main.rs 7.4 KB

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  1. use rltk::{GameState, Rltk, Point};
  2. use specs::prelude::*;
  3. mod components;
  4. pub use components::*;
  5. mod map;
  6. pub use map::*;
  7. mod player;
  8. use player::*;
  9. mod rect;
  10. pub use rect::Rect;
  11. mod visibility_system;
  12. use visibility_system::VisibilitySystem;
  13. mod monster_ai_system;
  14. use monster_ai_system::MonsterAI;
  15. mod map_indexing_system;
  16. use map_indexing_system::MapIndexingSystem;
  17. mod melee_combat_system;
  18. use melee_combat_system::MeleeCombatSystem;
  19. mod damage_system;
  20. use damage_system::DamageSystem;
  21. mod gui;
  22. mod gamelog;
  23. use gamelog::GameLog;
  24. mod spawner;
  25. mod inventory_system;
  26. use inventory_system::*;
  27. // ***** //
  28. // STATE //
  29. #[derive(PartialEq, Copy, Clone)]
  30. pub enum RunState {
  31. AwaitingInput,
  32. PreRun,
  33. PlayerTurn,
  34. MonsterTurn,
  35. ShowInventory,
  36. ShowDropItem,
  37. ShowTargeting {
  38. range : i32,
  39. item : Entity },
  40. }
  41. pub struct State {
  42. pub ecs: World,
  43. }
  44. impl State {
  45. fn run_systems(&mut self) {
  46. let mut vis = VisibilitySystem{};
  47. vis.run_now(&self.ecs);
  48. let mut mob = MonsterAI{};
  49. mob.run_now(&self.ecs);
  50. let mut mapindex = MapIndexingSystem{};
  51. mapindex.run_now(&self.ecs);
  52. let mut mcs = MeleeCombatSystem{};
  53. mcs.run_now(&self.ecs);
  54. let mut dmgs = DamageSystem{};
  55. dmgs.run_now(&self.ecs);
  56. let mut pickup = ItemCollectionSystem{};
  57. pickup.run_now(&self.ecs);
  58. let mut items = ItemUseSystem{};
  59. items.run_now(&self.ecs);
  60. let mut drop_items = ItemDropSystem{};
  61. drop_items.run_now(&self.ecs);
  62. self.ecs.maintain();
  63. }
  64. }
  65. impl GameState for State {
  66. fn tick(&mut self, ctx : &mut Rltk) {
  67. ctx.cls();
  68. let mut newrunstate;
  69. {
  70. let runstate = self.ecs.fetch::<RunState>();
  71. newrunstate = *runstate;
  72. }
  73. match newrunstate {
  74. RunState::PreRun => {
  75. self.run_systems();
  76. self.ecs.maintain();
  77. newrunstate = RunState::AwaitingInput;
  78. }
  79. RunState::AwaitingInput => {
  80. newrunstate = player_input(self, ctx);
  81. }
  82. RunState::PlayerTurn => {
  83. self.run_systems();
  84. self.ecs.maintain();
  85. newrunstate = RunState::MonsterTurn;
  86. }
  87. RunState::MonsterTurn => {
  88. self.run_systems();
  89. self.ecs.maintain();
  90. newrunstate = RunState::AwaitingInput;
  91. }
  92. RunState::ShowInventory => {
  93. let result = gui::show_inventory(self, ctx);
  94. match result.0 {
  95. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  96. gui::ItemMenuResult::NoResponse => {}
  97. gui::ItemMenuResult::Selected => {
  98. let item_entity = result.1.unwrap();
  99. let is_ranged = self.ecs.read_storage::<Ranged>();
  100. let is_item_ranged = is_ranged.get(item_entity);
  101. if let Some(is_item_ranged) = is_item_ranged {
  102. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  103. } else {
  104. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  105. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  106. newrunstate = RunState::PlayerTurn;
  107. }
  108. }
  109. }
  110. }
  111. RunState::ShowTargeting{range, item} => {
  112. let result = gui::ranged_target(self, ctx, range);
  113. match result.0 {
  114. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  115. gui::ItemMenuResult::NoResponse => {}
  116. gui::ItemMenuResult::Selected => {
  117. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  118. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  119. newrunstate = RunState::PlayerTurn;
  120. }
  121. }
  122. }
  123. RunState::ShowDropItem => {
  124. let result = gui::drop_item_menu(self, ctx);
  125. match result.0 {
  126. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  127. gui::ItemMenuResult::NoResponse => {}
  128. gui::ItemMenuResult::Selected => {
  129. let item_entity = result.1.unwrap();
  130. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  131. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  132. newrunstate = RunState::PlayerTurn;
  133. }
  134. }
  135. }
  136. }
  137. {
  138. let mut runwriter = self.ecs.write_resource::<RunState>();
  139. *runwriter = newrunstate;
  140. }
  141. damage_system::delete_the_dead(&mut self.ecs);
  142. draw_map(&self.ecs, ctx);
  143. let positions = self.ecs.read_storage::<Position>();
  144. let renderables = self.ecs.read_storage::<Renderable>();
  145. let map = self.ecs.fetch::<Map>();
  146. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  147. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  148. for (pos, render) in data.iter() {
  149. let idx = map.xy_idx(pos.x, pos.y);
  150. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  151. }
  152. gui::draw_ui(&self.ecs, ctx);
  153. }
  154. }
  155. // ********
  156. // MAIN
  157. fn main() -> rltk::BError {
  158. use rltk::RltkBuilder;
  159. let context = RltkBuilder::simple80x50()
  160. .with_title("Saint Antony's Fire")
  161. .build()?;
  162. // Add scanlines
  163. //context.with_post_scanlines(true);
  164. let mut gs = State{
  165. ecs: World::new(),
  166. };
  167. gs.ecs.register::<Position>();
  168. gs.ecs.register::<Renderable>();
  169. gs.ecs.register::<Player>();
  170. gs.ecs.register::<Viewshed>();
  171. gs.ecs.register::<Monster>();
  172. gs.ecs.register::<Name>();
  173. gs.ecs.register::<BlocksTile>();
  174. gs.ecs.register::<CombatStats>();
  175. gs.ecs.register::<WantsToMelee>();
  176. gs.ecs.register::<SufferDamage>();
  177. gs.ecs.register::<Item>();
  178. gs.ecs.register::<InBackpack>();
  179. gs.ecs.register::<WantsToPickupItem>();
  180. gs.ecs.register::<WantsToUseItem>();
  181. gs.ecs.register::<ProvidesHealing>();
  182. gs.ecs.register::<WantsToDropItem>();
  183. gs.ecs.register::<Consumable>();
  184. gs.ecs.register::<Ranged>();
  185. gs.ecs.register::<InflictsDamage>();
  186. let map = Map::new_map_rooms_and_corridors();
  187. let (player_x, player_y) = map.rooms[0].center();
  188. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  189. gs.ecs.insert(player_entity);
  190. let rng = rltk::RandomNumberGenerator::new();
  191. gs.ecs.insert(rng);
  192. for room in map.rooms.iter().skip(1) {
  193. spawner::spawn_room(&mut gs.ecs, room);
  194. }
  195. gs.ecs.insert(map);
  196. gs.ecs.insert(Point::new(player_x, player_y));
  197. gs.ecs.insert(RunState::PreRun);
  198. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });
  199. rltk::main_loop(context, gs)
  200. }