main.rs 18 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. pub mod trigger_system;
  38. pub mod map_builders;
  39. rltk::add_wasm_support!();
  40. #[derive(PartialEq, Copy, Clone)]
  41. pub enum RunState { AwaitingInput,
  42. PreRun,
  43. PlayerTurn,
  44. MonsterTurn,
  45. ShowInventory,
  46. ShowDropItem,
  47. ShowTargeting { range : i32, item : Entity},
  48. MainMenu { menu_selection : gui::MainMenuSelection },
  49. SaveGame,
  50. NextLevel,
  51. ShowRemoveItem,
  52. GameOver,
  53. MagicMapReveal { row : i32 }
  54. }
  55. pub struct State {
  56. pub ecs: World
  57. }
  58. impl State {
  59. fn run_systems(&mut self) {
  60. let mut mapindex = MapIndexingSystem{};
  61. mapindex.run_now(&self.ecs);
  62. let mut vis = VisibilitySystem{};
  63. vis.run_now(&self.ecs);
  64. let mut mob = MonsterAI{};
  65. mob.run_now(&self.ecs);
  66. let mut triggers = trigger_system::TriggerSystem{};
  67. triggers.run_now(&self.ecs);
  68. let mut melee = MeleeCombatSystem{};
  69. melee.run_now(&self.ecs);
  70. let mut damage = DamageSystem{};
  71. damage.run_now(&self.ecs);
  72. let mut pickup = ItemCollectionSystem{};
  73. pickup.run_now(&self.ecs);
  74. let mut itemuse = ItemUseSystem{};
  75. itemuse.run_now(&self.ecs);
  76. let mut drop_items = ItemDropSystem{};
  77. drop_items.run_now(&self.ecs);
  78. let mut item_remove = ItemRemoveSystem{};
  79. item_remove.run_now(&self.ecs);
  80. let mut hunger = hunger_system::HungerSystem{};
  81. hunger.run_now(&self.ecs);
  82. let mut particles = particle_system::ParticleSpawnSystem{};
  83. particles.run_now(&self.ecs);
  84. self.ecs.maintain();
  85. }
  86. }
  87. impl GameState for State {
  88. fn tick(&mut self, ctx : &mut Rltk) {
  89. let mut newrunstate;
  90. {
  91. let runstate = self.ecs.fetch::<RunState>();
  92. newrunstate = *runstate;
  93. }
  94. ctx.cls();
  95. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  96. match newrunstate {
  97. RunState::MainMenu{..} => {}
  98. RunState::GameOver{..} => {}
  99. _ => {
  100. draw_map(&self.ecs, ctx);
  101. let positions = self.ecs.read_storage::<Position>();
  102. let renderables = self.ecs.read_storage::<Renderable>();
  103. let hidden = self.ecs.read_storage::<Hidden>();
  104. let map = self.ecs.fetch::<Map>();
  105. let mut data = (&positions, &renderables, !&hidden).join().collect::<Vec<_>>();
  106. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  107. for (pos, render, _hidden) in data.iter() {
  108. let idx = map.xy_idx(pos.x, pos.y);
  109. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  110. }
  111. gui::draw_ui(&self.ecs, ctx);
  112. }
  113. }
  114. match newrunstate {
  115. RunState::PreRun => {
  116. self.run_systems();
  117. self.ecs.maintain();
  118. newrunstate = RunState::AwaitingInput;
  119. }
  120. RunState::AwaitingInput => {
  121. newrunstate = player_input(self, ctx);
  122. }
  123. RunState::PlayerTurn => {
  124. self.run_systems();
  125. self.ecs.maintain();
  126. match *self.ecs.fetch::<RunState>() {
  127. RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 },
  128. _ => newrunstate = RunState::MonsterTurn
  129. }
  130. }
  131. RunState::MonsterTurn => {
  132. self.run_systems();
  133. self.ecs.maintain();
  134. newrunstate = RunState::AwaitingInput;
  135. }
  136. RunState::ShowInventory => {
  137. let result = gui::show_inventory(self, ctx);
  138. match result.0 {
  139. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  140. gui::ItemMenuResult::NoResponse => {}
  141. gui::ItemMenuResult::Selected => {
  142. let item_entity = result.1.unwrap();
  143. let is_ranged = self.ecs.read_storage::<Ranged>();
  144. let is_item_ranged = is_ranged.get(item_entity);
  145. if let Some(is_item_ranged) = is_item_ranged {
  146. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  147. } else {
  148. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  149. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  150. newrunstate = RunState::PlayerTurn;
  151. }
  152. }
  153. }
  154. }
  155. RunState::ShowDropItem => {
  156. let result = gui::drop_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::<WantsToDropItem>();
  163. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  164. newrunstate = RunState::PlayerTurn;
  165. }
  166. }
  167. }
  168. RunState::ShowRemoveItem => {
  169. let result = gui::remove_item_menu(self, ctx);
  170. match result.0 {
  171. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  172. gui::ItemMenuResult::NoResponse => {}
  173. gui::ItemMenuResult::Selected => {
  174. let item_entity = result.1.unwrap();
  175. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  176. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  177. newrunstate = RunState::PlayerTurn;
  178. }
  179. }
  180. }
  181. RunState::ShowTargeting{range, item} => {
  182. let result = gui::ranged_target(self, ctx, range);
  183. match result.0 {
  184. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  185. gui::ItemMenuResult::NoResponse => {}
  186. gui::ItemMenuResult::Selected => {
  187. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  188. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  189. newrunstate = RunState::PlayerTurn;
  190. }
  191. }
  192. }
  193. RunState::MainMenu{ .. } => {
  194. let result = gui::main_menu(self, ctx);
  195. match result {
  196. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  197. gui::MainMenuResult::Selected{ selected } => {
  198. match selected {
  199. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  200. gui::MainMenuSelection::LoadGame => {
  201. saveload_system::load_game(&mut self.ecs);
  202. newrunstate = RunState::AwaitingInput;
  203. saveload_system::delete_save();
  204. }
  205. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  206. }
  207. }
  208. }
  209. }
  210. RunState::GameOver => {
  211. let result = gui::game_over(ctx);
  212. match result {
  213. gui::GameOverResult::NoSelection => {}
  214. gui::GameOverResult::QuitToMenu => {
  215. self.game_over_cleanup();
  216. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  217. }
  218. }
  219. }
  220. RunState::SaveGame => {
  221. saveload_system::save_game(&mut self.ecs);
  222. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  223. }
  224. RunState::NextLevel => {
  225. self.goto_next_level();
  226. newrunstate = RunState::PreRun;
  227. }
  228. RunState::MagicMapReveal{row} => {
  229. let mut map = self.ecs.fetch_mut::<Map>();
  230. for x in 0..MAPWIDTH {
  231. let idx = map.xy_idx(x as i32,row);
  232. map.revealed_tiles[idx] = true;
  233. }
  234. if row as usize == MAPHEIGHT-1 {
  235. newrunstate = RunState::MonsterTurn;
  236. } else {
  237. newrunstate = RunState::MagicMapReveal{ row: row+1 };
  238. }
  239. }
  240. }
  241. {
  242. let mut runwriter = self.ecs.write_resource::<RunState>();
  243. *runwriter = newrunstate;
  244. }
  245. damage_system::delete_the_dead(&mut self.ecs);
  246. }
  247. }
  248. impl State {
  249. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  250. let entities = self.ecs.entities();
  251. let player = self.ecs.read_storage::<Player>();
  252. let backpack = self.ecs.read_storage::<InBackpack>();
  253. let player_entity = self.ecs.fetch::<Entity>();
  254. let equipped = self.ecs.read_storage::<Equipped>();
  255. let mut to_delete : Vec<Entity> = Vec::new();
  256. for entity in entities.join() {
  257. let mut should_delete = true;
  258. // Don't delete the player
  259. let p = player.get(entity);
  260. if let Some(_p) = p {
  261. should_delete = false;
  262. }
  263. // Don't delete the player's equipment
  264. let bp = backpack.get(entity);
  265. if let Some(bp) = bp {
  266. if bp.owner == *player_entity {
  267. should_delete = false;
  268. }
  269. }
  270. let eq = equipped.get(entity);
  271. if let Some(eq) = eq {
  272. if eq.owner == *player_entity {
  273. should_delete = false;
  274. }
  275. }
  276. if should_delete {
  277. to_delete.push(entity);
  278. }
  279. }
  280. to_delete
  281. }
  282. fn goto_next_level(&mut self) {
  283. // Delete entities that aren't the player or his/her equipment
  284. let to_delete = self.entities_to_remove_on_level_change();
  285. for target in to_delete {
  286. self.ecs.delete_entity(target).expect("Unable to delete entity");
  287. }
  288. // Build a new map and place the player
  289. let mut builder;
  290. let worldmap;
  291. let current_depth;
  292. let player_start;
  293. {
  294. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  295. current_depth = worldmap_resource.depth;
  296. builder = map_builders::random_builder(current_depth + 1);
  297. builder.build_map();
  298. *worldmap_resource = builder.get_map();
  299. player_start = builder.get_starting_position();
  300. worldmap = worldmap_resource.clone();
  301. }
  302. // Spawn bad guys
  303. builder.spawn_entities(&mut self.ecs);
  304. // Place the player and update resources
  305. let (player_x, player_y) = (player_start.x, player_start.y);
  306. let mut player_position = self.ecs.write_resource::<Point>();
  307. *player_position = Point::new(player_x, player_y);
  308. let mut position_components = self.ecs.write_storage::<Position>();
  309. let player_entity = self.ecs.fetch::<Entity>();
  310. let player_pos_comp = position_components.get_mut(*player_entity);
  311. if let Some(player_pos_comp) = player_pos_comp {
  312. player_pos_comp.x = player_x;
  313. player_pos_comp.y = player_y;
  314. }
  315. // Mark the player's visibility as dirty
  316. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  317. let vs = viewshed_components.get_mut(*player_entity);
  318. if let Some(vs) = vs {
  319. vs.dirty = true;
  320. }
  321. // Notify the player and give them some health
  322. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  323. gamelog.entries.insert(0, "You descend to the next level, and take a moment to heal.".to_string());
  324. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  325. let player_health = player_health_store.get_mut(*player_entity);
  326. if let Some(player_health) = player_health {
  327. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  328. }
  329. }
  330. fn game_over_cleanup(&mut self) {
  331. // Delete everything
  332. let mut to_delete = Vec::new();
  333. for e in self.ecs.entities().join() {
  334. to_delete.push(e);
  335. }
  336. for del in to_delete.iter() {
  337. self.ecs.delete_entity(*del).expect("Deletion failed");
  338. }
  339. // Build a new map and place the player
  340. let mut builder = map_builders::random_builder(1);
  341. let player_start;
  342. {
  343. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  344. builder.build_map();
  345. player_start = builder.get_starting_position();
  346. *worldmap_resource = builder.get_map();
  347. }
  348. // Spawn bad guys
  349. builder.spawn_entities(&mut self.ecs);
  350. // Place the player and update resources
  351. let (player_x, player_y) = (player_start.x, player_start.y);
  352. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  353. let mut player_position = self.ecs.write_resource::<Point>();
  354. *player_position = Point::new(player_x, player_y);
  355. let mut position_components = self.ecs.write_storage::<Position>();
  356. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  357. *player_entity_writer = player_entity;
  358. let player_pos_comp = position_components.get_mut(player_entity);
  359. if let Some(player_pos_comp) = player_pos_comp {
  360. player_pos_comp.x = player_x;
  361. player_pos_comp.y = player_y;
  362. }
  363. // Mark the player's visibility as dirty
  364. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  365. let vs = viewshed_components.get_mut(player_entity);
  366. if let Some(vs) = vs {
  367. vs.dirty = true;
  368. }
  369. }
  370. }
  371. fn main() {
  372. let mut context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  373. context.with_post_scanlines(true);
  374. let mut gs = State {
  375. ecs: World::new()
  376. };
  377. gs.ecs.register::<Position>();
  378. gs.ecs.register::<Renderable>();
  379. gs.ecs.register::<Player>();
  380. gs.ecs.register::<Viewshed>();
  381. gs.ecs.register::<Monster>();
  382. gs.ecs.register::<Name>();
  383. gs.ecs.register::<BlocksTile>();
  384. gs.ecs.register::<CombatStats>();
  385. gs.ecs.register::<WantsToMelee>();
  386. gs.ecs.register::<SufferDamage>();
  387. gs.ecs.register::<Item>();
  388. gs.ecs.register::<ProvidesHealing>();
  389. gs.ecs.register::<InflictsDamage>();
  390. gs.ecs.register::<AreaOfEffect>();
  391. gs.ecs.register::<Consumable>();
  392. gs.ecs.register::<Ranged>();
  393. gs.ecs.register::<InBackpack>();
  394. gs.ecs.register::<WantsToPickupItem>();
  395. gs.ecs.register::<WantsToUseItem>();
  396. gs.ecs.register::<WantsToDropItem>();
  397. gs.ecs.register::<Confusion>();
  398. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  399. gs.ecs.register::<SerializationHelper>();
  400. gs.ecs.register::<Equippable>();
  401. gs.ecs.register::<Equipped>();
  402. gs.ecs.register::<MeleePowerBonus>();
  403. gs.ecs.register::<DefenseBonus>();
  404. gs.ecs.register::<WantsToRemoveItem>();
  405. gs.ecs.register::<ParticleLifetime>();
  406. gs.ecs.register::<HungerClock>();
  407. gs.ecs.register::<ProvidesFood>();
  408. gs.ecs.register::<MagicMapper>();
  409. gs.ecs.register::<Hidden>();
  410. gs.ecs.register::<EntryTrigger>();
  411. gs.ecs.register::<EntityMoved>();
  412. gs.ecs.register::<SingleActivation>();
  413. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  414. let mut builder = map_builders::random_builder(1);
  415. builder.build_map();
  416. let player_start = builder.get_starting_position();
  417. let map = builder.get_map();
  418. let (player_x, player_y) = (player_start.x, player_start.y);
  419. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  420. gs.ecs.insert(rltk::RandomNumberGenerator::new());
  421. builder.spawn_entities(&mut gs.ecs);
  422. gs.ecs.insert(map);
  423. gs.ecs.insert(Point::new(player_x, player_y));
  424. gs.ecs.insert(player_entity);
  425. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  426. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to Rusty Roguelike".to_string()] });
  427. gs.ecs.insert(particle_system::ParticleBuilder::new());
  428. gs.ecs.insert(rex_assets::RexAssets::new());
  429. rltk::main_loop(context, gs);
  430. }