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