Add more difficulty
This commit is contained in:
parent
e68fa87fc9
commit
fb5b70ce3b
1
savegame.json
Normal file
1
savegame.json
Normal file
File diff suppressed because one or more lines are too long
10
src/gui.rs
10
src/gui.rs
@ -53,6 +53,16 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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y += 1;
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}
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let map = ecs.fetch::<Map>();
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let depth = format!("Depth: {}", map.depth);
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ctx.print_color(
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2,
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43,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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&depth,
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);
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// Draw mouse
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let mouse_pos = ctx.mouse_pos();
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ctx.set_bg(mouse_pos.0, mouse_pos.1, RGB::named(rltk::MAGENTA));
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92
src/main.rs
92
src/main.rs
@ -13,6 +13,7 @@ use monster_ai_system::*;
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use player::*;
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use visibility_system::*;
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use crate::gamelog::GameLog;
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use crate::inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
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mod components;
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@ -25,6 +26,7 @@ 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 random_table;
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mod rect;
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mod save_load_system;
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mod spawner;
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@ -46,12 +48,94 @@ pub enum RunState {
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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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}
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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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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 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 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 worldmap;
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let current_depth;
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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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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
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worldmap = worldmap_resource.clone();
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}
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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let (player_x, player_y) = worldmap.rooms[0].center();
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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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@ -221,6 +305,10 @@ impl GameState for State {
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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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}
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{
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@ -269,13 +357,13 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors();
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let map = Map::new_map_rooms_and_corridors(1);
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let (player_x, player_y) = map.rooms[0].center();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room);
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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gs.ecs.insert(map);
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14
src/map.rs
14
src/map.rs
@ -10,6 +10,7 @@ use crate::rect::Rect;
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pub enum TileType {
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Wall,
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Floor,
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DownStairs,
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}
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pub const MAP_WIDTH: usize = 80;
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@ -27,6 +28,7 @@ pub struct Map {
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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 depth: i32,
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#[serde(skip_serializing)]
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#[serde(skip_deserializing)]
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@ -85,7 +87,7 @@ impl Map {
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}
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}
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pub fn new_map_rooms_and_corridors() -> Map {
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pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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@ -95,6 +97,7 @@ impl Map {
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visible_tiles: vec![false; MAP_COUNT],
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blocked: vec![false; MAP_COUNT],
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tile_content: vec![Vec::new(); MAP_COUNT],
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depth: new_depth,
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};
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const MAX_ROOMS: i32 = 30;
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@ -134,6 +137,10 @@ impl Map {
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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map
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}
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}
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@ -211,6 +218,11 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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fg = RGB::from_f32(0., 1.0, 0.);
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glyph = rltk::to_cp437('#');
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}
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TileType::DownStairs => {
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glyph = rltk::to_cp437('>');
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fg = RGB::from_f32(0., 1., 1.);
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}
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale()
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@ -4,10 +4,11 @@ use rltk::{Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use crate::gamelog::GameLog;
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use crate::spawner::player;
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use crate::{
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components::{CombatStats, Player, Position, Viewshed, WantsToMelee},
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map::Map,
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Item, RunState, State, WantsToPickupItem,
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Item, Monster, RunState, State, TileType, WantsToPickupItem,
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};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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@ -99,6 +100,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::Right | VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up | VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down | VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::Space => return skip_turn(&mut gs.ecs),
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VirtualKeyCode::Y => try_move_player(1, -1, &mut gs.ecs),
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VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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@ -107,9 +109,56 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::I => return RunState::ShowInventory,
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VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::Escape => return RunState::SaveGame,
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VirtualKeyCode::Period => {
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if try_next_level(&mut gs.ecs) {
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return RunState::NextLevel;
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}
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}
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_ => return RunState::AwaitingInput,
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},
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}
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RunState::PlayerTurn
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}
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fn skip_turn(ecs: &mut World) -> RunState {
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let player_entity = ecs.fetch::<Entity>();
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let viewshed_components = ecs.read_storage::<Viewshed>();
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let monsters = ecs.read_storage::<Monster>();
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let worldmap_resource = ecs.fetch::<Map>();
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let mut can_heal = true;
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let viewshed = viewshed_components.get(*player_entity).unwrap();
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for tile in viewshed.visible_tiles.iter() {
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let idx = worldmap_resource.xy_idx(tile.x, tile.y);
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for entity_id in worldmap_resource.tile_content[idx].iter() {
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if let Some(mob) = monsters.get(*entity_id) {
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can_heal = true;
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}
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}
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}
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if can_heal {
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let mut health_component = ecs.write_storage::<CombatStats>();
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let player_hp = health_component.get_mut(*player_entity).unwrap();
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player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
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}
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RunState::PlayerTurn
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}
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fn try_next_level(ecs: &mut World) -> bool {
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch::<Map>();
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let player_idx = map.xy_idx(player_pos.x, player_pos.y);
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if map.tiles[player_idx] == TileType::DownStairs {
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true
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} else {
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog
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.entries
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.push("There is no way down from here".to_string());
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false
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}
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}
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55
src/random_table.rs
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55
src/random_table.rs
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@ -0,0 +1,55 @@
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use rltk::RandomNumberGenerator;
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pub struct RandomEntry {
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name: String,
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weight: i32,
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}
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impl RandomEntry {
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pub fn new<S: ToString>(name: S, weight: i32) -> RandomEntry {
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RandomEntry {
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name: name.to_string(),
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weight,
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}
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}
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}
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#[derive(Default)]
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pub struct RandomTable {
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entries: Vec<RandomEntry>,
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total_weight: i32,
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}
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impl RandomTable {
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pub fn new() -> RandomTable {
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RandomTable {
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total_weight: 0,
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entries: Vec::new(),
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}
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}
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pub fn add<S: ToString>(mut self, name: S, weight: i32) -> RandomTable {
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self.total_weight += weight;
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self.entries.push(RandomEntry::new(name, weight));
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self
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}
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pub fn roll(&self, rng: &mut RandomNumberGenerator) -> String {
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if self.total_weight == 0 {
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return "None".to_string();
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}
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let mut roll = rng.roll_dice(1, self.total_weight) - 1;
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let mut index: usize = 0;
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while roll > 0 {
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if roll < self.entries[index].weight {
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return self.entries[index].name.clone();
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}
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roll -= self.entries[index].weight;
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index += 1;
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}
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"None".to_string()
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}
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}
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@ -1,7 +1,10 @@
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use std::collections::HashMap;
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use rltk::{FontCharType, RandomNumberGenerator, RGB};
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use specs::prelude::*;
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use specs::saveload::{MarkedBuilder, SimpleMarker};
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use crate::random_table::RandomTable;
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use crate::rect::Rect;
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use crate::{
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AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, InflictsDamage, Item, Monster,
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@ -40,18 +43,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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.build()
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}
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pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
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let roll: i32;
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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roll = rng.roll_dice(1, 2);
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}
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match roll {
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1 => orc(ecs, x, y),
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_ => goblin(ecs, x, y),
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}
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}
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fn orc(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('o'), "Orc")
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}
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@ -89,52 +80,45 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: FontCharType, na
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.build();
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}
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pub fn spawn_room(ecs: &mut World, room: &Rect) {
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let mut monster_spawn_points: Vec<usize> = Vec::new();
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let mut item_spawn_points: Vec<usize> = Vec::new();
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#[allow(clippy::map_entry)]
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pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
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let spawn_table = room_table(map_depth);
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let mut spawn_points: HashMap<usize, String> = HashMap::new();
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let num_monsters = rng.roll_dice(1, MAX_MONSTER + 2) - 3;
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let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3;
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let num_spawns = rng.roll_dice(1, MAX_MONSTER + 3) + (map_depth - 1) - 3;
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for _i in 0..num_monsters {
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for _i in 0..num_spawns {
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let mut added = false;
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while !added {
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let mut tried = 0;
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while !added && tried < 20 {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAP_WIDTH) + x;
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if !monster_spawn_points.contains(&idx) {
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monster_spawn_points.push(idx);
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added = true;
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}
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}
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}
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for _i in 0..num_items {
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let mut added = false;
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while !added {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAP_WIDTH) + x;
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if !item_spawn_points.contains(&idx) {
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item_spawn_points.push(idx);
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if !spawn_points.contains_key(&idx) {
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spawn_points.insert(idx, spawn_table.roll(&mut rng));
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added = true;
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} else {
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tried += 1;
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}
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}
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}
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}
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for idx in monster_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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random_monster(ecs, x as i32, y as i32);
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}
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for spawn in spawn_points.iter() {
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let x = (*spawn.0 % MAP_WIDTH) as i32;
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let y = (*spawn.0 / MAP_WIDTH) as i32;
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for idx in item_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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random_item(ecs, x as i32, y as i32);
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match spawn.1.as_ref() {
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"Goblin" => goblin(ecs, x, y),
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"Orc" => orc(ecs, x, y),
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"Health Potion" => health_potion(ecs, x, y),
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"Fireball Scroll" => fireball_scroll(ecs, x, y),
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"Confusion Scroll" => confusion_scroll(ecs, x, y),
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"Magic Missile Scroll" => magic_missile_scroll(ecs, x, y),
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_ => {}
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}
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}
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||||
}
|
||||
|
||||
@ -218,16 +202,12 @@ pub fn confusion_scroll(ecs: &mut World, x: i32, y: i32) {
|
||||
.build();
|
||||
}
|
||||
|
||||
pub fn random_item(ecs: &mut World, x: i32, y: i32) {
|
||||
let roll: i32;
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
roll = rng.roll_dice(1, 4);
|
||||
}
|
||||
match roll {
|
||||
1 => health_potion(ecs, x, y),
|
||||
2 => fireball_scroll(ecs, x, y),
|
||||
3 => confusion_scroll(ecs, x, y),
|
||||
_ => magic_missile_scroll(ecs, x, y),
|
||||
}
|
||||
pub fn room_table(map_depth: i32) -> RandomTable {
|
||||
RandomTable::new()
|
||||
.add("Goblin", 10)
|
||||
.add("Orc", 1 + map_depth)
|
||||
.add("Health Potion", 7)
|
||||
.add("Fireball Scroll", 2 + map_depth)
|
||||
.add("Confusion Scroll", 2 + map_depth)
|
||||
.add("Magic Missile Scroll", 4)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user