542 lines
19 KiB
Rust
542 lines
19 KiB
Rust
extern crate serde;
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use rltk::{GameState, Point};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use components::*;
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use damage_system::DamageSystem;
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use map::*;
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use map_indexing_system::MapIndexingSystem;
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use melee_combat_system::MeleeCombatSystem;
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use monster_ai_system::*;
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use player::*;
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use visibility_system::*;
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use crate::gamelog::GameLog;
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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::trigger_system::TriggerSystem;
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mod components;
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mod damage_system;
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mod gamelog;
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mod gui;
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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_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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mod particle_system;
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mod player;
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mod random_table;
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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 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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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let mut context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.with_automatic_console_resize(false)
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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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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Name>();
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gs.ecs.register::<BlocksTile>();
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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gs.ecs.register::<Item>();
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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gs.ecs.register::<WantsToUseItem>();
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gs.ecs.register::<WantsToDropItem>();
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gs.ecs.register::<Consumable>();
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gs.ecs.register::<ProvidesHealing>();
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gs.ecs.register::<Ranged>();
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gs.ecs.register::<InflictsDamage>();
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gs.ecs.register::<AreaOfEffect>();
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gs.ecs.register::<Confusion>();
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gs.ecs.register::<SimpleMarker<SerializeMe>>();
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gs.ecs.register::<SerializationHelper>();
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gs.ecs.register::<Equippable>();
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gs.ecs.register::<Equipped>();
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gs.ecs.register::<MeleePowerBonus>();
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gs.ecs.register::<DefenseBonus>();
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gs.ecs.register::<WantsToRemoveItem>();
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gs.ecs.register::<ParticleLifetime>();
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gs.ecs.register::<HungerClock>();
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gs.ecs.register::<Heals>();
|
|
gs.ecs.register::<ProvidesFood>();
|
|
gs.ecs.register::<MagicMapper>();
|
|
gs.ecs.register::<Hidden>();
|
|
gs.ecs.register::<EntryTrigger>();
|
|
gs.ecs.register::<EntityMoved>();
|
|
gs.ecs.register::<SingleActivation>();
|
|
|
|
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::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)
|
|
}
|