roguelike-game/src/main.rs
2021-11-03 09:55:17 -04:00

154 lines
3.8 KiB
Rust

use rltk::{GameState, Point, Rltk};
use specs::prelude::*;
mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
use player::*;
mod rect;
pub use rect::Rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::MonsterAI;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod damage_system;
use damage_system::DamageSystem;
mod gamelog;
mod gui;
pub use gamelog::GameLog;
mod spawner;
pub const MAP_SIZE: usize = 80 * 50;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
}
pub struct State {
pub ecs: World,
}
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
self.ecs.maintain();
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
match newrunstate {
RunState::PreRun => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
for (pos, render) in (&positions, &renderables).join() {
let idx = map.xy_idx(pos.x, pos.y);
if map.visible_tiles[idx] {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
}
}
gui::draw_ui(&self.ecs, ctx);
}
}
fn main() -> rltk::BError {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()
.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
gs.ecs.insert(rltk::RandomNumberGenerator::new());
for room in map.rooms.iter().skip(1) {
spawner::spawn_room(&mut gs.ecs, room);
}
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(player_entity);
gs.ecs.insert(RunState::PreRun);
gs.ecs.insert(gamelog::GameLog {
entries: vec!["Welcome to Rusty Roguelike".to_string()],
});
rltk::main_loop(context, gs)
}