Browse Source

Chapter5/monsters

Simon Watson 1 year ago
parent
commit
9db5941af8
6 changed files with 303 additions and 67 deletions
  1. 8 0
      src/components.rs
  2. 70 8
      src/main.rs
  3. 139 49
      src/map.rs
  4. 19 0
      src/monster_ai_system.rs
  5. 30 10
      src/player.rs
  6. 37 0
      src/visibility_system.rs

+ 8 - 0
src/components.rs

@@ -4,7 +4,15 @@ use rltk::{RGB};
 
 // COMPONENTS
 
+#[derive(Component, Debug)]
+pub struct Monster {}
 
+#[derive(Component)]
+pub struct Viewshed {
+    pub visible_tiles : Vec<rltk::Point>,
+    pub range : i32,
+    pub dirty: bool
+}
 
 #[derive(Component)]
 pub struct Position {

+ 70 - 8
src/main.rs

@@ -9,27 +9,55 @@ mod player;
 use player::*;
 mod rect;
 pub use rect::Rect;
+mod visibility_system;
+use visibility_system::VisibilitySystem;
+mod monster_ai_system;
+use monster_ai_system::MonsterAI;
 
 // ***** //
 // STATE //
+
+#[derive(PartialEq, Copy, Clone)]
+pub enum RunState { 
+    Paused, 
+    Running 
+}
+
 pub struct State {
-    pub ecs: World
+    pub ecs: World,
+    pub runstate: RunState
+}
+
+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);
+        self.ecs.maintain();
+    }
 }
 
 impl GameState for State {
     fn tick(&mut self, ctx : &mut Rltk) {
         ctx.cls();
         
-        player_input(self, ctx);
+        if self.runstate == RunState::Running {
+            self.run_systems();
+            self.runstate = RunState::Paused;
+        } else {
+            self.runstate = player_input(self, ctx);
+        }
 
-        let map = self.ecs.fetch::<Vec<map::TileType>>();
-        draw_map(&map, ctx);
+        draw_map(&self.ecs, ctx);
 
         let positions = self.ecs.read_storage::<Position>();
         let renderables = self.ecs.read_storage::<Renderable>();
+        let map = self.ecs.fetch::<Map>();
 
         for (pos, render) in (&positions, &renderables).join() {
-            ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
+            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) }
         }
         
     }
@@ -44,22 +72,56 @@ fn main() -> rltk::BError {
         .with_title("Roguelike Tutorial")
         .build()?;
     let mut gs = State{ 
-        ecs: World::new()
+        ecs: World::new(),
+        runstate: RunState::Running
     };
+
     gs.ecs.register::<Position>();
     gs.ecs.register::<Renderable>();
     gs.ecs.register::<Player>();
+    gs.ecs.register::<Viewshed>();
+    gs.ecs.register::<Monster>();
+
+    let map = Map::new_map_rooms_and_corridors();
+    let (player_x, player_y) = map.rooms[0].center();
+
+    let mut rng = rltk::RandomNumberGenerator::new();
+    for room in map.rooms.iter().skip(1) {
+        let (x,y) = room.center();
+    
+        let glyph : rltk::FontCharType;
+        let roll = rng.roll_dice(1, 2);
+        match roll {
+            1 => { glyph = rltk::to_cp437('g') }
+            _ => { glyph = rltk::to_cp437('o') }
+        }
+    
+        gs.ecs.create_entity()
+            .with(Position{ x, y })
+            .with(Renderable{
+                glyph: glyph,
+                fg: RGB::named(rltk::RED),
+                bg: RGB::named(rltk::BLACK),
+            })
+            .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
+            .with(Monster{})
+            .build();
+    }
+
+    gs.ecs.insert(map);
+
     gs.ecs
         .create_entity()
-        .with(Position { x: 40, y: 25 })
+        .with(Position { x: player_x, y: player_y })
         .with(Renderable {
             glyph: rltk::to_cp437('@'),
             fg: RGB::named(rltk::YELLOW),
             bg: RGB::named(rltk::BLACK),
     })
     .with(Player{})
+    .with(Viewshed{ visible_tiles : Vec::new(), range : 8, dirty: true })
     .build();
-    gs.ecs.insert(new_map_rooms_and_corridors());
+    
 
     rltk::main_loop(context, gs)
 }

+ 139 - 49
src/map.rs

@@ -1,6 +1,7 @@
-use rltk::{ RGB, Rltk};
+use rltk::{RandomNumberGenerator, RGB, Rltk, Algorithm2D, Point, BaseMap};
 use super::{Rect};
 use std::cmp::{max, min};
+use specs::prelude::*;
 
 #[derive(PartialEq, Copy, Clone)]
 pub enum TileType {
@@ -8,73 +9,161 @@ pub enum TileType {
     Floor
 }
 
-pub fn xy_idx(x: i32, y: i32) -> usize {
-    (y as usize * 80) + x as usize
+pub struct Map {
+    pub tiles: Vec<TileType>,
+    pub rooms: Vec<Rect>,
+    pub width: i32,
+    pub height: i32,
+    pub revealed_tiles : Vec<bool>,
+    pub visible_tiles: Vec<bool>
 }
-
-/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
-/// look awful.
-pub fn new_map_test() -> Vec<TileType> {
-    let mut map = vec![TileType::Floor; 80*50];
-
-    // Make the boundaries walls
-    for x in 0..80 {
-        map[xy_idx(x, 0)] = TileType::Wall;
-        map[xy_idx(x, 49)] = TileType::Wall;
-    }
-    for y in 0..50 {
-        map[xy_idx(0, y)] = TileType::Wall;
-        map[xy_idx(79, y)] = TileType::Wall;
+impl Map {
+    pub fn xy_idx(&self, x: i32, y: i32) -> usize {
+        (y as usize * self.width as usize) + x as usize
     }
 
-    // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
-    // First, obtain the thread-local RNG:
-    let mut rng = rltk::RandomNumberGenerator::new();
+    fn apply_room_to_map(&mut self, room: &Rect) {
+        for y in room.y1 +1 ..= room.y2 {
+            for x in room.x1 + 1 ..= room.x2 {
+                let idx = self.xy_idx(x,y);
+                self.tiles[idx] = TileType::Floor;
+            }
+        }
+    }
 
-    for _i in 0..400 {
-        let x = rng.roll_dice(1, 79);
-        let y = rng.roll_dice(1, 49);
-        let idx = xy_idx(x, y);
-        if idx != xy_idx(40, 25) {
-            map[idx] = TileType::Wall;
+    fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
+        for x in min(x1,x2) ..= max(x1,x2) {
+            let idx = self.xy_idx(x, y);
+            if idx > 0 && idx < self.width as usize * self.height as usize {
+                self.tiles[idx as usize] = TileType::Floor;
+            }
         }
     }
 
-    return map
-}
+    fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
+        for y in min(y1,y2) ..= max(y1,y2) {
+            let idx = self.xy_idx(x, y);
+            if idx > 0 && idx < self.width as usize * self.height as usize {
+                self.tiles[idx as usize] = TileType::Floor;
+            }
+        }
+    }
 
-pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
-    let mut map = vec![TileType::Wall; 80*50];
+    pub fn new_map_rooms_and_corridors() -> Map {
+        let mut map = Map{
+            tiles : vec![TileType::Wall; 80*50],
+            rooms : Vec::new(),
+            width : 80,
+            height: 50,
+            revealed_tiles : vec![false; 80*50],
+            visible_tiles : vec![false; 80*50],
+        };
+    
+        const MAX_ROOMS : i32 = 30;
+        const MIN_SIZE : i32 = 6;
+        const MAX_SIZE : i32 = 10;
+    
+        let mut rng = RandomNumberGenerator::new();
+    
+        for _ in 0..MAX_ROOMS {
+            let w = rng.range(MIN_SIZE, MAX_SIZE);
+            let h = rng.range(MIN_SIZE, MAX_SIZE);
+            let x = rng.roll_dice(1, map.width - w - 1) - 1;
+            let y = rng.roll_dice(1, map.height - h - 1) - 1;
+            let new_room = Rect::new(x, y, w, h);
+            let mut ok = true;
+            for other_room in map.rooms.iter() {
+                if new_room.intersect(other_room) { ok = false }
+            }
+            if ok {
+                map.apply_room_to_map(&new_room);
+                
+                if !map.rooms.is_empty() {
+                    let (new_x, new_y) = new_room.center();
+                    let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
+                    if rng.range(0,2) == 1 {
+                        map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
+                        map.apply_vertical_tunnel(prev_y, new_y, new_x);
+                    } else {
+                        map.apply_vertical_tunnel(prev_y, new_y, prev_x);
+                        map.apply_horizontal_tunnel(prev_x, new_x, new_y);
+                    }
+                }
+            
+                map.rooms.push(new_room);        
+            }
+        }
+    
+        map
+    }
 
-    let room1 = Rect::new(20, 15, 10, 15);
-    let room2 = Rect::new(35, 15, 10, 15);
 
-    apply_room_to_map(&room1, &mut map);
-    apply_room_to_map(&room2, &mut map);
 
-    map
 }
-
-fn apply_room_to_map(room : &Rect, map: &mut [TileType]) {
-    for y in room.y1 +1 ..= room.y2 {
-        for x in room.x1 + 1 ..= room.x2 {
-            map[xy_idx(x, y)] = TileType::Floor;
-        }
+impl Algorithm2D for Map {
+    fn dimensions(&self) -> Point {
+        Point::new(self.width, self.height)
     }
 }
+impl BaseMap for Map {
+    fn is_opaque(&self, idx:usize) -> bool {
+        self.tiles[idx as usize] == TileType::Wall
+    }
+}
+
+// /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
+// /// look awful.
+// pub fn new_map_test() -> Vec<TileType> {
+//     let mut map = vec![TileType::Floor; 80*50];
+
+//     // Make the boundaries walls
+//     for x in 0..80 {
+//         map[xy_idx(x, 0)] = TileType::Wall;
+//         map[xy_idx(x, 49)] = TileType::Wall;
+//     }
+//     for y in 0..50 {
+//         map[xy_idx(0, y)] = TileType::Wall;
+//         map[xy_idx(79, y)] = TileType::Wall;
+//     }
+
+//     // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
+//     // First, obtain the thread-local RNG:
+//     let mut rng = rltk::RandomNumberGenerator::new();
+
+//     for _i in 0..400 {
+//         let x = rng.roll_dice(1, 79);
+//         let y = rng.roll_dice(1, 49);
+//         let idx = xy_idx(x, y);
+//         if idx != xy_idx(40, 25) {
+//             map[idx] = TileType::Wall;
+//         }
+//     }
+
+//     return map
+// }
+
+pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
+    let map = ecs.fetch::<Map>();
 
-pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
     let mut y = 0;
     let mut x = 0;
-    for tile in map.iter() {
+    for (idx,tile) in map.tiles.iter().enumerate() {
         // Render a tile depending upon the tile type
-        match tile {
-            TileType::Floor => {
-                ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'));
-            }
-            TileType::Wall => {
-                ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'));
+        if map.revealed_tiles[idx] {
+            let glyph;
+            let mut fg;
+            match tile {
+                TileType::Floor => {
+                    glyph = rltk::to_cp437('.');
+                    fg = RGB::from_f32(0.0, 0.5, 0.5);
+                }
+                TileType::Wall => {
+                    glyph = rltk::to_cp437('#');
+                    fg = RGB::from_f32(0., 1.0, 0.);
+                }
             }
+            if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
+            ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
         }
 
         // Move the coordinates
@@ -87,3 +176,4 @@ pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
 }
 
 
+

+ 19 - 0
src/monster_ai_system.rs

@@ -0,0 +1,19 @@
+use specs::prelude::*;
+use super::{Viewshed, Position, Map, Monster};
+use rltk::{field_of_view, Point, console};
+
+pub struct MonsterAI {}
+
+impl<'a> System<'a> for MonsterAI {
+    type SystemData = ( ReadStorage<'a, Viewshed>, 
+                        ReadStorage<'a, Position>,
+                        ReadStorage<'a, Monster>);
+
+    fn run(&mut self, data : Self::SystemData) {
+        let (viewshed, pos, monster) = data;
+
+        for (viewshed,pos,_monster) in (&viewshed, &pos, &monster).join() {
+            console::log("Monster considers their own existence");
+        }
+    }
+}

+ 30 - 10
src/player.rs

@@ -1,32 +1,52 @@
 use rltk::{VirtualKeyCode, Rltk};
 use specs::prelude::*;
-use super::{Position, Player, TileType, xy_idx, State};
+use super::{Position, Player, TileType, Map, State, Viewshed, RunState};
 use std::cmp::{min, max};
 
 pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
     let mut positions = ecs.write_storage::<Position>();
     let mut players = ecs.write_storage::<Player>();
-    let map = ecs.fetch::<Vec<TileType>>();
+    let mut viewsheds = ecs.write_storage::<Viewshed>();
+    let map = ecs.fetch::<Map>();
 
-    for (_player, pos) in (&mut players, &mut positions).join() {
-        let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
-        if map[destination_idx] != TileType::Wall {
+    for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
+        let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
+        if map.tiles[destination_idx] != TileType::Wall {
             pos.x = min(79 , max(0, pos.x + delta_x));
             pos.y = min(49, max(0, pos.y + delta_y));
+
+            viewshed.dirty = true;
         }
     }
 }
 
-pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
+pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
     // Player movement
     match ctx.key {
         None => {} // Nothing happened
         Some(key) => match key {
-            VirtualKeyCode::A => try_move_player(-1, 0, &mut gs.ecs),
-            VirtualKeyCode::D => try_move_player(1, 0, &mut gs.ecs),
-            VirtualKeyCode::W => try_move_player(0, -1, &mut gs.ecs),
-            VirtualKeyCode::S => try_move_player(0, 1, &mut gs.ecs),
+            VirtualKeyCode::Left |
+            VirtualKeyCode::Numpad4 |
+            VirtualKeyCode::A | 
+            VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
+
+            VirtualKeyCode::Right |
+            VirtualKeyCode::Numpad6 |
+            VirtualKeyCode::D |
+            VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
+
+            VirtualKeyCode::Up |
+            VirtualKeyCode::Numpad8 |
+            VirtualKeyCode::W |
+            VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
+
+            VirtualKeyCode::Down |
+            VirtualKeyCode::Numpad2 |
+            VirtualKeyCode::S |
+            VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
+
             _ => {}
         },
     }
+    RunState::Running
 }

+ 37 - 0
src/visibility_system.rs

@@ -0,0 +1,37 @@
+use specs::prelude::*;
+use super::{Viewshed, Position, Map, Player};
+use rltk::{field_of_view, Point};
+
+pub struct VisibilitySystem {}
+
+impl<'a> System<'a> for VisibilitySystem {
+    type SystemData = ( WriteExpect<'a, Map>,
+                        Entities<'a>,
+                        WriteStorage<'a, Viewshed>, 
+                        WriteStorage<'a, Position>,
+                        ReadStorage<'a, Player>);
+
+    fn run(&mut self, data : Self::SystemData) {
+        let (mut map, entities, mut viewshed, pos, player) = data;
+
+        for (ent,viewshed,pos) in (&entities, &mut viewshed, &pos).join() {
+            if viewshed.dirty {
+                viewshed.dirty = false;
+                viewshed.visible_tiles.clear();
+                viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
+                viewshed.visible_tiles.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height );
+            
+                // If this is the player, reveal what they can see
+                let _p : Option<&Player> = player.get(ent);
+                if let Some(_p) = _p {
+                    for t in map.visible_tiles.iter_mut() { *t = false };
+                    for vis in viewshed.visible_tiles.iter() {
+                        let idx = map.xy_idx(vis.x, vis.y);
+                        map.revealed_tiles[idx] = true;
+                        map.visible_tiles[idx] = true;
+                    }
+                }
+            }   
+        }
+    }
+}