use rltk::{GameState, Rltk, Point}; use specs::prelude::*; use specs::saveload::{SimpleMarker, SimpleMarkerAllocator}; extern crate serde; mod components; pub use components::*; mod map; pub use map::*; 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; mod map_indexing_system; use map_indexing_system::MapIndexingSystem; mod melee_combat_system; use melee_combat_system::MeleeCombatSystem; mod damage_system; use damage_system::DamageSystem; mod gui; mod gamelog; use gamelog::GameLog; mod spawner; mod inventory_system; use inventory_system::*; mod saveload_system; mod random_table; use random_table::*; mod particle_system; use particle_system::ParticleBuilder; // ***** // // STATE // #[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, } pub struct State { pub ecs: World, } 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 mapindex = MapIndexingSystem{}; mapindex.run_now(&self.ecs); let mut mcs = MeleeCombatSystem{}; mcs.run_now(&self.ecs); let mut dmgs = DamageSystem{}; dmgs.run_now(&self.ecs); let mut pickup = ItemCollectionSystem{}; pickup.run_now(&self.ecs); let mut items = ItemUseSystem{}; items.run_now(&self.ecs); let mut drop_items = ItemDropSystem{}; drop_items.run_now(&self.ecs); let mut item_remove = ItemRemoveSystem{}; item_remove.run_now(&self.ecs); let mut particles = particle_system::ParticleSpawnSystem{}; particles.run_now(&self.ecs); self.ecs.maintain(); } 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; // Don't delete the player let p = player.get(entity); if let Some(_p) = p { should_delete = false; } // Don't delete the player's equipment let bp = backpack.get(entity); if let Some(bp) = bp { if bp.owner == *player_entity { should_delete = false; } } // Don't delete items currently equipped by the player let eq = equipped.get(entity); if let Some(eq) = eq { if eq.owner == *player_entity { should_delete = false; } } if should_delete { to_delete.push(entity); } } to_delete } fn goto_next_level(&mut self) { // Delete entities that aren't the player or his/her equipment 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"); } // Build a new map and place the player let worldmap; let current_depth; { let mut worldmap_resource = self.ecs.write_resource::(); current_depth = worldmap_resource.depth; *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1); worldmap = worldmap_resource.clone(); } // Spawn bad guys for room in worldmap.rooms.iter().skip(1) { spawner::spawn_room(&mut self.ecs, room, current_depth); } // Place the player and update resources let (player_x, player_y) = worldmap.rooms[0].center(); 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_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; } // Notify the player and give them some health 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); } } 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 worldmap; { let mut worldmap_resource = self.ecs.write_resource::(); *worldmap_resource = Map::new_map_rooms_and_corridors(1); worldmap = worldmap_resource.clone(); } // Spawn bad guys for room in worldmap.rooms.iter().skip(1) { spawner::spawn_room(&mut self.ecs, room, 1); } // Place the player and update resources let (player_x, player_y) = worldmap.rooms[0].center(); 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 GameState for State { fn tick(&mut self, ctx : &mut Rltk) { let mut newrunstate; { let runstate = self.ecs.fetch::(); newrunstate = *runstate; } ctx.cls(); particle_system::cull_dead_particles(&mut self.ecs, ctx); match newrunstate { RunState::MainMenu{..} => {} _ => { draw_map(&self.ecs, ctx); { let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); let mut data = (&positions, &renderables).join().collect::>(); data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) ); for (pos, render) 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 newrunstate { RunState::PreRun => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::AwaitingInput; } RunState::AwaitingInput => { newrunstate = player_input(self, ctx); } RunState::PlayerTurn => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.run_systems(); self.ecs.maintain(); newrunstate = RunState::AwaitingInput; } RunState::ShowInventory => { let result = gui::show_inventory(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = 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 { newrunstate = 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"); newrunstate = RunState::PlayerTurn; } } } } RunState::ShowTargeting{range, item} => { let result = gui::ranged_target(self, ctx, range); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = 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"); newrunstate = RunState::PlayerTurn; } } } RunState::ShowDropItem => { let result = gui::drop_item_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = 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"); newrunstate = RunState::PlayerTurn; } } } RunState::MainMenu{ .. } => { let result = gui::main_menu(self, ctx); match result { gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected }, gui::MainMenuResult::Selected{ selected } => { match selected { gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun, gui::MainMenuSelection::LoadGame => { saveload_system::load_game(&mut self.ecs); newrunstate = RunState::AwaitingInput; saveload_system::delete_save(); } gui::MainMenuSelection::Quit => { ::std::process::exit(0); } } } } } RunState::SaveGame => { saveload_system::save_game(&mut self.ecs); newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame }; } RunState::NextLevel => { self.goto_next_level(); newrunstate = RunState::PreRun; } RunState::ShowRemoveItem => { let result = gui::remove_item_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = 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"); newrunstate = RunState::PlayerTurn; } } } RunState::GameOver => { let result = gui::game_over(ctx); match result { gui::GameOverResult::NoSelection => {} gui::GameOverResult::QuitToMenu => { self.game_over_cleanup(); newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }; } } } } { let mut runwriter = self.ecs.write_resource::(); *runwriter = newrunstate; } damage_system::delete_the_dead(&mut self.ecs); } } // ******** // MAIN fn main() -> rltk::BError { use rltk::RltkBuilder; let context = RltkBuilder::simple80x50() .with_title("Saint Antony's Fire") .build()?; // Add scanlines //context.with_post_scanlines(true); let mut gs = State{ ecs: World::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::(); // Resource to dispatch particle effects requests gs.ecs.insert(particle_system::ParticleBuilder::new()); gs.ecs.insert(SimpleMarkerAllocator::::new()); let map = Map::new_map_rooms_and_corridors(1); let (player_x, player_y) = map.rooms[0].center(); let player_entity = spawner::player(&mut gs.ecs, player_x, player_y); gs.ecs.insert(player_entity); let rng = rltk::RandomNumberGenerator::new(); gs.ecs.insert(rng); for room in map.rooms.iter().skip(1) { spawner::spawn_room(&mut gs.ecs, room, 1); } gs.ecs.insert(map); gs.ecs.insert(Point::new(player_x, player_y)); gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame }); gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] }); rltk::main_loop(context, gs) }