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. rltk::add_wasm_support!();
  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. }
  55. impl State {
  56. fn run_systems(&mut self) {
  57. let mut mapindex = MapIndexingSystem{};
  58. mapindex.run_now(&self.ecs);
  59. let mut vis = VisibilitySystem{};
  60. vis.run_now(&self.ecs);
  61. let mut mob = MonsterAI{};
  62. mob.run_now(&self.ecs);
  63. let mut melee = MeleeCombatSystem{};
  64. melee.run_now(&self.ecs);
  65. let mut damage = DamageSystem{};
  66. damage.run_now(&self.ecs);
  67. let mut pickup = ItemCollectionSystem{};
  68. pickup.run_now(&self.ecs);
  69. let mut itemuse = ItemUseSystem{};
  70. itemuse.run_now(&self.ecs);
  71. let mut drop_items = ItemDropSystem{};
  72. drop_items.run_now(&self.ecs);
  73. let mut item_remove = ItemRemoveSystem{};
  74. item_remove.run_now(&self.ecs);
  75. let mut hunger = hunger_system::HungerSystem{};
  76. hunger.run_now(&self.ecs);
  77. let mut particles = particle_system::ParticleSpawnSystem{};
  78. particles.run_now(&self.ecs);
  79. self.ecs.maintain();
  80. }
  81. }
  82. impl GameState for State {
  83. fn tick(&mut self, ctx : &mut Rltk) {
  84. let mut newrunstate;
  85. {
  86. let runstate = self.ecs.fetch::<RunState>();
  87. newrunstate = *runstate;
  88. }
  89. ctx.cls();
  90. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  91. match newrunstate {
  92. RunState::MainMenu{..} => {}
  93. RunState::GameOver{..} => {}
  94. _ => {
  95. draw_map(&self.ecs, ctx);
  96. let positions = self.ecs.read_storage::<Position>();
  97. let renderables = self.ecs.read_storage::<Renderable>();
  98. let map = self.ecs.fetch::<Map>();
  99. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  100. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  101. for (pos, render) in data.iter() {
  102. let idx = map.xy_idx(pos.x, pos.y);
  103. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  104. }
  105. gui::draw_ui(&self.ecs, ctx);
  106. }
  107. }
  108. match newrunstate {
  109. RunState::PreRun => {
  110. self.run_systems();
  111. self.ecs.maintain();
  112. newrunstate = RunState::AwaitingInput;
  113. }
  114. RunState::AwaitingInput => {
  115. newrunstate = player_input(self, ctx);
  116. }
  117. RunState::PlayerTurn => {
  118. self.run_systems();
  119. self.ecs.maintain();
  120. match *self.ecs.fetch::<RunState>() {
  121. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  122. _ => newrunstate = RunState::MonsterTurn
  123. }
  124. }
  125. RunState::MonsterTurn => {
  126. self.run_systems();
  127. self.ecs.maintain();
  128. newrunstate = RunState::AwaitingInput;
  129. }
  130. RunState::ShowInventory => {
  131. let result = gui::show_inventory(self, ctx);
  132. match result.0 {
  133. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  134. gui::ItemMenuResult::NoResponse => {}
  135. gui::ItemMenuResult::Selected => {
  136. let item_entity = result.1.unwrap();
  137. let is_ranged = self.ecs.read_storage::<Ranged>();
  138. let is_item_ranged = is_ranged.get(item_entity);
  139. if let Some(is_item_ranged) = is_item_ranged {
  140. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  141. } else {
  142. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  143. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  144. newrunstate = RunState::PlayerTurn;
  145. }
  146. }
  147. }
  148. }
  149. RunState::ShowDropItem => {
  150. let result = gui::drop_item_menu(self, ctx);
  151. match result.0 {
  152. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  153. gui::ItemMenuResult::NoResponse => {}
  154. gui::ItemMenuResult::Selected => {
  155. let item_entity = result.1.unwrap();
  156. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  157. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  158. newrunstate = RunState::PlayerTurn;
  159. }
  160. }
  161. }
  162. RunState::ShowRemoveItem => {
  163. let result = gui::remove_item_menu(self, ctx);
  164. match result.0 {
  165. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  166. gui::ItemMenuResult::NoResponse => {}
  167. gui::ItemMenuResult::Selected => {
  168. let item_entity = result.1.unwrap();
  169. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  170. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  171. newrunstate = RunState::PlayerTurn;
  172. }
  173. }
  174. }
  175. RunState::ShowTargeting{range, item} => {
  176. let result = gui::ranged_target(self, ctx, range);
  177. match result.0 {
  178. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  179. gui::ItemMenuResult::NoResponse => {}
  180. gui::ItemMenuResult::Selected => {
  181. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  182. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  183. newrunstate = RunState::PlayerTurn;
  184. }
  185. }
  186. }
  187. RunState::MainMenu{ .. } => {
  188. let result = gui::main_menu(self, ctx);
  189. match result {
  190. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  191. gui::MainMenuResult::Selected{ selected } => {
  192. match selected {
  193. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  194. gui::MainMenuSelection::LoadGame => {
  195. saveload_system::load_game(&mut self.ecs);
  196. newrunstate = RunState::AwaitingInput;
  197. saveload_system::delete_save();
  198. }
  199. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  200. }
  201. }
  202. }
  203. }
  204. RunState::GameOver => {
  205. let result = gui::game_over(ctx);
  206. match result {
  207. gui::GameOverResult::NoSelection => {}
  208. gui::GameOverResult::QuitToMenu => {
  209. self.game_over_cleanup();
  210. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  211. }
  212. }
  213. }
  214. RunState::SaveGame => {
  215. saveload_system::save_game(&mut self.ecs);
  216. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  217. }
  218. RunState::NextLevel => {
  219. self.goto_next_level();
  220. newrunstate = RunState::PreRun;
  221. }
  222. RunState::MagicMapReveal{row} => {
  223. let mut map = self.ecs.fetch_mut::<Map>();
  224. for x in 0..MAPWIDTH {
  225. let idx = map.xy_idx(x as i32,row);
  226. map.revealed_tiles[idx] = true;
  227. }
  228. if row as usize == MAPHEIGHT-1 {
  229. newrunstate = RunState::MonsterTurn;
  230. } else {
  231. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  232. }
  233. }
  234. }
  235. {
  236. let mut runwriter = self.ecs.write_resource::<RunState>();
  237. *runwriter = newrunstate;
  238. }
  239. damage_system::delete_the_dead(&mut self.ecs);
  240. }
  241. }
  242. impl State {
  243. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  244. let entities = self.ecs.entities();
  245. let player = self.ecs.read_storage::<Player>();
  246. let backpack = self.ecs.read_storage::<InBackpack>();
  247. let player_entity = self.ecs.fetch::<Entity>();
  248. let equipped = self.ecs.read_storage::<Equipped>();
  249. let mut to_delete : Vec<Entity> = Vec::new();
  250. for entity in entities.join() {
  251. let mut should_delete = true;
  252. // Don't delete the player
  253. let p = player.get(entity);
  254. if let Some(_p) = p {
  255. should_delete = false;
  256. }
  257. // Don't delete the player's equipment
  258. let bp = backpack.get(entity);
  259. if let Some(bp) = bp {
  260. if bp.owner == *player_entity {
  261. should_delete = false;
  262. }
  263. }
  264. let eq = equipped.get(entity);
  265. if let Some(eq) = eq {
  266. if eq.owner == *player_entity {
  267. should_delete = false;
  268. }
  269. }
  270. if should_delete {
  271. to_delete.push(entity);
  272. }
  273. }
  274. to_delete
  275. }
  276. fn goto_next_level(&mut self) {
  277. // Delete entities that aren't the player or his/her equipment
  278. let to_delete = self.entities_to_remove_on_level_change();
  279. for target in to_delete {
  280. self.ecs.delete_entity(target).expect("Unable to delete entity");
  281. }
  282. // Build a new map and place the player
  283. let worldmap;
  284. let current_depth;
  285. {
  286. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  287. current_depth = worldmap_resource.depth;
  288. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  289. worldmap = worldmap_resource.clone();
  290. }
  291. // Spawn bad guys
  292. for room in worldmap.rooms.iter().skip(1) {
  293. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  294. }
  295. // Place the player and update resources
  296. let (player_x, player_y) = worldmap.rooms[0].center();
  297. let mut player_position = self.ecs.write_resource::<Point>();
  298. *player_position = Point::new(player_x, player_y);
  299. let mut position_components = self.ecs.write_storage::<Position>();
  300. let player_entity = self.ecs.fetch::<Entity>();
  301. let player_pos_comp = position_components.get_mut(*player_entity);
  302. if let Some(player_pos_comp) = player_pos_comp {
  303. player_pos_comp.x = player_x;
  304. player_pos_comp.y = player_y;
  305. }
  306. // Mark the player's visibility as dirty
  307. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  308. let vs = viewshed_components.get_mut(*player_entity);
  309. if let Some(vs) = vs {
  310. vs.dirty = true;
  311. }
  312. // Notify the player and give them some health
  313. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  314. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  315. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  316. let player_health = player_health_store.get_mut(*player_entity);
  317. if let Some(player_health) = player_health {
  318. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  319. }
  320. }
  321. fn game_over_cleanup(&mut self) {
  322. // Delete everything
  323. let mut to_delete = Vec::new();
  324. for e in self.ecs.entities().join() {
  325. to_delete.push(e);
  326. }
  327. for del in to_delete.iter() {
  328. self.ecs.delete_entity(*del).expect("Deletion failed");
  329. }
  330. // Build a new map and place the player
  331. let worldmap;
  332. {
  333. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  334. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  335. worldmap = worldmap_resource.clone();
  336. }
  337. // Spawn bad guys
  338. for room in worldmap.rooms.iter().skip(1) {
  339. spawner::spawn_room(&mut self.ecs, room, 1);
  340. }
  341. // Place the player and update resources
  342. let (player_x, player_y) = worldmap.rooms[0].center();
  343. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  344. let mut player_position = self.ecs.write_resource::<Point>();
  345. *player_position = Point::new(player_x, player_y);
  346. let mut position_components = self.ecs.write_storage::<Position>();
  347. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  348. *player_entity_writer = player_entity;
  349. let player_pos_comp = position_components.get_mut(player_entity);
  350. if let Some(player_pos_comp) = player_pos_comp {
  351. player_pos_comp.x = player_x;
  352. player_pos_comp.y = player_y;
  353. }
  354. // Mark the player's visibility as dirty
  355. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  356. let vs = viewshed_components.get_mut(player_entity);
  357. if let Some(vs) = vs {
  358. vs.dirty = true;
  359. }
  360. }
  361. }
  362. fn main() {
  363. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  364. context.with_post_scanlines(true);
  365. let mut gs = State {
  366. ecs: World::new()
  367. };
  368. gs.ecs.register::<Position>();
  369. gs.ecs.register::<Renderable>();
  370. gs.ecs.register::<Player>();
  371. gs.ecs.register::<Viewshed>();
  372. gs.ecs.register::<Monster>();
  373. gs.ecs.register::<Name>();
  374. gs.ecs.register::<BlocksTile>();
  375. gs.ecs.register::<CombatStats>();
  376. gs.ecs.register::<WantsToMelee>();
  377. gs.ecs.register::<SufferDamage>();
  378. gs.ecs.register::<Item>();
  379. gs.ecs.register::<ProvidesHealing>();
  380. gs.ecs.register::<InflictsDamage>();
  381. gs.ecs.register::<AreaOfEffect>();
  382. gs.ecs.register::<Consumable>();
  383. gs.ecs.register::<Ranged>();
  384. gs.ecs.register::<InBackpack>();
  385. gs.ecs.register::<WantsToPickupItem>();
  386. gs.ecs.register::<WantsToUseItem>();
  387. gs.ecs.register::<WantsToDropItem>();
  388. gs.ecs.register::<Confusion>();
  389. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  390. gs.ecs.register::<SerializationHelper>();
  391. gs.ecs.register::<Equippable>();
  392. gs.ecs.register::<Equipped>();
  393. gs.ecs.register::<MeleePowerBonus>();
  394. gs.ecs.register::<DefenseBonus>();
  395. gs.ecs.register::<WantsToRemoveItem>();
  396. gs.ecs.register::<ParticleLifetime>();
  397. gs.ecs.register::<HungerClock>();
  398. gs.ecs.register::<ProvidesFood>();
  399. gs.ecs.register::<MagicMapper>();
  400. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  401. let map : Map = Map::new_map_rooms_and_corridors(1);
  402. let (player_x, player_y) = map.rooms[0].center();
  403. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  404. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  405. for room in map.rooms.iter().skip(1) {
  406. spawner::spawn_room(&mut gs.ecs, room, 1);
  407. }
  408. gs.ecs.insert(map);
  409. gs.ecs.insert(Point::new(player_x, player_y));
  410. gs.ecs.insert(player_entity);
  411. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  412. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  413. gs.ecs.insert(particle_system::ParticleBuilder::new());
  414. rltk::main_loop(context, gs);
  415. }