. .with(ItemRemoveSystem{}, "remove_items", &["melee_combat"])
  334. .with(hunger_system::HungerSystem{}, "hunger", &["melee_combat", "potions"])
  335. .with(particle_system::ParticleSpawnSystem{}, "spawn_particles", &["potions", "melee_combat"])
  336. .build(),
  337. };
  338. gs.ecs.register::<Position>();
  339. gs.ecs.register::<Renderable>();
  340. gs.ecs.register::<Player>();
  341. gs.ecs.register::<Viewshed>();
  342. gs.ecs.register::<Monster>();
  343. gs.ecs.register::<Name>();
  344. gs.ecs.register::<BlocksTile>();
  345. gs.ecs.register::<CombatStats>();
  346. gs.ecs.register::<WantsToMelee>();
  347. gs.ecs.register::<SufferDamage>();
  348. gs.ecs.register::<Item>();
  349. gs.ecs.register::<ProvidesHealing>();
  350. gs.ecs.register::<InflictsDamage>();
  351. gs.ecs.register::<AreaOfEffect>();
  352. gs.ecs.register::<Consumable>();
  353. gs.ecs.register::<Ranged>();
  354. gs.ecs.register::<InBackpack>();
  355. gs.ecs.register::<WantsToPickupItem>();
  356. gs.ecs.register::<WantsToUseItem>();
  357. gs.ecs.register::<WantsToDropItem>();
  358. gs.ecs.register::<Confusion>();
  359. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  360. gs.ecs.register::<SerializationHelper>();
  361. gs.ecs.register::<Equippable>();
  362. gs.ecs.register::<Equipped>();
  363. gs.ecs.register::<MeleePowerBonus>();
  364. gs.ecs.register::<DefenseBonus>();
  365. gs.ecs.register::<WantsToRemoveItem>();
  366. gs.ecs.register::<ParticleLifetime>();
  367. gs.ecs.register::<HungerClock>();
  368. gs.ecs.register::<ProvidesFood>();
  369. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  370. let map : Map = Map::new_map_rooms_and_corridors(1);
  371. let (player_x, player_y) = map.rooms[0].center();
  372. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  373. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  374. for room in map.rooms.iter().skip(1) {
  375. spawner::spawn_room(&mut gs.ecs, room, 1);
  376. }
  377. gs.ecs.insert(map);
  378. gs.ecs.insert(Point::new(player_x, player_y));
  379. gs.ecs.insert(player_entity);
  380. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  381. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  382. gs.ecs.insert(particle_system::ParticleBuilder::new());
  383. rltk::main_loop(context, gs);
  384. }