in-game cheat/debug menu

This commit is contained in:
Llywelwyn 2023-08-13 13:43:16 +01:00
parent 7460ddee05
commit 0ef3a51e56
5 changed files with 82 additions and 8 deletions

45
src/gui/cheat_menu.rs Normal file
View file

@ -0,0 +1,45 @@
use super::State;
use rltk::prelude::*;
#[derive(PartialEq, Copy, Clone)]
pub enum CheatMenuResult {
NoResponse,
Cancel,
Ascend,
Descend,
}
pub fn show_cheat_menu(_gs: &mut State, ctx: &mut Rltk) -> CheatMenuResult {
let (x_offset, y_offset) = (1, 10);
ctx.print_color(
1 + x_offset,
1 + y_offset,
RGB::named(rltk::RED),
RGB::named(rltk::BLACK),
"DEBUG MENU! [aA-zZ][Esc.]",
);
let x = 1 + x_offset;
let mut y = 3 + y_offset;
let count = 2;
let width = 18;
ctx.draw_box(x, y, width, (count + 1) as i32, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
y += 1;
// Asc
ctx.set(x_offset + 2, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), rltk::to_cp437('a'));
ctx.print(x_offset + 4, y, "ASCEND A FLOOR");
y += 1;
// Desc
ctx.set(x_offset + 2, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), rltk::to_cp437('d'));
ctx.print(x_offset + 4, y, "DESCEND A FLOOR");
// Match keys
match ctx.key {
None => CheatMenuResult::NoResponse,
Some(key) => match key {
VirtualKeyCode::A => CheatMenuResult::Ascend,
VirtualKeyCode::D => CheatMenuResult::Descend,
VirtualKeyCode::Escape => CheatMenuResult::Cancel,
_ => CheatMenuResult::NoResponse,
},
}
}

View file

@ -6,8 +6,10 @@ use super::{
use rltk::{Rltk, VirtualKeyCode, RGB};
use specs::prelude::*;
use std::collections::BTreeMap;
mod cheat_menu;
mod letter_to_option;
mod tooltip;
pub use cheat_menu::*;
pub fn draw_lerping_bar(
ctx: &mut Rltk,

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@ -50,9 +50,10 @@ pub const LOG_TICKS: bool = false;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
AwaitingInput, // Player's turn
PreRun,
Ticking,
Ticking, // Tick systems
ShowCheatMenu, // Teleport, godmode, etc. - for debugging
ShowInventory,
ShowDropItem,
ShowRemoveItem,
@ -64,7 +65,7 @@ pub enum RunState {
NextLevel,
PreviousLevel,
HelpScreen,
MagicMapReveal { row: i32, cursed: bool },
MagicMapReveal { row: i32, cursed: bool }, // Animates magic mapping effect
MapGeneration,
}
@ -136,16 +137,23 @@ impl State {
}
fn goto_level(&mut self, offset: i32) {
// Freeze the current level
map::dungeon::freeze_entities(&mut self.ecs);
// Build new map + place player
let current_id;
{
let worldmap_resource = self.ecs.fetch::<Map>();
current_id = worldmap_resource.id;
}
gamelog::record_event("descended", 1);
// Record the correct type of event
if offset > 0 {
gamelog::record_event("descended", 1);
} else if current_id == 1 {
gamelog::Logger::new().append("CHEAT MENU: YOU CAN'T DO THAT.").colour((255, 0, 0)).log();
return;
} else {
gamelog::record_event("ascended", 1);
}
// Freeze the current level
map::dungeon::freeze_entities(&mut self.ecs);
self.generate_world_map(current_id + offset, offset);
let mapname = self.ecs.fetch::<Map>().name.clone();
gamelog::Logger::new().append("You head to").npc_name_n(mapname).period().log();
@ -235,6 +243,23 @@ impl GameState for State {
}
}
}
RunState::ShowCheatMenu => {
let result = gui::show_cheat_menu(self, ctx);
match result {
gui::CheatMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::CheatMenuResult::NoResponse => {}
gui::CheatMenuResult::Ascend => {
self.goto_level(-1);
self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration;
}
gui::CheatMenuResult::Descend => {
self.goto_level(1);
self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration;
}
}
}
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
match result.0 {

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@ -361,6 +361,6 @@ pub fn level_builder(
match new_id {
1 => town_builder(new_id, rng, width, height, 0, initial_player_level),
2 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
_ => random_builder(new_id, rng, 64, 64, difficulty, initial_player_level),
_ => random_builder(new_id, rng, width, height, difficulty, initial_player_level),
}
}

View file

@ -484,6 +484,8 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
VirtualKeyCode::I => return RunState::ShowInventory,
VirtualKeyCode::D => return RunState::ShowDropItem,
VirtualKeyCode::R => return RunState::ShowRemoveItem,
// Other
VirtualKeyCode::Minus => return RunState::ShowCheatMenu,
VirtualKeyCode::Escape => return RunState::SaveGame,
_ => {
return RunState::AwaitingInput;