Refactor
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File diff suppressed because one or more lines are too long
455
src/main.rs
455
src/main.rs
@ -14,13 +14,16 @@ use player::*;
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use visibility_system::*;
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use crate::gamelog::GameLog;
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use crate::gui::MainMenuSelection;
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use crate::healing_system::HealingSystem;
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use crate::hunger_system::HungerSystem;
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use crate::inventory_system::{
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ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem,
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};
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use crate::particle_system::ParticleSpawnSystem;
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use crate::state::{RunState, State};
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use crate::trigger_system::TriggerSystem;
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use crate::RunState::MapGeneration;
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mod components;
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mod damage_system;
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@ -30,7 +33,7 @@ mod healing_system;
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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_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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@ -41,428 +44,11 @@ mod rect;
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mod rex_assets;
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mod save_load_system;
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mod spawner;
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mod state;
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mod trigger_system;
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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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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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}
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pub struct State {
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pub ecs: World,
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}
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impl State {
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pub 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.delete_entity(*del).expect("Deletion failed");
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}
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// Build a new map and place the player
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let mut map_builder = map_builders::new_random_builder(1);
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let worldmap;
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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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map_builder.build_map();
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*worldmap_resource = map_builder.get_map();
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player_start = map_builder.get_starting_position();
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worldmap = worldmap_resource.clone();
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}
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// Spawn bad guys
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map_builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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let mut position_components = self.ecs.write_storage::<Position>();
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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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let player_pos_comp = position_components.get_mut(player_entity);
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if let Some(player_pos_comp) = player_pos_comp {
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player_pos_comp.x = player_x;
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player_pos_comp.y = player_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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let vs = viewshed_components.get_mut(player_entity);
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if let Some(vs) = vs {
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vs.dirty = true;
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}
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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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let p = player.get(entity);
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if let Some(_p) = p {
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should_delete = false;
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}
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let bp = backpack.get(entity);
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if let Some(bp) = bp {
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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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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("Unable to delete entity")
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}
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let mut map_builder;
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let worldmap;
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let current_depth;
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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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current_depth = worldmap_resource.depth;
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map_builder = map_builders::new_random_builder(current_depth + 1);
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map_builder.build_map();
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*worldmap_resource = map_builder.get_map();
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player_start = map_builder.get_starting_position();
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worldmap = worldmap_resource.clone();
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}
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map_builder.spawn_entities(&mut self.ecs);
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let (player_x, player_y) = (player_start.x, player_start.y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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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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let player_pos_comp = position_components.get_mut(*player_entity);
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if let Some(player_pos) = player_pos_comp {
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player_pos.x = player_x;
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player_pos.y = player_y;
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}
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let vs = viewshed_components.get_mut(*player_entity);
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if let Some(vs) = vs {
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vs.dirty = true;
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}
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let mut gamelog = self.ecs.fetch_mut::<GameLog>();
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gamelog
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.entries
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.push("You descend to the next level, and take a moment to heal".to_string());
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let player_health = player_health_store.get_mut(*player_entity);
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if let Some(player_health) = player_health {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
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}
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}
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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 trigger = TriggerSystem {};
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trigger.run_now(&self.ecs);
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let mut map_index = MapIndexingSystem {};
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map_index.run_now(&self.ecs);
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let mut melee_system = MeleeCombatSystem {};
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melee_system.run_now(&self.ecs);
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let mut damage_system = DamageSystem {};
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damage_system.run_now(&self.ecs);
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let mut healing_system = HealingSystem {};
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healing_system.run_now(&self.ecs);
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let mut inventory = ItemCollectionSystem {};
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inventory.run_now(&self.ecs);
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let mut potions = ItemUseSystem {};
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potions.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 remove_items = ItemRemoveSystem {};
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remove_items.run_now(&self.ecs);
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let mut hunger = HungerSystem {};
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hunger.run_now(&self.ecs);
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let mut particle_spawn = ParticleSpawnSystem {};
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particle_spawn.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::Rltk) {
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let mut new_run_state;
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{
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let run_state = self.ecs.fetch::<RunState>();
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new_run_state = *run_state;
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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 new_run_state {
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RunState::MainMenu { .. } => {}
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_ => {
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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 hidden = self.ecs.read_storage::<Hidden>();
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let map = self.ecs.fetch::<Map>();
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let mut data = (&positions, &renderables, !&hidden)
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.join()
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.collect::<Vec<_>>();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render, _hidden) in data.iter() {
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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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gui::draw_ui(&self.ecs, ctx);
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}
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}
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match new_run_state {
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RunState::PreRun => {
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self.run_systems();
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new_run_state = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => new_run_state = player_input(self, ctx),
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RunState::PlayerTurn => {
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self.run_systems();
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new_run_state = RunState::MonsterTurn;
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match *self.ecs.fetch::<RunState>() {
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RunState::MagicMapReveal { .. } => {
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new_run_state = RunState::MagicMapReveal { row: 0 }
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}
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_ => {
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new_run_state = RunState::MonsterTurn;
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}
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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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new_run_state = 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 => new_run_state = 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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let is_item_ranged = is_ranged.get(item_entity);
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if let Some(is_item_ranged) = is_item_ranged {
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new_run_state = 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("Unable to insert intent");
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new_run_state = 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 => new_run_state = 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("Unable to insert intent");
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new_run_state = 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 => new_run_state = 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("Unable to insert intent");
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new_run_state = RunState::PlayerTurn;
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}
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}
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}
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RunState::MainMenu { .. } => {
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let result = gui::main_menu(self, ctx);
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match result {
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gui::MainMenuResult::NoSelection { selected } => {
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new_run_state = 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 => new_run_state = RunState::PreRun,
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gui::MainMenuSelection::LoadGame => {
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save_load_system::load_game(&mut self.ecs);
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new_run_state = RunState::AwaitingInput;
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save_load_system::delete_save();
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}
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gui::MainMenuSelection::Quit => ::std::process::exit(0),
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},
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}
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}
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RunState::SaveGame => {
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save_load_system::save_game(&mut self.ecs);
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new_run_state = RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::Quit,
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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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new_run_state = RunState::PreRun;
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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 => new_run_state = 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");
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new_run_state = RunState::PlayerTurn;
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}
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}
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}
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RunState::GameOver => {
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let result = gui::game_over(ctx);
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match result {
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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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new_run_state = 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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}
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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 as usize == MAP_HEIGHT - 1 {
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new_run_state = RunState::MonsterTurn;
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} else {
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new_run_state = 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 run_writer = self.ecs.write_resource::<RunState>();
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*run_writer = new_run_state;
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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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const SHOW_MAPGEN_VISUALIZER: bool = true;
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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@ -472,11 +58,7 @@ fn main() -> rltk::BError {
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.with_dimensions(80 * 3, 50 * 3)
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.build()?;
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context.with_post_scanlines(true);
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let mut gs = State { ecs: World::new() };
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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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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let mut gs = State::new();
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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@ -518,24 +100,19 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let mut map_builder = map_builders::new_random_builder(1);
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map_builder.build_map();
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let player_pos = map_builder.get_starting_position();
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let mut map = map_builder.get_map();
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let (player_x, player_y) = (player_pos.x, player_pos.y);
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|
||||
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
|
||||
map_builder.spawn_entities(&mut gs.ecs);
|
||||
|
||||
gs.ecs.insert(map);
|
||||
gs.ecs.insert(Point::new(player_x, player_y));
|
||||
gs.ecs.insert(Map::new(1));
|
||||
gs.ecs.insert(Point::new(0, 0));
|
||||
gs.ecs.insert(rltk::RandomNumberGenerator::new());
|
||||
let player_entity = spawner::player(&mut gs.ecs, 0, 0);
|
||||
gs.ecs.insert(player_entity);
|
||||
gs.ecs.insert(RunState::MainMenu {
|
||||
menu_selection: gui::MainMenuSelection::NewGame,
|
||||
});
|
||||
gs.ecs.insert(RunState::MapGeneration {});
|
||||
gs.ecs.insert(gamelog::GameLog {
|
||||
entries: vec!["Welcome to Rusty Roguelike".to_string()],
|
||||
});
|
||||
gs.ecs.insert(particle_system::ParticleBuilder::new());
|
||||
gs.ecs.insert(rex_assets::RexAssets::new());
|
||||
|
||||
gs.generate_world_map(1);
|
||||
|
||||
rltk::main_loop(context, gs)
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
use std::collections::HashSet;
|
||||
|
||||
use rltk::{Algorithm2D, BaseMap, FontCharType, Point, RGB, Rltk};
|
||||
use rltk::{Algorithm2D, BaseMap, FontCharType, Point, Rltk, RGB};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use specs::prelude::*;
|
||||
|
||||
@ -128,9 +128,7 @@ impl Algorithm2D for Map {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
|
||||
let map = ecs.fetch::<Map>();
|
||||
|
||||
pub fn draw_map(map: &Map, ctx: &mut Rltk) {
|
||||
let mut y = 0;
|
||||
let mut x = 0;
|
||||
for (idx, tile) in map.tiles.iter().enumerate() {
|
||||
|
@ -1,16 +1,18 @@
|
||||
use specs::World;
|
||||
|
||||
use crate::{Map, Position};
|
||||
use crate::map_builders::simple_map::SimpleMapBuilder;
|
||||
use crate::{Map, Position};
|
||||
|
||||
pub mod common;
|
||||
pub mod simple_map;
|
||||
mod common;
|
||||
mod simple_map;
|
||||
|
||||
pub trait MapBuilder {
|
||||
fn build_map(&mut self);
|
||||
fn spawn_entities(&mut self, ecs: &mut World);
|
||||
fn get_map(&self) -> Map;
|
||||
fn get_starting_position(&self) -> Position;
|
||||
fn get_snapshot_history(&self) -> Vec<Map>;
|
||||
fn take_snapshot(&mut self);
|
||||
}
|
||||
|
||||
pub fn new_random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
|
||||
|
@ -1,15 +1,16 @@
|
||||
use rltk::RandomNumberGenerator;
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::{Map, Position, spawner, TileType};
|
||||
use crate::map_builders::{common, MapBuilder};
|
||||
use crate::rect::Rect;
|
||||
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
|
||||
|
||||
pub struct SimpleMapBuilder {
|
||||
map: Map,
|
||||
starting_position: Position,
|
||||
depth: i32,
|
||||
rooms: Vec<Rect>,
|
||||
history: Vec<Map>,
|
||||
}
|
||||
|
||||
impl SimpleMapBuilder {
|
||||
@ -19,6 +20,7 @@ impl SimpleMapBuilder {
|
||||
map: Map::new(new_depth),
|
||||
depth: new_depth,
|
||||
rooms: Vec::new(),
|
||||
history: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -43,6 +45,7 @@ impl SimpleMapBuilder {
|
||||
}
|
||||
if ok {
|
||||
common::apply_room_to_map(&mut self.map, &new_room);
|
||||
self.take_snapshot();
|
||||
|
||||
if !self.rooms.is_empty() {
|
||||
let (new_x, new_y) = new_room.center();
|
||||
@ -57,6 +60,7 @@ impl SimpleMapBuilder {
|
||||
}
|
||||
|
||||
self.rooms.push(new_room);
|
||||
self.take_snapshot();
|
||||
}
|
||||
}
|
||||
|
||||
@ -65,7 +69,10 @@ impl SimpleMapBuilder {
|
||||
self.map.tiles[stairs_idx] = TileType::DownStairs;
|
||||
|
||||
let start_pos = self.rooms[0].center();
|
||||
self.starting_position = Position { x: start_pos.0, y: start_pos.1 }
|
||||
self.starting_position = Position {
|
||||
x: start_pos.0,
|
||||
y: start_pos.1,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -87,4 +94,18 @@ impl MapBuilder for SimpleMapBuilder {
|
||||
fn get_starting_position(&self) -> Position {
|
||||
self.starting_position.clone()
|
||||
}
|
||||
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
self.history.clone()
|
||||
}
|
||||
|
||||
fn take_snapshot(&mut self) {
|
||||
if SHOW_MAPGEN_VISUALIZER {
|
||||
let mut snapshot = self.map.clone();
|
||||
for v in snapshot.revealed_tiles.iter_mut() {
|
||||
*v = true;
|
||||
}
|
||||
self.history.push(snapshot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
432
src/state.rs
Normal file
432
src/state.rs
Normal file
@ -0,0 +1,432 @@
|
||||
use specs::prelude::*;
|
||||
|
||||
use crate::*;
|
||||
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub enum RunState {
|
||||
AwaitingInput,
|
||||
PreRun,
|
||||
PlayerTurn,
|
||||
MonsterTurn,
|
||||
ShowInventory,
|
||||
ShowDropItem,
|
||||
ShowTargeting {
|
||||
range: i32,
|
||||
item: Entity,
|
||||
},
|
||||
MainMenu {
|
||||
menu_selection: gui::MainMenuSelection,
|
||||
},
|
||||
SaveGame,
|
||||
NextLevel,
|
||||
ShowRemoveItem,
|
||||
GameOver,
|
||||
MagicMapReveal {
|
||||
row: i32,
|
||||
},
|
||||
MapGeneration,
|
||||
}
|
||||
|
||||
pub struct State {
|
||||
pub ecs: World,
|
||||
mapgen_next_state: Option<RunState>,
|
||||
mapgen_history: Vec<Map>,
|
||||
mapgen_index: usize,
|
||||
mapgen_timer: f32,
|
||||
}
|
||||
|
||||
impl State {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
ecs: World::new(),
|
||||
mapgen_history: Vec::new(),
|
||||
mapgen_index: 0,
|
||||
mapgen_timer: 0.,
|
||||
mapgen_next_state: Some(RunState::MainMenu {
|
||||
menu_selection: MainMenuSelection::NewGame,
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
pub 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("Deletion failed");
|
||||
}
|
||||
|
||||
{
|
||||
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
|
||||
}
|
||||
|
||||
self.generate_world_map(1);
|
||||
}
|
||||
|
||||
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>();
|
||||
let equipped = self.ecs.read_storage::<Equipped>();
|
||||
|
||||
let mut to_delete: Vec<Entity> = Vec::new();
|
||||
for entity in entities.join() {
|
||||
let mut should_delete = true;
|
||||
|
||||
let p = player.get(entity);
|
||||
if let Some(_p) = p {
|
||||
should_delete = false;
|
||||
}
|
||||
|
||||
let bp = backpack.get(entity);
|
||||
if let Some(bp) = bp {
|
||||
if bp.owner == *player_entity {
|
||||
should_delete = false;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(eq) = equipped.get(entity) {
|
||||
if eq.owner == *player_entity {
|
||||
should_delete = false;
|
||||
}
|
||||
}
|
||||
|
||||
if should_delete {
|
||||
to_delete.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
to_delete
|
||||
}
|
||||
|
||||
fn goto_next_level(&mut self) {
|
||||
let to_delete = self.entities_to_remove_on_level_change();
|
||||
for target in to_delete {
|
||||
self.ecs
|
||||
.delete_entity(target)
|
||||
.expect("Unable to delete entity")
|
||||
}
|
||||
|
||||
let current_depth;
|
||||
{
|
||||
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
||||
current_depth = worldmap_resource.depth;
|
||||
}
|
||||
self.generate_world_map(current_depth + 1);
|
||||
|
||||
let player_entity = self.ecs.fetch::<Entity>();
|
||||
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
|
||||
gamelog
|
||||
.entries
|
||||
.push("You descend to the next level, and take a moment to heal".to_string());
|
||||
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
|
||||
let player_health = player_health_store.get_mut(*player_entity);
|
||||
if let Some(player_health) = player_health {
|
||||
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
|
||||
}
|
||||
}
|
||||
|
||||
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 trigger = TriggerSystem {};
|
||||
trigger.run_now(&self.ecs);
|
||||
|
||||
let mut map_index = MapIndexingSystem {};
|
||||
map_index.run_now(&self.ecs);
|
||||
|
||||
let mut melee_system = MeleeCombatSystem {};
|
||||
melee_system.run_now(&self.ecs);
|
||||
|
||||
let mut damage_system = DamageSystem {};
|
||||
damage_system.run_now(&self.ecs);
|
||||
|
||||
let mut healing_system = HealingSystem {};
|
||||
healing_system.run_now(&self.ecs);
|
||||
|
||||
let mut inventory = ItemCollectionSystem {};
|
||||
inventory.run_now(&self.ecs);
|
||||
|
||||
let mut potions = ItemUseSystem {};
|
||||
potions.run_now(&self.ecs);
|
||||
|
||||
let mut drop_items = ItemDropSystem {};
|
||||
drop_items.run_now(&self.ecs);
|
||||
|
||||
let mut remove_items = ItemRemoveSystem {};
|
||||
remove_items.run_now(&self.ecs);
|
||||
|
||||
let mut hunger = HungerSystem {};
|
||||
hunger.run_now(&self.ecs);
|
||||
|
||||
let mut particle_spawn = ParticleSpawnSystem {};
|
||||
particle_spawn.run_now(&self.ecs);
|
||||
|
||||
self.ecs.maintain();
|
||||
}
|
||||
|
||||
pub fn generate_world_map(&mut self, new_depth: i32) {
|
||||
self.mapgen_index = 0;
|
||||
self.mapgen_timer = 0.0;
|
||||
self.mapgen_history.clear();
|
||||
|
||||
let mut map_builder = map_builders::new_random_builder(new_depth);
|
||||
map_builder.build_map();
|
||||
self.mapgen_history = map_builder.get_snapshot_history();
|
||||
let player_start;
|
||||
{
|
||||
let mut world_map_resource = self.ecs.write_resource::<Map>();
|
||||
*world_map_resource = map_builder.get_map();
|
||||
player_start = map_builder.get_starting_position();
|
||||
}
|
||||
|
||||
map_builder.spawn_entities(&mut self.ecs);
|
||||
|
||||
let (player_x, player_y) = (player_start.x, player_start.y);
|
||||
let mut player_pos = self.ecs.write_resource::<Point>();
|
||||
*player_pos = Point::new(player_x, player_y);
|
||||
let mut pos_comp = self.ecs.write_storage::<Position>();
|
||||
let player_entity = self.ecs.fetch::<Entity>();
|
||||
if let Some(player_pos_comp) = pos_comp.get_mut(*player_entity) {
|
||||
player_pos_comp.x = player_x;
|
||||
player_pos_comp.y = player_y;
|
||||
}
|
||||
|
||||
let mut viewshed_comp = self.ecs.write_storage::<Viewshed>();
|
||||
if let Some(vs) = viewshed_comp.get_mut(*player_entity) {
|
||||
vs.dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl GameState for State {
|
||||
fn tick(&mut self, ctx: &mut rltk::Rltk) {
|
||||
let mut new_run_state;
|
||||
{
|
||||
let run_state = self.ecs.fetch::<RunState>();
|
||||
new_run_state = *run_state;
|
||||
}
|
||||
|
||||
ctx.cls();
|
||||
particle_system::cull_dead_particles(&mut self.ecs, ctx);
|
||||
|
||||
match new_run_state {
|
||||
RunState::MainMenu { .. } => {}
|
||||
_ => {
|
||||
draw_map(&self.ecs.fetch::<Map>(), ctx);
|
||||
|
||||
let positions = self.ecs.read_storage::<Position>();
|
||||
let renderables = self.ecs.read_storage::<Renderable>();
|
||||
let hidden = self.ecs.read_storage::<Hidden>();
|
||||
let map = self.ecs.fetch::<Map>();
|
||||
|
||||
let mut data = (&positions, &renderables, !&hidden)
|
||||
.join()
|
||||
.collect::<Vec<_>>();
|
||||
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
|
||||
for (pos, render, _hidden) in data.iter() {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
match new_run_state {
|
||||
RunState::PreRun => {
|
||||
self.run_systems();
|
||||
new_run_state = RunState::AwaitingInput;
|
||||
}
|
||||
RunState::AwaitingInput => new_run_state = player_input(self, ctx),
|
||||
RunState::PlayerTurn => {
|
||||
self.run_systems();
|
||||
new_run_state = RunState::MonsterTurn;
|
||||
match *self.ecs.fetch::<RunState>() {
|
||||
RunState::MagicMapReveal { .. } => {
|
||||
new_run_state = RunState::MagicMapReveal { row: 0 }
|
||||
}
|
||||
_ => {
|
||||
new_run_state = RunState::MonsterTurn;
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::MonsterTurn => {
|
||||
self.run_systems();
|
||||
new_run_state = RunState::AwaitingInput;
|
||||
}
|
||||
RunState::ShowInventory => {
|
||||
let result = gui::show_inventory(self, ctx);
|
||||
match result.0 {
|
||||
gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
|
||||
gui::ItemMenuResult::NoResponse => {}
|
||||
gui::ItemMenuResult::Selected => {
|
||||
let item_entity = result.1.unwrap();
|
||||
let is_ranged = self.ecs.read_storage::<Ranged>();
|
||||
let is_item_ranged = is_ranged.get(item_entity);
|
||||
if let Some(is_item_ranged) = is_item_ranged {
|
||||
new_run_state = 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("Unable to insert intent");
|
||||
new_run_state = RunState::PlayerTurn;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::ShowDropItem => {
|
||||
let result = gui::drop_item_menu(self, ctx);
|
||||
match result.0 {
|
||||
gui::ItemMenuResult::Cancel => new_run_state = 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("Unable to insert intent");
|
||||
new_run_state = RunState::PlayerTurn;
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::ShowTargeting { range, item } => {
|
||||
let result = gui::ranged_target(self, ctx, range);
|
||||
match result.0 {
|
||||
gui::ItemMenuResult::Cancel => new_run_state = 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("Unable to insert intent");
|
||||
new_run_state = RunState::PlayerTurn;
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::MainMenu { .. } => {
|
||||
let result = gui::main_menu(self, ctx);
|
||||
match result {
|
||||
gui::MainMenuResult::NoSelection { selected } => {
|
||||
new_run_state = RunState::MainMenu {
|
||||
menu_selection: selected,
|
||||
}
|
||||
}
|
||||
gui::MainMenuResult::Selected { selected } => match selected {
|
||||
gui::MainMenuSelection::NewGame => new_run_state = RunState::PreRun,
|
||||
gui::MainMenuSelection::LoadGame => {
|
||||
save_load_system::load_game(&mut self.ecs);
|
||||
new_run_state = RunState::AwaitingInput;
|
||||
save_load_system::delete_save();
|
||||
}
|
||||
gui::MainMenuSelection::Quit => ::std::process::exit(0),
|
||||
},
|
||||
}
|
||||
}
|
||||
RunState::SaveGame => {
|
||||
save_load_system::save_game(&mut self.ecs);
|
||||
new_run_state = RunState::MainMenu {
|
||||
menu_selection: gui::MainMenuSelection::Quit,
|
||||
};
|
||||
}
|
||||
RunState::NextLevel => {
|
||||
self.goto_next_level();
|
||||
new_run_state = RunState::PreRun;
|
||||
}
|
||||
RunState::ShowRemoveItem => {
|
||||
let result = gui::remove_item_menu(self, ctx);
|
||||
match result.0 {
|
||||
gui::ItemMenuResult::Cancel => new_run_state = 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");
|
||||
new_run_state = RunState::PlayerTurn;
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::GameOver => {
|
||||
let result = gui::game_over(ctx);
|
||||
match result {
|
||||
gui::GameOverResult::NoSelection => {}
|
||||
gui::GameOverResult::QuitToMenu => {
|
||||
self.game_over_cleanup();
|
||||
new_run_state = RunState::MainMenu {
|
||||
menu_selection: gui::MainMenuSelection::NewGame,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
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 as usize == MAP_HEIGHT - 1 {
|
||||
new_run_state = RunState::MonsterTurn;
|
||||
} else {
|
||||
new_run_state = RunState::MagicMapReveal { row: row + 1 }
|
||||
}
|
||||
}
|
||||
RunState::MapGeneration => {
|
||||
if !SHOW_MAPGEN_VISUALIZER {
|
||||
new_run_state = self.mapgen_next_state.unwrap();
|
||||
}
|
||||
ctx.cls();
|
||||
draw_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() {
|
||||
new_run_state = self.mapgen_next_state.unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
let mut run_writer = self.ecs.write_resource::<RunState>();
|
||||
*run_writer = new_run_state;
|
||||
}
|
||||
damage_system::delete_the_dead(&mut self.ecs);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user