main.rs 17 KB

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  1. use rltk::{GameState, Rltk, Point};
  2. use specs::prelude::*;
  3. use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
  4. extern crate serde;
  5. mod components;
  6. pub use components::*;
  7. mod map;
  8. pub use map::*;
  9. mod player;
  10. use player::*;
  11. mod rect;
  12. pub use rect::Rect;
  13. mod visibility_system;
  14. use visibility_system::VisibilitySystem;
  15. mod monster_ai_system;
  16. use monster_ai_system::MonsterAI;
  17. mod map_indexing_system;
  18. use map_indexing_system::MapIndexingSystem;
  19. mod melee_combat_system;
  20. use melee_combat_system::MeleeCombatSystem;
  21. mod damage_system;
  22. use damage_system::DamageSystem;
  23. mod gui;
  24. mod gamelog;
  25. use gamelog::GameLog;
  26. mod spawner;
  27. mod inventory_system;
  28. use inventory_system::*;
  29. mod saveload_system;
  30. mod random_table;
  31. use random_table::*;
  32. mod particle_system;
  33. use particle_system::ParticleBuilder;
  34. // ***** //
  35. // STATE //
  36. #[derive(PartialEq, Copy, Clone)]
  37. pub enum RunState {
  38. AwaitingInput,
  39. PreRun,
  40. PlayerTurn,
  41. MonsterTurn,
  42. ShowInventory,
  43. ShowDropItem,
  44. ShowTargeting {
  45. range : i32,
  46. item : Entity
  47. },
  48. MainMenu {
  49. menu_selection: gui::MainMenuSelection
  50. },
  51. SaveGame,
  52. NextLevel,
  53. ShowRemoveItem,
  54. GameOver,
  55. }
  56. pub struct State {
  57. pub ecs: World,
  58. }
  59. impl State {
  60. fn run_systems(&mut self) {
  61. let mut vis = VisibilitySystem{};
  62. vis.run_now(&self.ecs);
  63. let mut mob = MonsterAI{};
  64. mob.run_now(&self.ecs);
  65. let mut mapindex = MapIndexingSystem{};
  66. mapindex.run_now(&self.ecs);
  67. let mut mcs = MeleeCombatSystem{};
  68. mcs.run_now(&self.ecs);
  69. let mut dmgs = DamageSystem{};
  70. dmgs.run_now(&self.ecs);
  71. let mut pickup = ItemCollectionSystem{};
  72. pickup.run_now(&self.ecs);
  73. let mut items = ItemUseSystem{};
  74. items.run_now(&self.ecs);
  75. let mut drop_items = ItemDropSystem{};
  76. drop_items.run_now(&self.ecs);
  77. let mut item_remove = ItemRemoveSystem{};
  78. item_remove.run_now(&self.ecs);
  79. let mut particles = particle_system::ParticleSpawnSystem{};
  80. particles.run_now(&self.ecs);
  81. self.ecs.maintain();
  82. }
  83. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  84. let entities = self.ecs.entities();
  85. let player = self.ecs.read_storage::<Player>();
  86. let backpack = self.ecs.read_storage::<InBackpack>();
  87. let player_entity = self.ecs.fetch::<Entity>();
  88. let equipped = self.ecs.read_storage::<Equipped>();
  89. let mut to_delete : Vec<Entity> = Vec::new();
  90. for entity in entities.join() {
  91. let mut should_delete = true;
  92. // Don't delete the player
  93. let p = player.get(entity);
  94. if let Some(_p) = p {
  95. should_delete = false;
  96. }
  97. // Don't delete the player's equipment
  98. let bp = backpack.get(entity);
  99. if let Some(bp) = bp {
  100. if bp.owner == *player_entity {
  101. should_delete = false;
  102. }
  103. }
  104. // Don't delete items currently equipped by the player
  105. let eq = equipped.get(entity);
  106. if let Some(eq) = eq {
  107. if eq.owner == *player_entity {
  108. should_delete = false;
  109. }
  110. }
  111. if should_delete {
  112. to_delete.push(entity);
  113. }
  114. }
  115. to_delete
  116. }
  117. fn goto_next_level(&mut self) {
  118. // Delete entities that aren't the player or his/her equipment
  119. let to_delete = self.entities_to_remove_on_level_change();
  120. for target in to_delete {
  121. self.ecs.delete_entity(target).expect("Unable to delete entity");
  122. }
  123. // Build a new map and place the player
  124. let worldmap;
  125. let current_depth;
  126. {
  127. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  128. current_depth = worldmap_resource.depth;
  129. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  130. worldmap = worldmap_resource.clone();
  131. }
  132. // Spawn bad guys
  133. for room in worldmap.rooms.iter().skip(1) {
  134. spawner::spawn_room(&mut self.ecs, room, current_depth);
  135. }
  136. // Place the player and update resources
  137. let (player_x, player_y) = worldmap.rooms[0].center();
  138. let mut player_position = self.ecs.write_resource::<Point>();
  139. *player_position = Point::new(player_x, player_y);
  140. let mut position_components = self.ecs.write_storage::<Position>();
  141. let player_entity = self.ecs.fetch::<Entity>();
  142. let player_pos_comp = position_components.get_mut(*player_entity);
  143. if let Some(player_pos_comp) = player_pos_comp {
  144. player_pos_comp.x = player_x;
  145. player_pos_comp.y = player_y;
  146. }
  147. // Mark the player's visibility as dirty
  148. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  149. let vs = viewshed_components.get_mut(*player_entity);
  150. if let Some(vs) = vs {
  151. vs.dirty = true;
  152. }
  153. // Notify the player and give them some health
  154. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  155. gamelog.entries.push("You descend to the next level, and take a moment to heal.".to_string());
  156. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  157. let player_health = player_health_store.get_mut(*player_entity);
  158. if let Some(player_health) = player_health {
  159. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  160. }
  161. }
  162. fn game_over_cleanup(&mut self) {
  163. // Delete everything
  164. let mut to_delete = Vec::new();
  165. for e in self.ecs.entities().join() {
  166. to_delete.push(e);
  167. }
  168. for del in to_delete.iter() {
  169. self.ecs.delete_entity(*del).expect("Deletion failed");
  170. }
  171. // Build a new map and place the player
  172. let worldmap;
  173. {
  174. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  175. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  176. worldmap = worldmap_resource.clone();
  177. }
  178. // Spawn bad guys
  179. for room in worldmap.rooms.iter().skip(1) {
  180. spawner::spawn_room(&mut self.ecs, room, 1);
  181. }
  182. // Place the player and update resources
  183. let (player_x, player_y) = worldmap.rooms[0].center();
  184. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  185. let mut player_position = self.ecs.write_resource::<Point>();
  186. *player_position = Point::new(player_x, player_y);
  187. let mut position_components = self.ecs.write_storage::<Position>();
  188. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  189. *player_entity_writer = player_entity;
  190. let player_pos_comp = position_components.get_mut(player_entity);
  191. if let Some(player_pos_comp) = player_pos_comp {
  192. player_pos_comp.x = player_x;
  193. player_pos_comp.y = player_y;
  194. }
  195. // Mark the player's visibility as dirty
  196. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  197. let vs = viewshed_components.get_mut(player_entity);
  198. if let Some(vs) = vs {
  199. vs.dirty = true;
  200. }
  201. }
  202. }
  203. impl GameState for State {
  204. fn tick(&mut self, ctx : &mut Rltk) {
  205. let mut newrunstate;
  206. {
  207. let runstate = self.ecs.fetch::<RunState>();
  208. newrunstate = *runstate;
  209. }
  210. ctx.cls();
  211. particle_system::cull_dead_particles(&mut self.ecs, ctx);
  212. match newrunstate {
  213. RunState::MainMenu{..} => {}
  214. _ => {
  215. draw_map(&self.ecs, ctx);
  216. {
  217. let positions = self.ecs.read_storage::<Position>();
  218. let renderables = self.ecs.read_storage::<Renderable>();
  219. let map = self.ecs.fetch::<Map>();
  220. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  221. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  222. for (pos, render) in data.iter() {
  223. let idx = map.xy_idx(pos.x, pos.y);
  224. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  225. }
  226. gui::draw_ui(&self.ecs, ctx);
  227. }
  228. }
  229. }
  230. match newrunstate {
  231. RunState::PreRun => {
  232. self.run_systems();
  233. self.ecs.maintain();
  234. newrunstate = RunState::AwaitingInput;
  235. }
  236. RunState::AwaitingInput => {
  237. newrunstate = player_input(self, ctx);
  238. }
  239. RunState::PlayerTurn => {
  240. self.run_systems();
  241. self.ecs.maintain();
  242. newrunstate = RunState::MonsterTurn;
  243. }
  244. RunState::MonsterTurn => {
  245. self.run_systems();
  246. self.ecs.maintain();
  247. newrunstate = RunState::AwaitingInput;
  248. }
  249. RunState::ShowInventory => {
  250. let result = gui::show_inventory(self, ctx);
  251. match result.0 {
  252. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  253. gui::ItemMenuResult::NoResponse => {}
  254. gui::ItemMenuResult::Selected => {
  255. let item_entity = result.1.unwrap();
  256. let is_ranged = self.ecs.read_storage::<Ranged>();
  257. let is_item_ranged = is_ranged.get(item_entity);
  258. if let Some(is_item_ranged) = is_item_ranged {
  259. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  260. } else {
  261. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  262. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  263. newrunstate = RunState::PlayerTurn;
  264. }
  265. }
  266. }
  267. }
  268. RunState::ShowTargeting{range, item} => {
  269. let result = gui::ranged_target(self, ctx, range);
  270. match result.0 {
  271. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  272. gui::ItemMenuResult::NoResponse => {}
  273. gui::ItemMenuResult::Selected => {
  274. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  275. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  276. newrunstate = RunState::PlayerTurn;
  277. }
  278. }
  279. }
  280. RunState::ShowDropItem => {
  281. let result = gui::drop_item_menu(self, ctx);
  282. match result.0 {
  283. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  284. gui::ItemMenuResult::NoResponse => {}
  285. gui::ItemMenuResult::Selected => {
  286. let item_entity = result.1.unwrap();
  287. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  288. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  289. newrunstate = RunState::PlayerTurn;
  290. }
  291. }
  292. }
  293. RunState::MainMenu{ .. } => {
  294. let result = gui::main_menu(self, ctx);
  295. match result {
  296. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  297. gui::MainMenuResult::Selected{ selected } => {
  298. match selected {
  299. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  300. gui::MainMenuSelection::LoadGame => {
  301. saveload_system::load_game(&mut self.ecs);
  302. newrunstate = RunState::AwaitingInput;
  303. saveload_system::delete_save();
  304. }
  305. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  306. }
  307. }
  308. }
  309. }
  310. RunState::SaveGame => {
  311. saveload_system::save_game(&mut self.ecs);
  312. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  313. }
  314. RunState::NextLevel => {
  315. self.goto_next_level();
  316. newrunstate = RunState::PreRun;
  317. }
  318. RunState::ShowRemoveItem => {
  319. let result = gui::remove_item_menu(self, ctx);
  320. match result.0 {
  321. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  322. gui::ItemMenuResult::NoResponse => {}
  323. gui::ItemMenuResult::Selected => {
  324. let item_entity = result.1.unwrap();
  325. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  326. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  327. newrunstate = RunState::PlayerTurn;
  328. }
  329. }
  330. }
  331. RunState::GameOver => {
  332. let result = gui::game_over(ctx);
  333. match result {
  334. gui::GameOverResult::NoSelection => {}
  335. gui::GameOverResult::QuitToMenu => {
  336. self.game_over_cleanup();
  337. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  338. }
  339. }
  340. }
  341. }
  342. {
  343. let mut runwriter = self.ecs.write_resource::<RunState>();
  344. *runwriter = newrunstate;
  345. }
  346. damage_system::delete_the_dead(&mut self.ecs);
  347. }
  348. }
  349. // ********
  350. // MAIN
  351. fn main() -> rltk::BError {
  352. use rltk::RltkBuilder;
  353. let context = RltkBuilder::simple80x50()
  354. .with_title("Saint Antony's Fire")
  355. .build()?;
  356. // Add scanlines
  357. //context.with_post_scanlines(true);
  358. let mut gs = State{
  359. ecs: World::new(),
  360. };
  361. gs.ecs.register::<Position>();
  362. gs.ecs.register::<Renderable>();
  363. gs.ecs.register::<Player>();
  364. gs.ecs.register::<Viewshed>();
  365. gs.ecs.register::<Monster>();
  366. gs.ecs.register::<Name>();
  367. gs.ecs.register::<BlocksTile>();
  368. gs.ecs.register::<CombatStats>();
  369. gs.ecs.register::<WantsToMelee>();
  370. gs.ecs.register::<SufferDamage>();
  371. gs.ecs.register::<Item>();
  372. gs.ecs.register::<InBackpack>();
  373. gs.ecs.register::<WantsToPickupItem>();
  374. gs.ecs.register::<WantsToUseItem>();
  375. gs.ecs.register::<ProvidesHealing>();
  376. gs.ecs.register::<WantsToDropItem>();
  377. gs.ecs.register::<Consumable>();
  378. gs.ecs.register::<Ranged>();
  379. gs.ecs.register::<InflictsDamage>();
  380. gs.ecs.register::<AreaOfEffect>();
  381. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  382. gs.ecs.register::<SerializationHelper>();
  383. gs.ecs.register::<Equippable>();
  384. gs.ecs.register::<Equipped>();
  385. gs.ecs.register::<MeleePowerBonus>();
  386. gs.ecs.register::<DefenseBonus>();
  387. gs.ecs.register::<WantsToRemoveItem>();
  388. gs.ecs.register::<ParticleLifetime>();
  389. // Resource to dispatch particle effects requests
  390. gs.ecs.insert(particle_system::ParticleBuilder::new());
  391. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  392. let map = Map::new_map_rooms_and_corridors(1);
  393. let (player_x, player_y) = map.rooms[0].center();
  394. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  395. gs.ecs.insert(player_entity);
  396. let rng = rltk::RandomNumberGenerator::new();
  397. gs.ecs.insert(rng);
  398. for room in map.rooms.iter().skip(1) {
  399. spawner::spawn_room(&mut gs.ecs, room, 1);
  400. }
  401. gs.ecs.insert(map);
  402. gs.ecs.insert(Point::new(player_x, player_y));
  403. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  404. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });
  405. rltk::main_loop(context, gs)
  406. }