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