extern crate serde; use rltk::{GameState, Point}; use specs::prelude::*; use specs::saveload::{SimpleMarker, SimpleMarkerAllocator}; use components::*; use damage_system::DamageSystem; use map::*; use map_indexing_system::MapIndexingSystem; use melee_combat_system::MeleeCombatSystem; use monster_ai_system::*; use player::*; use visibility_system::*; use crate::gamelog::GameLog; use crate::healing_system::HealingSystem; use crate::hunger_system::HungerSystem; use crate::inventory_system::{ ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem, }; use crate::particle_system::ParticleSpawnSystem; use crate::trigger_system::TriggerSystem; mod components; mod damage_system; mod gamelog; mod gui; mod healing_system; mod hunger_system; mod inventory_system; mod map; pub mod map_builders; mod map_indexing_system; mod melee_combat_system; mod monster_ai_system; mod particle_system; mod player; mod random_table; mod rect; mod rex_assets; mod save_load_system; mod spawner; mod trigger_system; mod visibility_system; #[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, }, } pub struct State { pub ecs: World, } impl State { 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"); } // Build a new map and place the player let mut map_builder = map_builders::new_random_builder(1); let worldmap; let player_start; { let mut worldmap_resource = self.ecs.write_resource::(); map_builder.build_map(); *worldmap_resource = map_builder.get_map(); player_start = map_builder.get_starting_position(); worldmap = worldmap_resource.clone(); } // Spawn bad guys map_builder.spawn_entities(&mut self.ecs); // Place the player and update resources let (player_x, player_y) = (player_start.x, player_start.y); let player_entity = spawner::player(&mut self.ecs, player_x, player_y); let mut player_position = self.ecs.write_resource::(); *player_position = Point::new(player_x, player_y); let mut position_components = self.ecs.write_storage::(); let mut player_entity_writer = self.ecs.write_resource::(); *player_entity_writer = player_entity; let player_pos_comp = position_components.get_mut(player_entity); if let Some(player_pos_comp) = player_pos_comp { player_pos_comp.x = player_x; player_pos_comp.y = player_y; } // Mark the player's visibility as dirty let mut viewshed_components = self.ecs.write_storage::(); let vs = viewshed_components.get_mut(player_entity); if let Some(vs) = vs { vs.dirty = true; } } } impl State { fn entities_to_remove_on_level_change(&mut self) -> Vec { let entities = self.ecs.entities(); let player = self.ecs.read_storage::(); let backpack = self.ecs.read_storage::(); let player_entity = self.ecs.fetch::(); let equipped = self.ecs.read_storage::(); let mut to_delete: Vec = 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 mut map_builder; let worldmap; let current_depth; let player_start; { let mut worldmap_resource = self.ecs.write_resource::(); current_depth = worldmap_resource.depth; map_builder = map_builders::new_random_builder(current_depth + 1); map_builder.build_map(); *worldmap_resource = map_builder.get_map(); player_start = map_builder.get_starting_position(); worldmap = worldmap_resource.clone(); } map_builder.spawn_entities(&mut self.ecs); let (player_x, player_y) = (player_start.x, player_start.y); let mut player_position = self.ecs.write_resource::(); *player_position = Point::new(player_x, player_y); let mut position_components = self.ecs.write_storage::(); let player_entity = self.ecs.fetch::(); let player_pos_comp = position_components.get_mut(*player_entity); if let Some(player_pos) = player_pos_comp { player_pos.x = player_x; player_pos.y = player_y; } let mut viewshed_components = self.ecs.write_storage::(); let vs = viewshed_components.get_mut(*player_entity); if let Some(vs) = vs { vs.dirty = true; } let mut gamelog = self.ecs.fetch_mut::(); 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::(); 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); } } } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem {}; vis.run_now(&self.ecs); let mut mob = MonsterAI {}; mob.run_now(&self.ecs); let mut 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(); } } impl GameState for State { fn tick(&mut self, ctx: &mut rltk::Rltk) { let mut new_run_state; { let run_state = self.ecs.fetch::(); 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, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let hidden = self.ecs.read_storage::(); let map = self.ecs.fetch::(); let mut data = (&positions, &renderables, !&hidden) .join() .collect::>(); 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::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::(); 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::(); intent .insert( *self.ecs.fetch::(), 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::(); intent .insert( *self.ecs.fetch::(), 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::(); intent .insert( *self.ecs.fetch::(), 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::(); intent .insert( *self.ecs.fetch::(), 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::(); 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 } } } } { let mut run_writer = self.ecs.write_resource::(); *run_writer = new_run_state; } damage_system::delete_the_dead(&mut self.ecs); } } fn main() -> rltk::BError { use rltk::RltkBuilder; let mut context = RltkBuilder::simple80x50() .with_title("Roguelike Tutorial") .with_automatic_console_resize(false) .with_dimensions(80 * 3, 50 * 3) .build()?; context.with_post_scanlines(true); let mut gs = State { ecs: World::new() }; gs.ecs.insert(rltk::RandomNumberGenerator::new()); gs.ecs.insert(particle_system::ParticleBuilder::new()); gs.ecs.insert(rex_assets::RexAssets::new()); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::>(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.insert(SimpleMarkerAllocator::::new()); let mut map_builder = map_builders::new_random_builder(1); map_builder.build_map(); let player_pos = map_builder.get_starting_position(); let mut map = map_builder.get_map(); let (player_x, player_y) = (player_pos.x, player_pos.y); 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(player_entity); gs.ecs.insert(RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame, }); gs.ecs.insert(gamelog::GameLog { entries: vec!["Welcome to Rusty Roguelike".to_string()], }); rltk::main_loop(context, gs) }