roguelike/src/main.rs

542 lines
19 KiB
Rust

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>();
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::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*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::<Viewshed>();
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<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 mut map_builder;
let worldmap;
let current_depth;
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
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::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
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::<Viewshed>();
let vs = viewshed_components.get_mut(*player_entity);
if let Some(vs) = vs {
vs.dirty = true;
}
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);
}
}
}
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::<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, 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 }
}
}
}
{
let mut run_writer = self.ecs.write_resource::<RunState>();
*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::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
gs.ecs.register::<Item>();
gs.ecs.register::<InBackpack>();
gs.ecs.register::<WantsToPickupItem>();
gs.ecs.register::<WantsToUseItem>();
gs.ecs.register::<WantsToDropItem>();
gs.ecs.register::<Consumable>();
gs.ecs.register::<ProvidesHealing>();
gs.ecs.register::<Ranged>();
gs.ecs.register::<InflictsDamage>();
gs.ecs.register::<AreaOfEffect>();
gs.ecs.register::<Confusion>();
gs.ecs.register::<SimpleMarker<SerializeMe>>();
gs.ecs.register::<SerializationHelper>();
gs.ecs.register::<Equippable>();
gs.ecs.register::<Equipped>();
gs.ecs.register::<MeleePowerBonus>();
gs.ecs.register::<DefenseBonus>();
gs.ecs.register::<WantsToRemoveItem>();
gs.ecs.register::<ParticleLifetime>();
gs.ecs.register::<HungerClock>();
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)
}