565 lines
18 KiB
Rust
565 lines
18 KiB
Rust
mod bystander_ai_system;
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pub mod camera;
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mod components;
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mod damage_system;
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mod game_log;
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mod gamesystem;
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mod gui;
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mod hunger_system;
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mod inventory_system;
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mod map;
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pub mod map_builders;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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mod particle_system;
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mod player;
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pub mod random_table;
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pub mod raws;
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mod rect;
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mod rex_assets;
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pub mod saveload_system;
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mod spawner;
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mod trigger_system;
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mod visibility_system;
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#[macro_use]
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extern crate lazy_static;
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use ::rltk::{GameState, Point, RandomNumberGenerator, Rltk};
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use ::specs::prelude::*;
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use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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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;
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use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem};
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pub use map::*;
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use map_indexing_system::MapIndexingSystem;
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use melee_combat_system::MeleeCombatSystem;
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use monster_ai_system::MonsterAI;
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use player::*;
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pub use rect::Rect;
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use visibility_system::VisibilitySystem;
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/// Cut down on the amount of syntax to register components
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macro_rules! register {
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// $gs is needed to get the scope at the usage point
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// $Type is the Component type that is being registered
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($gs: ident <- $( $Type: ty ),*,) => {
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$(
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$gs.ecs.register::<$Type>();
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)*
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}
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}
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const SHOW_MAPGEN_VISUALIZER: bool = false;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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AwaitingInput,
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PreRun,
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PlayerTurn,
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MonsterTurn,
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ShowInventory,
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ShowDropItem,
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ShowTargeting {
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range: i32,
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item: Entity,
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},
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MainMenu {
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menu_selection: gui::MainMenuSelection,
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},
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SaveGame,
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NextLevel,
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ShowRemoveItem,
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GameOver,
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MagicMapReveal {
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row: i32,
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},
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MapGeneration,
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}
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pub struct State {
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pub ecs: World,
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mapgen_next_state: Option<RunState>,
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mapgen_history: Vec<Map>,
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mapgen_index: usize,
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mapgen_timer: f32,
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}
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impl State {
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fn new() -> Self {
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State {
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ecs: World::new(),
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mapgen_next_state: Some(RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::NewGame,
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}),
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mapgen_index: 0,
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mapgen_history: Vec::new(),
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mapgen_timer: 0.0,
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}
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}
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
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mob.run_now(&self.ecs);
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let mut triggers = trigger_system::TriggerSystem {};
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triggers.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut bystander = BystanderAI {};
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bystander.run_now(&self.ecs);
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let mut melee = MeleeCombatSystem {};
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melee.run_now(&self.ecs);
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let mut damage = DamageSystem {};
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damage.run_now(&self.ecs);
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let mut pickup = ItemCollectionSystem {};
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pickup.run_now(&self.ecs);
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let mut items = ItemUseSystem {};
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items.run_now(&self.ecs);
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let mut drop_items = ItemDropSystem {};
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drop_items.run_now(&self.ecs);
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let mut item_remove = ItemRemoveSystem {};
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item_remove.run_now(&self.ecs);
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let mut hunger = hunger_system::HungerSystem {};
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hunger.run_now(&self.ecs);
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let mut particles = particle_system::ParticleSpawnSystem {};
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particles.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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let mut newrunstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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newrunstate = *runstate;
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}
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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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_ => {
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camera::render_camera(&self.ecs, ctx);
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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match newrunstate {
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RunState::MapGeneration => {
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if !SHOW_MAPGEN_VISUALIZER {
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newrunstate = self.mapgen_next_state.unwrap();
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}
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ctx.cls();
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if self.mapgen_index < self.mapgen_history.len() {
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camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
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}
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self.mapgen_timer += ctx.frame_time_ms;
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if self.mapgen_timer > 300.0 {
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self.mapgen_timer = 0.0;
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self.mapgen_index += 1;
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if self.mapgen_index >= self.mapgen_history.len() {
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newrunstate = self.mapgen_next_state.unwrap();
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}
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}
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}
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RunState::PreRun => {
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self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => {
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newrunstate = player_input(self, ctx);
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}
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RunState::PlayerTurn => {
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self.run_systems();
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self.ecs.maintain();
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match *self.ecs.fetch::<RunState>() {
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RunState::MagicMapReveal { .. } => {
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newrunstate = RunState::MagicMapReveal { row: 0 }
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}
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_ => newrunstate = RunState::MonsterTurn,
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}
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}
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RunState::MonsterTurn => {
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self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
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if let Some(is_item_ranged) = is_ranged.get(item_entity) {
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newrunstate = RunState::ShowTargeting {
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range: is_item_ranged.range,
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item: item_entity,
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};
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} else {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToUseItem {
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item: item_entity,
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target: None,
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},
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)
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.expect("failed to add intent to use item");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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}
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToDropItem { item: item_entity },
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)
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.expect("failed to add intent to drop item");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowRemoveItem => {
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let result = gui::remove_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToRemoveItem { item: item_entity },
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)
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.expect("Unable to insert intent to remove item");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowTargeting { range, item } => {
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let result = gui::ranged_target(self, ctx, range);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToUseItem {
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item,
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target: result.1,
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},
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)
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.expect("failed to add intent to use item");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::MainMenu { .. } => match gui::main_menu(self, ctx) {
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gui::MainMenuResult::NoSelection { selected } => {
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newrunstate = RunState::MainMenu {
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menu_selection: selected,
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}
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}
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gui::MainMenuResult::Selected { selected } => match selected {
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gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
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gui::MainMenuSelection::LoadGame => {
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saveload_system::load_game(&mut self.ecs);
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newrunstate = RunState::AwaitingInput;
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saveload_system::delete_save();
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}
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gui::MainMenuSelection::Quit => {
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::std::process::exit(0);
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}
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},
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},
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RunState::GameOver => match gui::game_over(ctx) {
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gui::GameOverResult::NoSelection => {}
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gui::GameOverResult::QuitToMenu => {
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self.game_over_cleanup();
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newrunstate = RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::NewGame,
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};
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}
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},
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RunState::SaveGame => {
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saveload_system::save_game(&mut self.ecs);
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newrunstate = RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::LoadGame,
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}
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}
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RunState::NextLevel => {
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self.goto_next_level();
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newrunstate = RunState::PreRun;
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}
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RunState::MagicMapReveal { row } => {
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let mut map = self.ecs.fetch_mut::<Map>();
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for x in 0..map.width {
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let idx = map.xy_idx(x as i32, row);
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map.revealed_tiles[idx] = true;
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}
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if row == map.height - 1 {
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newrunstate = RunState::MonsterTurn;
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} else {
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newrunstate = RunState::MagicMapReveal { row: row + 1 };
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}
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}
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}
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{
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let mut runwriter = self.ecs.write_resource::<RunState>();
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*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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}
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impl State {
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fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
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let entities = self.ecs.entities();
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let player = self.ecs.read_storage::<Player>();
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let backpack = self.ecs.read_storage::<InBackpack>();
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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();
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for entity in entities.join() {
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let mut should_delete = true;
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// Don't delete the player
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if let Some(_p) = player.get(entity) {
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should_delete = false;
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}
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// Don't delete the player's equipment
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if let Some(bp) = backpack.get(entity) {
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if bp.owner == *player_entity {
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should_delete = false;
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}
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}
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if let Some(eq) = equipped.get(entity) {
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if eq.owner == *player_entity {
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should_delete = false;
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}
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}
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if should_delete {
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to_delete.push(entity);
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}
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}
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to_delete
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}
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fn goto_next_level(&mut self) {
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// Delete entities that aren't the palyer or their equipment
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let to_delete = self.entities_to_remove_on_level_change();
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for target in to_delete {
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self.ecs
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.delete_entity(target)
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.expect("failed to delete entity");
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}
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// Build a new map and place the player
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#[allow(unused_assignments)]
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let mut current_depth = 1;
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{
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let worldmap_resource = self.ecs.fetch::<Map>();
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current_depth = worldmap_resource.depth;
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}
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self.generate_world_map(current_depth + 1);
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// Notify the player
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let mut gamelog = self.ecs.fetch_mut::<GameLog>();
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gamelog.append("You descend to the next level.");
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}
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fn game_over_cleanup(&mut self) {
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// Delete everything
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let mut to_delete = Vec::new();
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for e in self.ecs.entities().join() {
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to_delete.push(e);
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}
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for del in to_delete.iter() {
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self.ecs
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.delete_entity(*del)
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.expect("Failed to delete entity");
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}
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// Spawn a new player
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{
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let player_entity = spawner::player(&mut self.ecs, 0, 0);
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let mut player_entity_writer = self.ecs.write_resource::<Entity>();
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*player_entity_writer = player_entity;
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}
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// Build a new map and place the player
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self.generate_world_map(1);
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}
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fn generate_world_map(&mut self, new_depth: i32) {
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self.mapgen_index = 0;
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let mut builder = map_builders::level_builder(new_depth, &mut rng, 80, 50);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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self.mapgen_history = builder.get_snapshot_history();
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = builder.get_map();
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player_start = *builder.get_starting_position().as_mut().unwrap();
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}
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// Spawn bad guys
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builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = player_start.into();
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let mut position_components = self.ecs.write_storage::<Position>();
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let player_entity = self.ecs.fetch::<Entity>();
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if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
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player_pos_comp.x = player_start.x;
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player_pos_comp.y = player_start.y;
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}
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// Mark the player's visibility as dirty
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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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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}
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}
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fn main() -> ::rltk::BError {
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let context = ::rltk::RltkBuilder::simple(80, 60)
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.unwrap()
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.with_title("Roguelike Tutorial")
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.build()?;
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let mut gs = State::new();
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register!(
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gs <-
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Position,
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Renderable,
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Player,
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Viewshed,
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Monster,
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Name,
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BlocksTile,
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WantsToMelee,
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SufferDamage,
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Item,
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ProvidesHealing,
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InBackpack,
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WantsToPickupItem,
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WantsToUseItem,
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WantsToDropItem,
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Consumable,
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Ranged,
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InflictsDamage,
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AreaOfEffect,
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Confusion,
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SimpleMarker<SerializeMe>,
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SerializationHelper,
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Equippable,
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Equipped,
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MeleeWeapon,
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Wearable,
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WantsToRemoveItem,
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ParticleLifetime,
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HungerClock,
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ProvidesFood,
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MagicMapper,
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Hidden,
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EntryTrigger,
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EntityMoved,
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SingleActivation,
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BlocksVisibility,
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Door,
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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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Pools,
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NaturalAttackDefense,
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LootTable,
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);
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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raws::load_raws();
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gs.ecs.insert(Map::new(1, 64, 64, "New Map"));
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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);
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gs.ecs.insert(player_entity);
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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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}
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