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. rltk::add_wasm_support!();
  38. #[derive(PartialEq, Copy, Clone)]
  39. pub enum RunState { AwaitingInput,
  40. PreRun,
  41. PlayerTurn,
  42. MonsterTurn,
  43. ShowInventory,
  44. ShowDropItem,
  45. ShowTargeting { range : i32, item : Entity},
  46. MainMenu { menu_selection : gui::MainMenuSelection },
  47. SaveGame,
  48. NextLevel,
  49. ShowRemoveItem,
  50. GameOver,
  51. MagicMapReveal { row : i32 }
  52. }
  53. pub struct State {
  54. pub ecs: World
  55. }
  56. impl State {
  57. fn run_systems(&mut self) {
  58. let mut mapindex = MapIndexingSystem{};
  59. mapindex.run_now(&self.ecs);
  60. let mut vis = VisibilitySystem{};
  61. vis.run_now(&self.ecs);
  62. let mut mob = MonsterAI{};
  63. mob.run_now(&self.ecs);
  64. let mut melee = MeleeCombatSystem{};
  65. melee.run_now(&self.ecs);
  66. let mut damage = DamageSystem{};
  67. damage.run_now(&self.ecs);
  68. let mut pickup = ItemCollectionSystem{};
  69. pickup.run_now(&self.ecs);
  70. let mut itemuse = ItemUseSystem{};
  71. itemuse.run_now(&self.ecs);
  72. let mut drop_items = ItemDropSystem{};
  73. drop_items.run_now(&self.ecs);
  74. let mut item_remove = ItemRemoveSystem{};
  75. item_remove.run_now(&self.ecs);
  76. let mut hunger = hunger_system::HungerSystem{};
  77. hunger.run_now(&self.ecs);
  78. let mut particles = particle_system::ParticleSpawnSystem{};
  79. particles.run_now(&self.ecs);
  80. self.ecs.maintain();
  81. }
  82. }
  83. impl GameState for State {
  84. fn tick(&mut self, ctx : &mut Rltk) {
  85. let mut newrunstate;
  86. {
  87. let runstate = self.ecs.fetch::<RunState>();
  88. newrunstate = *runstate;
  89. }
  90. ctx.cls();
  91. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  92. match newrunstate {
  93. RunState::MainMenu{..} => {}
  94. RunState::GameOver{..} => {}
  95. _ => {
  96. draw_map(&self.ecs, ctx);
  97. let positions = self.ecs.read_storage::<Position>();
  98. let renderables = self.ecs.read_storage::<Renderable>();
  99. let map = self.ecs.fetch::<Map>();
  100. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  101. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  102. for (pos, render) in data.iter() {
  103. let idx = map.xy_idx(pos.x, pos.y);
  104. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  105. }
  106. gui::draw_ui(&self.ecs, ctx);
  107. }
  108. }
  109. match newrunstate {
  110. RunState::PreRun => {
  111. self.run_systems();
  112. self.ecs.maintain();
  113. newrunstate = RunState::AwaitingInput;
  114. }
  115. RunState::AwaitingInput => {
  116. newrunstate = player_input(self, ctx);
  117. }
  118. RunState::PlayerTurn => {
  119. self.run_systems();
  120. self.ecs.maintain();
  121. match *self.ecs.fetch::<RunState>() {
  122. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  123. _ => newrunstate = RunState::MonsterTurn
  124. }
  125. }
  126. RunState::MonsterTurn => {
  127. self.run_systems();
  128. self.ecs.maintain();
  129. newrunstate = RunState::AwaitingInput;
  130. }
  131. RunState::ShowInventory => {
  132. let result = gui::show_inventory(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 is_ranged = self.ecs.read_storage::<Ranged>();
  139. let is_item_ranged = is_ranged.get(item_entity);
  140. if let Some(is_item_ranged) = is_item_ranged {
  141. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  142. } else {
  143. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  144. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  145. newrunstate = RunState::PlayerTurn;
  146. }
  147. }
  148. }
  149. }
  150. RunState::ShowDropItem => {
  151. let result = gui::drop_item_menu(self, ctx);
  152. match result.0 {
  153. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  154. gui::ItemMenuResult::NoResponse => {}
  155. gui::ItemMenuResult::Selected => {
  156. let item_entity = result.1.unwrap();
  157. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  158. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  159. newrunstate = RunState::PlayerTurn;
  160. }
  161. }
  162. }
  163. RunState::ShowRemoveItem => {
  164. let result = gui::remove_item_menu(self, ctx);
  165. match result.0 {
  166. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  167. gui::ItemMenuResult::NoResponse => {}
  168. gui::ItemMenuResult::Selected => {
  169. let item_entity = result.1.unwrap();
  170. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  171. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  172. newrunstate = RunState::PlayerTurn;
  173. }
  174. }
  175. }
  176. RunState::ShowTargeting{range, item} => {
  177. let result = gui::ranged_target(self, ctx, range);
  178. match result.0 {
  179. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  180. gui::ItemMenuResult::NoResponse => {}
  181. gui::ItemMenuResult::Selected => {
  182. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  183. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  184. newrunstate = RunState::PlayerTurn;
  185. }
  186. }
  187. }
  188. RunState::MainMenu{ .. } => {
  189. let result = gui::main_menu(self, ctx);
  190. match result {
  191. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  192. gui::MainMenuResult::Selected{ selected } => {
  193. match selected {
  194. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  195. gui::MainMenuSelection::LoadGame => {
  196. saveload_system::load_game(&mut self.ecs);
  197. newrunstate = RunState::AwaitingInput;
  198. saveload_system::delete_save();
  199. }
  200. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  201. }
  202. }
  203. }
  204. }
  205. RunState::GameOver => {
  206. let result = gui::game_over(ctx);
  207. match result {
  208. gui::GameOverResult::NoSelection => {}
  209. gui::GameOverResult::QuitToMenu => {
  210. self.game_over_cleanup();
  211. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  212. }
  213. }
  214. }
  215. RunState::SaveGame => {
  216. saveload_system::save_game(&mut self.ecs);
  217. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  218. }
  219. RunState::NextLevel => {
  220. self.goto_next_level();
  221. newrunstate = RunState::PreRun;
  222. }
  223. RunState::MagicMapReveal{row} => {
  224. let mut map = self.ecs.fetch_mut::<Map>();
  225. for x in 0..MAPWIDTH {
  226. let idx = map.xy_idx(x as i32,row);
  227. map.revealed_tiles[idx] = true;
  228. }
  229. if row as usize == MAPHEIGHT-1 {
  230. newrunstate = RunState::MonsterTurn;
  231. } else {
  232. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  233. }
  234. }
  235. }
  236. {
  237. let mut runwriter = self.ecs.write_resource::<RunState>();
  238. *runwriter = newrunstate;
  239. }
  240. damage_system::delete_the_dead(&mut self.ecs);
  241. }
  242. }
  243. impl State {
  244. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  245. let entities = self.ecs.entities();
  246. let player = self.ecs.read_storage::<Player>();
  247. let backpack = self.ecs.read_storage::<InBackpack>();
  248. let player_entity = self.ecs.fetch::<Entity>();
  249. let equipped = self.ecs.read_storage::<Equipped>();
  250. let mut to_delete : Vec<Entity> = Vec::new();
  251. for entity in entities.join() {
  252. let mut should_delete = true;
  253. // Don't delete the player
  254. let p = player.get(entity);
  255. if let Some(_p) = p {
  256. should_delete = false;
  257. }
  258. // Don't delete the player's equipment
  259. let bp = backpack.get(entity);
  260. if let Some(bp) = bp {
  261. if bp.owner == *player_entity {
  262. should_delete = false;
  263. }
  264. }
  265. let eq = equipped.get(entity);
  266. if let Some(eq) = eq {
  267. if eq.owner == *player_entity {
  268. should_delete = false;
  269. }
  270. }
  271. if should_delete {
  272. to_delete.push(entity);
  273. }
  274. }
  275. to_delete
  276. }
  277. fn goto_next_level(&mut self) {
  278. // Delete entities that aren't the player or his/her equipment
  279. let to_delete = self.entities_to_remove_on_level_change();
  280. for target in to_delete {
  281. self.ecs.delete_entity(target).expect("Unable to delete entity");
  282. }
  283. // Build a new map and place the player
  284. let worldmap;
  285. let current_depth;
  286. {
  287. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  288. current_depth = worldmap_resource.depth;
  289. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  290. worldmap = worldmap_resource.clone();
  291. }
  292. // Spawn bad guys
  293. for room in worldmap.rooms.iter().skip(1) {
  294. spawner::spawn_room(&mut self.ecs, room, current_depth+1);
  295. }
  296. // Place the player and update resources
  297. let (player_x, player_y) = worldmap.rooms[0].center();
  298. let mut player_position = self.ecs.write_resource::<Point>();
  299. *player_position = Point::new(player_x, player_y);
  300. let mut position_components = self.ecs.write_storage::<Position>();
  301. let player_entity = self.ecs.fetch::<Entity>();
  302. let player_pos_comp = position_components.get_mut(*player_entity);
  303. if let Some(player_pos_comp) = player_pos_comp {
  304. player_pos_comp.x = player_x;
  305. player_pos_comp.y = player_y;
  306. }
  307. // Mark the player's visibility as dirty
  308. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  309. let vs = viewshed_components.get_mut(*player_entity);
  310. if let Some(vs) = vs {
  311. vs.dirty = true;
  312. }
  313. // Notify the player and give them some health
  314. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  315. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  316. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  317. let player_health = player_health_store.get_mut(*player_entity);
  318. if let Some(player_health) = player_health {
  319. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  320. }
  321. }
  322. fn game_over_cleanup(&mut self) {
  323. // Delete everything
  324. let mut to_delete = Vec::new();
  325. for e in self.ecs.entities().join() {
  326. to_delete.push(e);
  327. }
  328. for del in to_delete.iter() {
  329. self.ecs.delete_entity(*del).expect("Deletion failed");
  330. }
  331. // Build a new map and place the player
  332. let worldmap;
  333. {
  334. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  335. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  336. worldmap = worldmap_resource.clone();
  337. }
  338. // Spawn bad guys
  339. for room in worldmap.rooms.iter().skip(1) {
  340. spawner::spawn_room(&mut self.ecs, room, 1);
  341. }
  342. // Place the player and update resources
  343. let (player_x, player_y) = worldmap.rooms[0].center();
  344. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  345. let mut player_position = self.ecs.write_resource::<Point>();
  346. *player_position = Point::new(player_x, player_y);
  347. let mut position_components = self.ecs.write_storage::<Position>();
  348. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  349. *player_entity_writer = player_entity;
  350. let player_pos_comp = position_components.get_mut(player_entity);
  351. if let Some(player_pos_comp) = player_pos_comp {
  352. player_pos_comp.x = player_x;
  353. player_pos_comp.y = player_y;
  354. }
  355. // Mark the player's visibility as dirty
  356. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  357. let vs = viewshed_components.get_mut(player_entity);
  358. if let Some(vs) = vs {
  359. vs.dirty = true;
  360. }
  361. }
  362. }
  363. fn main() {
  364. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  365. context.with_post_scanlines(true);
  366. let mut gs = State {
  367. ecs: World::new()
  368. };
  369. gs.ecs.register::<Position>();
  370. gs.ecs.register::<Renderable>();
  371. gs.ecs.register::<Player>();
  372. gs.ecs.register::<Viewshed>();
  373. gs.ecs.register::<Monster>();
  374. gs.ecs.register::<Name>();
  375. gs.ecs.register::<BlocksTile>();
  376. gs.ecs.register::<CombatStats>();
  377. gs.ecs.register::<WantsToMelee>();
  378. gs.ecs.register::<SufferDamage>();
  379. gs.ecs.register::<Item>();
  380. gs.ecs.register::<ProvidesHealing>();
  381. gs.ecs.register::<InflictsDamage>();
  382. gs.ecs.register::<AreaOfEffect>();
  383. gs.ecs.register::<Consumable>();
  384. gs.ecs.register::<Ranged>();
  385. gs.ecs.register::<InBackpack>();
  386. gs.ecs.register::<WantsToPickupItem>();
  387. gs.ecs.register::<WantsToUseItem>();
  388. gs.ecs.register::<WantsToDropItem>();
  389. gs.ecs.register::<Confusion>();
  390. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  391. gs.ecs.register::<SerializationHelper>();
  392. gs.ecs.register::<Equippable>();
  393. gs.ecs.register::<Equipped>();
  394. gs.ecs.register::<MeleePowerBonus>();
  395. gs.ecs.register::<DefenseBonus>();
  396. gs.ecs.register::<WantsToRemoveItem>();
  397. gs.ecs.register::<ParticleLifetime>();
  398. gs.ecs.register::<HungerClock>();
  399. gs.ecs.register::<ProvidesFood>();
  400. gs.ecs.register::<MagicMapper>();
  401. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  402. let map : Map = Map::new_map_rooms_and_corridors(1);
  403. let (player_x, player_y) = map.rooms[0].center();
  404. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  405. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  406. for room in map.rooms.iter().skip(1) {
  407. spawner::spawn_room(&mut gs.ecs, room, 1);
  408. }
  409. gs.ecs.insert(map);
  410. gs.ecs.insert(Point::new(player_x, player_y));
  411. gs.ecs.insert(player_entity);
  412. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  413. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  414. gs.ecs.insert(particle_system::ParticleBuilder::new());
  415. gs.ecs.insert(rex_assets::RexAssets::new());
  416. rltk::main_loop(context, gs);
  417. }