Add chapter 2.6
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95be479636
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174ad7ea56
@ -17,3 +17,52 @@ pub struct Renderable {
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#[derive(Component, Debug)]
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pub struct Player {}
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#[derive(Component)]
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pub struct Viewshed {
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pub visible_tiles: Vec<rltk::Point>,
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pub range: i32,
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pub dirty: bool,
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}
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#[derive(Component)]
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pub struct Monster {}
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#[derive(Component, Debug)]
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pub struct Name {
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pub name: String,
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}
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#[derive(Component, Debug)]
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pub struct BlocksTile {}
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#[derive(Component, Debug)]
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pub struct CombatStats {
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pub max_hp: i32,
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pub hp: i32,
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pub defense: i32,
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pub power: i32,
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}
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#[derive(Component, Debug, Clone)]
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pub struct WantsToMelee {
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pub target: Entity,
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}
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#[derive(Component, Debug)]
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pub struct SufferDamage {
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pub amount: Vec<i32>,
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}
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impl SufferDamage {
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pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
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if let Some(suffering) = store.get_mut(victim) {
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suffering.amount.push(amount);
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} else {
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let dmg = SufferDamage {
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amount: vec![amount],
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};
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store.insert(victim, dmg).expect("Unable to insert damage");
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}
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}
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}
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45
src/damage_system.rs
Normal file
45
src/damage_system.rs
Normal file
@ -0,0 +1,45 @@
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use rltk::console;
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use specs::prelude::*;
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use crate::components::{CombatStats, Player, SufferDamage};
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pub struct DamageSystem {}
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impl<'a> System<'a> for DamageSystem {
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type SystemData = (
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, SufferDamage>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut stats, mut damage) = data;
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for (mut stats, damage) in (&mut stats, &damage).join() {
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stats.hp -= damage.amount.iter().sum::<i32>();
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}
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damage.clear();
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}
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}
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pub fn delete_the_dead(ecs: &mut World) {
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let mut dead: Vec<Entity> = Vec::new();
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{
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let combat_stats = ecs.read_storage::<CombatStats>();
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let players = ecs.read_storage::<Player>();
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let entities = ecs.entities();
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for (entity, stats) in (&entities, &combat_stats).join() {
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if stats.hp < 1 {
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let player = players.get(entity);
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match player {
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None => dead.push(entity),
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Some(_) => console::log("You are dead"),
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}
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}
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}
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}
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for victim in dead {
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ecs.delete_entity(victim).expect("Unable to delete");
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}
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}
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159
src/main.rs
159
src/main.rs
@ -1,20 +1,54 @@
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use components::*;
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use damage_system::DamageSystem;
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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::*;
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use player::*;
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use rltk::{GameState, RGB};
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use rltk::{GameState, Point, RGB};
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use visibility_system::*;
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use specs::prelude::*;
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mod components;
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mod damage_system;
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mod map;
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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 player;
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mod rect;
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mod visibility_system;
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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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}
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pub struct State {
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ecs: World,
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pub ecs: World,
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}
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impl State {
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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 mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut meleesystem = MeleeCombatSystem {};
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meleesystem.run_now(&self.ecs);
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let mut damagesystem = DamageSystem {};
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damagesystem.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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@ -23,17 +57,45 @@ impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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ctx.cls();
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player_input(self, ctx);
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self.run_systems();
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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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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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match newrunstate {
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RunState::PreRun => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => newrunstate = player_input(self, ctx),
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RunState::PlayerTurn => {
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self.run_systems();
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newrunstate = RunState::MonsterTurn;
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}
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RunState::MonsterTurn => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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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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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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}
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}
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@ -47,21 +109,98 @@ fn main() -> rltk::BError {
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.build()?;
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let mut gs = State { ecs: World::new() };
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(new_map_rooms_and_corridors());
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Name>();
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gs.ecs.register::<BlocksTile>();
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs
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gs.ecs.insert(Point::new(player_x, player_y));
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let player_entity = gs
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.ecs
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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Name {
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name: "Player".to_string(),
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})
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.with(CombatStats {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 5,
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})
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.build();
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gs.ecs.insert(player_entity);
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let mut rng = rltk::RandomNumberGenerator::new();
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for (i, room) in map.rooms.iter().skip(1).enumerate() {
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let (x, y) = room.center();
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let glyph: rltk::FontCharType;
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let roll = rng.roll_dice(1, 2);
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let name: String;
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match roll {
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1 => {
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glyph = rltk::to_cp437('g');
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name = "Goblin".to_string();
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}
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_ => {
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glyph = rltk::to_cp437('o');
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name = "Orc".to_string();
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}
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}
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gs.ecs
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.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Monster {})
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.with(Name {
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name: format!("{} #{}", &name, i),
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})
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.with(BlocksTile {})
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.with(CombatStats {
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max_hp: 16,
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hp: 16,
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defense: 1,
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power: 4,
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})
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.build();
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}
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gs.ecs.insert(map);
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rltk::main_loop(context, gs)
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}
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237
src/map.rs
237
src/map.rs
@ -1,4 +1,9 @@
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use rltk::{Rltk, RGB};
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use std::cmp::{max, min};
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
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use specs::prelude::*;
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use crate::rect::Rect;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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@ -6,68 +11,200 @@ pub enum TileType {
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Floor,
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub rooms: Vec<Rect>,
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pub width: i32,
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pub height: i32,
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pub revealed_tiles: Vec<bool>,
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pub visible_tiles: Vec<bool>,
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pub blocked: Vec<bool>,
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pub tile_content: Vec<Vec<Entity>>,
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}
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pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
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let mut map = vec![TileType::Wall; 80 * 50];
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map
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}
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/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't look awful
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pub fn new_map_test() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80 * 50];
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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impl Map {
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pub fn xy_idx(&self, x: i32, y: i32) -> usize {
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(y as usize * self.width as usize) + x as usize
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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fn apply_room_to_map(&mut self, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor;
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}
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}
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}
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map
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fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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pub fn new_map_rooms_and_corridors() -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; 80 * 50],
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rooms: Vec::new(),
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width: 80,
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height: 50,
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revealed_tiles: vec![false; 80 * 50],
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visible_tiles: vec![false; 80 * 50],
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blocked: vec![false; 80 * 50],
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tile_content: vec![Vec::new(); 80 * 50],
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};
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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};
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}
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if ok {
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map.apply_room_to_map(&new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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map
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}
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fn is_exit_valid(&self, x: i32, y: i32) -> bool {
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if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
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return false;
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}
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let idx = self.xy_idx(x, y);
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!self.blocked[idx]
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}
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pub fn populate_blocked(&mut self) {
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for (i, tile) in self.tiles.iter_mut().enumerate() {
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self.blocked[i] = *tile == TileType::Wall;
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}
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}
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pub fn clear_content_index(&mut self) {
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for content in self.tile_content.iter_mut() {
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content.clear();
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}
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}
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}
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pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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impl Algorithm2D for Map {
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fn dimensions(&self) -> rltk::Point {
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Point::new(self.width, self.height)
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}
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}
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impl BaseMap for Map {
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fn is_opaque(&self, idx: usize) -> bool {
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self.tiles[idx as usize] == TileType::Wall
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}
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fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 {
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let w = self.width as usize;
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let p1 = Point::new(idx1 % w, idx1 / w);
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let p2 = Point::new(idx2 % w, idx2 / w);
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rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
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}
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fn get_available_exits(&self, idx: usize) -> rltk::SmallVec<[(usize, f32); 10]> {
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let mut exits = rltk::SmallVec::new();
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let x = idx as i32 % self.width;
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let y = idx as i32 / self.width;
|
||||
let w = self.width as usize;
|
||||
|
||||
if self.is_exit_valid(x - 1, y) {
|
||||
exits.push((idx - 1, 1.0))
|
||||
};
|
||||
if self.is_exit_valid(x + 1, y) {
|
||||
exits.push((idx + 1, 1.0))
|
||||
};
|
||||
if self.is_exit_valid(x, y - 1) {
|
||||
exits.push((idx - w, 1.0))
|
||||
};
|
||||
if self.is_exit_valid(x, y + 1) {
|
||||
exits.push((idx + w, 1.0))
|
||||
};
|
||||
|
||||
if self.is_exit_valid(x - 1, y - 1) {
|
||||
exits.push((idx - w - 1, 1.45))
|
||||
};
|
||||
if self.is_exit_valid(x + 1, y - 1) {
|
||||
exits.push((idx - w + 1, 1.45))
|
||||
};
|
||||
if self.is_exit_valid(x - 1, y + 1) {
|
||||
exits.push((idx + w - 1, 1.45))
|
||||
};
|
||||
if self.is_exit_valid(x + 1, y + 1) {
|
||||
exits.push((idx + w + 1, 1.45))
|
||||
};
|
||||
|
||||
exits
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
|
||||
let map = ecs.fetch::<Map>();
|
||||
|
||||
let mut y = 0;
|
||||
let mut x = 0;
|
||||
for tile in map.iter() {
|
||||
match tile {
|
||||
TileType::Floor => {
|
||||
ctx.set(
|
||||
x,
|
||||
y,
|
||||
RGB::from_f32(0.5, 0.5, 0.5),
|
||||
RGB::from_f32(0., 0., 0.),
|
||||
rltk::to_cp437('.'),
|
||||
);
|
||||
}
|
||||
for (idx, tile) in map.tiles.iter().enumerate() {
|
||||
if map.revealed_tiles[idx] {
|
||||
let glyph;
|
||||
let mut fg;
|
||||
match tile {
|
||||
TileType::Floor => {
|
||||
fg = RGB::from_f32(0.5, 0.5, 0.5);
|
||||
glyph = rltk::to_cp437('.');
|
||||
}
|
||||
|
||||
TileType::Wall => {
|
||||
ctx.set(
|
||||
x,
|
||||
y,
|
||||
RGB::from_f32(0.0, 1.0, 0.0),
|
||||
RGB::from_f32(0., 0., 0.),
|
||||
rltk::to_cp437('#'),
|
||||
);
|
||||
TileType::Wall => {
|
||||
fg = RGB::from_f32(0.0, 1.0, 0.0);
|
||||
glyph = rltk::to_cp437('#');
|
||||
}
|
||||
}
|
||||
if !map.visible_tiles[idx] {
|
||||
fg = fg.to_greyscale()
|
||||
}
|
||||
ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
|
||||
}
|
||||
|
||||
x += 1;
|
||||
|
34
src/map_indexing_system.rs
Normal file
34
src/map_indexing_system.rs
Normal file
@ -0,0 +1,34 @@
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::{
|
||||
components::{BlocksTile, Position},
|
||||
map::Map,
|
||||
};
|
||||
|
||||
pub struct MapIndexingSystem {}
|
||||
|
||||
impl<'a> System<'a> for MapIndexingSystem {
|
||||
type SystemData = (
|
||||
WriteExpect<'a, Map>,
|
||||
ReadStorage<'a, Position>,
|
||||
ReadStorage<'a, BlocksTile>,
|
||||
Entities<'a>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (mut map, position, blockers, entities) = data;
|
||||
|
||||
map.populate_blocked();
|
||||
map.clear_content_index();
|
||||
for (entity, position) in (&entities, &position).join() {
|
||||
let idx = map.xy_idx(position.x, position.y);
|
||||
|
||||
let _p: Option<&BlocksTile> = blockers.get(entity);
|
||||
if let Some(_p) = _p {
|
||||
map.blocked[idx] = true;
|
||||
}
|
||||
|
||||
map.tile_content[idx].push(entity);
|
||||
}
|
||||
}
|
||||
}
|
48
src/melee_combat_system.rs
Normal file
48
src/melee_combat_system.rs
Normal file
@ -0,0 +1,48 @@
|
||||
use rltk::console;
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::components::{CombatStats, Name, SufferDamage, WantsToMelee};
|
||||
|
||||
pub struct MeleeCombatSystem {}
|
||||
|
||||
impl<'a> System<'a> for MeleeCombatSystem {
|
||||
type SystemData = (
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, WantsToMelee>,
|
||||
ReadStorage<'a, Name>,
|
||||
ReadStorage<'a, CombatStats>,
|
||||
WriteStorage<'a, SufferDamage>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (entities, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
|
||||
|
||||
for (_entity, wants_melee, name, stats) in
|
||||
(&entities, &wants_melee, &names, &combat_stats).join()
|
||||
{
|
||||
if stats.hp > 0 {
|
||||
let target_stats = combat_stats.get(wants_melee.target).unwrap();
|
||||
if target_stats.hp > 0 {
|
||||
let target_name = names.get(wants_melee.target).unwrap();
|
||||
|
||||
let damage = i32::max(0, stats.power - target_stats.defense);
|
||||
|
||||
if damage == 0 {
|
||||
console::log(&format!(
|
||||
"{} is unable to hurt {}",
|
||||
&name.name, &target_name.name
|
||||
));
|
||||
} else {
|
||||
console::log(&format!(
|
||||
"{} hits {}, for {} hp.",
|
||||
&name.name, &target_name.name, damage
|
||||
));
|
||||
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
wants_melee.clear();
|
||||
}
|
||||
}
|
75
src/monster_ai_system.rs
Normal file
75
src/monster_ai_system.rs
Normal file
@ -0,0 +1,75 @@
|
||||
use rltk::{console, Point};
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::{
|
||||
components::{Monster, Position, Viewshed, WantsToMelee},
|
||||
map::Map,
|
||||
RunState,
|
||||
};
|
||||
|
||||
pub struct MonsterAI {}
|
||||
|
||||
impl<'a> System<'a> for MonsterAI {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type SystemData = (
|
||||
WriteExpect<'a, Map>,
|
||||
ReadExpect<'a, Point>,
|
||||
ReadExpect<'a, Entity>,
|
||||
ReadExpect<'a, RunState>,
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, Viewshed>,
|
||||
ReadStorage<'a, Monster>,
|
||||
WriteStorage<'a, Position>,
|
||||
WriteStorage<'a, WantsToMelee>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (
|
||||
mut map,
|
||||
player_pos,
|
||||
player_entity,
|
||||
runstate,
|
||||
entities,
|
||||
mut viewshed,
|
||||
monster,
|
||||
mut position,
|
||||
mut wants_to_melee,
|
||||
) = data;
|
||||
|
||||
if *runstate != RunState::MonsterTurn {
|
||||
return;
|
||||
}
|
||||
|
||||
for (entity, mut viewshed, _monster, mut pos) in
|
||||
(&entities, &mut viewshed, &monster, &mut position).join()
|
||||
{
|
||||
let distance =
|
||||
rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
|
||||
if distance < 1.5 {
|
||||
wants_to_melee
|
||||
.insert(
|
||||
entity,
|
||||
WantsToMelee {
|
||||
target: *player_entity,
|
||||
},
|
||||
)
|
||||
.expect("Unable to insert attack");
|
||||
} else if viewshed.visible_tiles.contains(&*player_pos) {
|
||||
let path = rltk::a_star_search(
|
||||
map.xy_idx(pos.x, pos.y) as i32,
|
||||
map.xy_idx(player_pos.x, player_pos.y) as i32,
|
||||
&mut *map,
|
||||
);
|
||||
if path.success && path.steps.len() > 1 {
|
||||
let mut idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = false;
|
||||
pos.x = path.steps[1] as i32 % map.width;
|
||||
pos.y = path.steps[1] as i32 / map.width;
|
||||
idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = true;
|
||||
viewshed.dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,35 +1,67 @@
|
||||
use crate::{
|
||||
components::{Player, Position},
|
||||
map::{xy_idx, TileType},
|
||||
State,
|
||||
components::{CombatStats, Player, Position, Viewshed, WantsToMelee},
|
||||
map::{Map, TileType},
|
||||
RunState, State,
|
||||
};
|
||||
use rltk::Rltk;
|
||||
use rltk::{console, Point, Rltk, VirtualKeyCode};
|
||||
use specs::prelude::*;
|
||||
use std::cmp::{max, min};
|
||||
|
||||
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
|
||||
let mut positions = ecs.write_storage::<Position>();
|
||||
let mut players = ecs.write_storage::<Player>();
|
||||
let map = ecs.fetch::<Vec<TileType>>();
|
||||
let mut viewsheds = ecs.write_storage::<Viewshed>();
|
||||
let combat_stats = ecs.read_storage::<CombatStats>();
|
||||
let entities = ecs.entities();
|
||||
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
|
||||
let map = ecs.fetch::<Map>();
|
||||
|
||||
for (_player, pos) in (&mut players, &mut positions).join() {
|
||||
let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
|
||||
if map[destination_idx] != TileType::Wall {
|
||||
for (entity, _player, pos, viewshed) in
|
||||
(&entities, &mut players, &mut positions, &mut viewsheds).join()
|
||||
{
|
||||
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
|
||||
|
||||
for potential_target in map.tile_content[destination_idx].iter() {
|
||||
let target = combat_stats.get(*potential_target);
|
||||
if let Some(_target) = target {
|
||||
wants_to_melee
|
||||
.insert(
|
||||
entity,
|
||||
WantsToMelee {
|
||||
target: *potential_target,
|
||||
},
|
||||
)
|
||||
.expect("Add target failed");
|
||||
}
|
||||
}
|
||||
|
||||
if !map.blocked[destination_idx] {
|
||||
pos.x = min(79, max(0, pos.x + delta_x));
|
||||
pos.y = min(49, max(0, pos.y + delta_y));
|
||||
|
||||
viewshed.dirty = true;
|
||||
let mut ppos = ecs.write_resource::<Point>();
|
||||
ppos.x = pos.x;
|
||||
ppos.y = pos.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
|
||||
pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
|
||||
match ctx.key {
|
||||
None => {}
|
||||
None => return RunState::AwaitingInput,
|
||||
Some(key) => match key {
|
||||
rltk::VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
|
||||
rltk::VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
|
||||
rltk::VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
|
||||
rltk::VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
|
||||
_ => {}
|
||||
VirtualKeyCode::Left | VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
|
||||
VirtualKeyCode::Right | VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
|
||||
VirtualKeyCode::Up | VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
|
||||
VirtualKeyCode::Down | VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
|
||||
VirtualKeyCode::Y => try_move_player(1, -1, &mut gs.ecs),
|
||||
VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
|
||||
VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
|
||||
VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
|
||||
_ => return RunState::AwaitingInput,
|
||||
},
|
||||
}
|
||||
|
||||
RunState::PlayerTurn
|
||||
}
|
||||
|
25
src/rect.rs
Normal file
25
src/rect.rs
Normal file
@ -0,0 +1,25 @@
|
||||
pub struct Rect {
|
||||
pub x1: i32,
|
||||
pub x2: i32,
|
||||
pub y1: i32,
|
||||
pub y2: i32,
|
||||
}
|
||||
|
||||
impl Rect {
|
||||
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
|
||||
Self {
|
||||
x1: x,
|
||||
y1: y,
|
||||
x2: x + w,
|
||||
y2: y + h,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn intersect(&self, other: &Rect) -> bool {
|
||||
self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
|
||||
}
|
||||
|
||||
pub fn center(&self) -> (i32, i32) {
|
||||
((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
|
||||
}
|
||||
}
|
47
src/visibility_system.rs
Normal file
47
src/visibility_system.rs
Normal file
@ -0,0 +1,47 @@
|
||||
use rltk::{field_of_view, Point};
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::{
|
||||
components::{Player, Position, Viewshed},
|
||||
map::Map,
|
||||
};
|
||||
|
||||
pub struct VisibilitySystem {}
|
||||
|
||||
impl<'a> System<'a> for VisibilitySystem {
|
||||
type SystemData = (
|
||||
WriteExpect<'a, Map>,
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, Viewshed>,
|
||||
WriteStorage<'a, Position>,
|
||||
ReadStorage<'a, Player>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (mut map, entities, mut viewshed, pos, player) = data;
|
||||
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
|
||||
if !viewshed.dirty {
|
||||
return;
|
||||
}
|
||||
|
||||
viewshed.dirty = false;
|
||||
viewshed.visible_tiles.clear();
|
||||
viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
|
||||
viewshed
|
||||
.visible_tiles
|
||||
.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
|
||||
|
||||
let p: Option<&Player> = player.get(ent);
|
||||
if let Some(_p) = p {
|
||||
for t in map.visible_tiles.iter_mut() {
|
||||
*t = false
|
||||
}
|
||||
for vis in viewshed.visible_tiles.iter() {
|
||||
let idx = map.xy_idx(vis.x, vis.y);
|
||||
map.revealed_tiles[idx] = true;
|
||||
map.visible_tiles[idx] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user