roguelike-game/src/main.rs

569 lines
18 KiB
Rust
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mod bystander_ai_system;
pub mod camera;
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mod components;
mod damage_system;
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mod game_log;
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mod gamesystem;
mod gui;
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mod hunger_system;
mod inventory_system;
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mod map;
pub mod map_builders;
mod map_indexing_system;
mod melee_combat_system;
mod monster_ai_system;
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mod particle_system;
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mod player;
pub mod random_table;
pub mod raws;
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mod rect;
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mod rex_assets;
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pub mod saveload_system;
mod spawner;
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mod trigger_system;
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mod visibility_system;
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#[macro_use]
extern crate lazy_static;
use ::rltk::{GameState, Point, RandomNumberGenerator, Rltk};
use ::specs::prelude::*;
use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use bystander_ai_system::BystanderAI;
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use components::*;
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use damage_system::DamageSystem;
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pub use game_log::GameLog;
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem};
pub use map::*;
use map_indexing_system::MapIndexingSystem;
use melee_combat_system::MeleeCombatSystem;
use monster_ai_system::MonsterAI;
use player::*;
pub use rect::Rect;
use visibility_system::VisibilitySystem;
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/// Cut down on the amount of syntax to register components
macro_rules! register {
// $gs is needed to get the scope at the usage point
// $Type is the Component type that is being registered
($gs: ident <- $( $Type: ty ),*,) => {
$(
$gs.ecs.register::<$Type>();
)*
}
}
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const SHOW_MAPGEN_VISUALIZER: bool = true;
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#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
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AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
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ShowInventory,
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ShowDropItem,
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ShowTargeting {
range: i32,
item: Entity,
},
MainMenu {
menu_selection: gui::MainMenuSelection,
},
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SaveGame,
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NextLevel,
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ShowRemoveItem,
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GameOver,
MagicMapReveal {
row: i32,
},
MapGeneration,
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}
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pub struct State {
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pub ecs: World,
mapgen_next_state: Option<RunState>,
mapgen_history: Vec<Map>,
mapgen_index: usize,
mapgen_timer: f32,
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}
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impl State {
fn new() -> Self {
State {
ecs: World::new(),
mapgen_next_state: Some(RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
}),
mapgen_index: 0,
mapgen_history: Vec::new(),
mapgen_timer: 0.0,
}
}
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
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let mut triggers = trigger_system::TriggerSystem {};
triggers.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut bystander = BystanderAI {};
bystander.run_now(&self.ecs);
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let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
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let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
let mut items = ItemUseSystem {};
items.run_now(&self.ecs);
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let mut drop_items = ItemDropSystem {};
drop_items.run_now(&self.ecs);
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let mut item_remove = ItemRemoveSystem {};
item_remove.run_now(&self.ecs);
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let mut hunger = hunger_system::HungerSystem {};
hunger.run_now(&self.ecs);
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let mut particles = particle_system::ParticleSpawnSystem {};
particles.run_now(&self.ecs);
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self.ecs.maintain();
}
}
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impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
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let mut newrunstate;
{
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let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
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ctx.cls();
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particle_system::cull_dead_particles(&mut self.ecs, ctx);
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match newrunstate {
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RunState::MainMenu { .. } => {}
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RunState::GameOver { .. } => {}
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_ => {
camera::render_camera(&self.ecs, ctx);
gui::draw_ui(&self.ecs, ctx);
}
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}
match newrunstate {
RunState::MapGeneration => {
if !SHOW_MAPGEN_VISUALIZER {
newrunstate = self.mapgen_next_state.unwrap();
}
ctx.cls();
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if self.mapgen_index < self.mapgen_history.len() {
camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
}
self.mapgen_timer += ctx.frame_time_ms;
if self.mapgen_timer > 300.0 {
self.mapgen_timer = 0.0;
self.mapgen_index += 1;
if self.mapgen_index >= self.mapgen_history.len() {
newrunstate = self.mapgen_next_state.unwrap();
}
}
}
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RunState::PreRun => {
self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
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self.ecs.maintain();
match *self.ecs.fetch::<RunState>() {
RunState::MagicMapReveal { .. } => {
newrunstate = RunState::MagicMapReveal { row: 0 }
}
_ => newrunstate = RunState::MonsterTurn,
}
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}
RunState::MonsterTurn => {
self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
if let Some(is_item_ranged) = is_ranged.get(item_entity) {
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newrunstate = RunState::ShowTargeting {
range: is_item_ranged.range,
item: item_entity,
};
} else {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem {
item: item_entity,
target: None,
},
)
.expect("failed to add intent to use item");
newrunstate = RunState::PlayerTurn;
}
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}
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}
}
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RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToDropItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToDropItem { item: item_entity },
)
.expect("failed to add intent to drop item");
newrunstate = RunState::PlayerTurn;
}
}
}
RunState::ShowRemoveItem => {
let result = gui::remove_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToRemoveItem { item: item_entity },
)
.expect("Unable to insert intent to remove item");
newrunstate = RunState::PlayerTurn;
}
}
}
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RunState::ShowTargeting { range, item } => {
let result = gui::ranged_target(self, ctx, range);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem {
item,
target: result.1,
},
)
.expect("failed to add intent to use item");
newrunstate = RunState::PlayerTurn;
}
}
}
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RunState::MainMenu { .. } => match gui::main_menu(self, ctx) {
gui::MainMenuResult::NoSelection { selected } => {
newrunstate = RunState::MainMenu {
menu_selection: selected,
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}
}
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gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
newrunstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => {
::std::process::exit(0);
}
},
},
RunState::GameOver => match gui::game_over(ctx) {
gui::GameOverResult::NoSelection => {}
gui::GameOverResult::QuitToMenu => {
self.game_over_cleanup();
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
};
}
},
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RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::LoadGame,
}
}
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RunState::NextLevel => {
self.goto_next_level();
newrunstate = RunState::PreRun;
}
RunState::MagicMapReveal { row } => {
let mut map = self.ecs.fetch_mut::<Map>();
for x in 0..map.width {
let idx = map.xy_idx(x as i32, row);
map.revealed_tiles[idx] = true;
}
if row == map.height - 1 {
newrunstate = RunState::MonsterTurn;
} else {
newrunstate = RunState::MagicMapReveal { row: row + 1 };
}
}
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}
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{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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}
}
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impl State {
fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
let entities = self.ecs.entities();
let player = self.ecs.read_storage::<Player>();
let backpack = self.ecs.read_storage::<InBackpack>();
let player_entity = self.ecs.fetch::<Entity>();
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let equipped = self.ecs.read_storage::<Equipped>();
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let mut to_delete: Vec<Entity> = Vec::new();
for entity in entities.join() {
let mut should_delete = true;
// Don't delete the player
if let Some(_p) = player.get(entity) {
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should_delete = false;
}
// Don't delete the player's equipment
if let Some(bp) = backpack.get(entity) {
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if bp.owner == *player_entity {
should_delete = false;
}
}
if let Some(eq) = equipped.get(entity) {
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if eq.owner == *player_entity {
should_delete = false;
}
}
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if should_delete {
to_delete.push(entity);
}
}
to_delete
}
fn goto_next_level(&mut self) {
// Delete entities that aren't the palyer or their equipment
let to_delete = self.entities_to_remove_on_level_change();
for target in to_delete {
self.ecs
.delete_entity(target)
.expect("failed to delete entity");
}
// Build a new map and place the player
#[allow(unused_assignments)]
let mut current_depth = 1;
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{
let worldmap_resource = self.ecs.fetch::<Map>();
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current_depth = worldmap_resource.depth;
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}
self.generate_world_map(current_depth + 1);
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// Notify the player
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let player_entity = self.ecs.fetch::<Entity>();
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog.append("You descend to the next level, and take a moment to heal.");
// Give them some health
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
if let Some(player_health) = player_health_store.get_mut(*player_entity) {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
}
}
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fn game_over_cleanup(&mut self) {
// Delete everything
let mut to_delete = Vec::new();
for e in self.ecs.entities().join() {
to_delete.push(e);
}
for del in to_delete.iter() {
self.ecs
.delete_entity(*del)
.expect("Failed to delete entity");
}
// Spawn a new player
{
let player_entity = spawner::player(&mut self.ecs, 0, 0);
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*player_entity_writer = player_entity;
}
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// Build a new map and place the player
self.generate_world_map(1);
}
fn generate_world_map(&mut self, new_depth: i32) {
self.mapgen_index = 0;
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
let mut builder = map_builders::level_builder(new_depth, &mut rng, 80, 50);
builder.build_map(&mut rng);
std::mem::drop(rng);
self.mapgen_history = builder.get_snapshot_history();
let player_start;
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{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = builder.get_map();
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player_start = *builder.get_starting_position().as_mut().unwrap();
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}
// Spawn bad guys
builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = player_start.into();
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let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
player_pos_comp.x = player_start.x;
player_pos_comp.y = player_start.y;
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}
// Mark the player's visibility as dirty
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
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vs.dirty = true;
}
}
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}
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fn main() -> ::rltk::BError {
let context = ::rltk::RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State::new();
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register!(
gs <-
Position,
Renderable,
Player,
Viewshed,
Monster,
Name,
BlocksTile,
CombatStats,
WantsToMelee,
SufferDamage,
Item,
ProvidesHealing,
InBackpack,
WantsToPickupItem,
WantsToUseItem,
WantsToDropItem,
Consumable,
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Ranged,
InflictsDamage,
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AreaOfEffect,
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Confusion,
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SimpleMarker<SerializeMe>,
SerializationHelper,
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Equippable,
Equipped,
MeleePowerBonus,
DefenseBonus,
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WantsToRemoveItem,
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ParticleLifetime,
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HungerClock,
ProvidesFood,
MagicMapper,
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Hidden,
EntryTrigger,
EntityMoved,
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SingleActivation,
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BlocksVisibility,
Door,
Bystander,
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Vendor,
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Quips,
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Attributes,
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Skills,
);
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
raws::load_raws();
gs.ecs.insert(Map::new(1, 64, 64));
gs.ecs.insert(Point::zero());
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gs.ecs.insert(RandomNumberGenerator::new());
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let player_entity = spawner::player(&mut gs.ecs, 0, 0);
gs.ecs.insert(player_entity);
gs.ecs.insert(RunState::MapGeneration {});
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gs.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
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gs.ecs.insert(particle_system::ParticleBuilder::new());
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gs.ecs.insert(rex_assets::RexAssets::new());
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gs.generate_world_map(1);
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rltk::main_loop(context, gs)
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}