imports to lib.rs, creating unit tests
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13 changed files with 697 additions and 639 deletions
570
src/states/state.rs
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570
src/states/state.rs
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use specs::prelude::*;
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use rltk::prelude::*;
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use super::runstate::RunState;
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use crate::map::*;
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use crate::hunger_system;
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use crate::particle_system;
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use crate::trigger_system;
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use crate::inventory;
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use crate::melee_combat_system::MeleeCombatSystem;
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use crate::spatial;
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use crate::effects;
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use crate::visibility_system::VisibilitySystem;
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use crate::ai;
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use crate::gamelog;
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use crate::spawner;
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use crate::data::ids::*;
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use crate::data::events::*;
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use crate::components::*;
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use crate::player::*;
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use crate::gui;
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use crate::config;
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use crate::camera;
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use crate::saveload_system;
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use crate::morgue;
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use crate::damage_system;
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pub struct State {
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pub ecs: World,
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pub mapgen_next_state: Option<RunState>,
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pub mapgen_history: Vec<Map>,
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pub mapgen_index: usize,
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pub mapgen_timer: f32,
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}
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impl State {
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pub fn generate_world_map(&mut self, new_id: i32, dest_tile: TileType) {
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// Visualisation stuff
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self.mapgen_index = 0;
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let map_building_info = level_transition(&mut self.ecs, new_id, dest_tile);
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if let Some(history) = map_building_info {
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self.mapgen_history = history;
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} else {
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dungeon::thaw_entities(&mut self.ecs);
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}
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}
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fn run_systems(&mut self) {
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let mut hunger_clock = hunger_system::HungerSystem {};
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let mut particle_system = particle_system::ParticleSpawnSystem {};
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// Order is *very* important here, to ensure effects take place in the right order,
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// and that the player/AI are making decisions based on the most up-to-date info.
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self.resolve_entity_decisions(); // Push Player messages of intent to effects queue, and run it.
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self.refresh_indexes(); // Get up-to-date map and viewsheds prior to AI turn.
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self.run_ai(); // Get AI decision-making.
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self.resolve_entity_decisions(); // Push AI messages of intent to effects queue, and run it.
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hunger_clock.run_now(&self.ecs); // Tick the hunger clock (on the turn clock's turn)
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particle_system.run_now(&self.ecs); // Spawn/delete particles (turn independent)
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self.ecs.maintain();
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}
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fn resolve_entity_decisions(&mut self) {
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let mut trigger_system = trigger_system::TriggerSystem {};
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let mut inventory_system = inventory::ItemCollectionSystem {};
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let mut item_equip_system = inventory::ItemEquipSystem {};
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let mut item_use_system = inventory::ItemUseSystem {};
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let mut item_drop_system = inventory::ItemDropSystem {};
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let mut item_remove_system = inventory::ItemRemoveSystem {};
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let mut item_id_system = inventory::ItemIdentificationSystem {};
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let mut melee_system = MeleeCombatSystem {};
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trigger_system.run_now(&self.ecs);
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inventory_system.run_now(&self.ecs);
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item_equip_system.run_now(&self.ecs);
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item_use_system.run_now(&self.ecs);
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item_drop_system.run_now(&self.ecs);
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item_remove_system.run_now(&self.ecs);
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item_id_system.run_now(&self.ecs);
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melee_system.run_now(&self.ecs);
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effects::run_effects_queue(&mut self.ecs);
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}
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fn refresh_indexes(&mut self) {
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let mut mapindex = spatial::MapIndexingSystem {};
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let mut vis = VisibilitySystem {};
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mapindex.run_now(&self.ecs);
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vis.run_now(&self.ecs);
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}
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fn run_ai(&mut self) {
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let mut encumbrance_system = ai::EncumbranceSystem {}; // Must run first, as it affects energy regen.
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let mut energy = ai::EnergySystem {}; // Figures out who deserves a turn.
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let mut regen_system = ai::RegenSystem {}; // Restores HP on appropriate clock ticks.
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let mut turn_status_system = ai::TurnStatusSystem {}; // Ticks stasuses. Should anyone now lose their turn? i.e. confusion
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let mut quip_system = ai::QuipSystem {}; // Quipping is "free". It doesn't use up a turn.
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let mut adjacent_ai = ai::AdjacentAI {}; // AdjacentAI -> DefaultAI are all exclusive. If one acts, the entity's turn is over.
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let mut visible_ai = ai::VisibleAI {};
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let mut approach_ai = ai::ApproachAI {};
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let mut flee_ai = ai::FleeAI {};
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let mut chase_ai = ai::ChaseAI {};
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let mut default_move_ai = ai::DefaultAI {};
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encumbrance_system.run_now(&self.ecs);
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energy.run_now(&self.ecs);
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regen_system.run_now(&self.ecs);
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turn_status_system.run_now(&self.ecs);
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quip_system.run_now(&self.ecs);
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adjacent_ai.run_now(&self.ecs);
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visible_ai.run_now(&self.ecs);
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approach_ai.run_now(&self.ecs);
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flee_ai.run_now(&self.ecs);
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chase_ai.run_now(&self.ecs);
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default_move_ai.run_now(&self.ecs);
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}
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fn goto_id(&mut self, id: i32, dest_tile: TileType) {
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// Freeze curr level
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dungeon::freeze_entities(&mut self.ecs);
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self.generate_world_map(id, dest_tile);
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let mapname = self.ecs.fetch::<Map>().name.clone();
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gamelog::Logger
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::new()
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.append("You head to")
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.colour(rgb_to_u8(get_local_col(id)))
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.append_n(&mapname)
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.colour(rltk::WHITE)
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.period()
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.log();
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gamelog::record_event(EVENT::CHANGED_FLOOR(mapname));
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}
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fn game_over_cleanup(&mut self) {
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// Delete everything
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let mut to_delete = Vec::new();
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for e in self.ecs.entities().join() {
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to_delete.push(e);
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}
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for del in to_delete.iter() {
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self.ecs.delete_entity(*del).expect("Deletion failed");
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}
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// Spawn a new player and build new map
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{
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let player_entity = spawner::player(&mut self.ecs, 0, 0);
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let mut player_entity_writer = self.ecs.write_resource::<Entity>();
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*player_entity_writer = player_entity;
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}
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// Replace map list
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self.ecs.insert(dungeon::MasterDungeonMap::new());
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self.generate_world_map(1, TileType::Floor);
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gamelog::setup_log();
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gamelog::record_event(EVENT::LEVEL(1));
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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let mut new_runstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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new_runstate = *runstate;
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}
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// Clear screen
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ctx.cls();
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particle_system::particle_ticker(&mut self.ecs, ctx);
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match new_runstate {
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RunState::MainMenu { .. } => {}
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RunState::CharacterCreation { .. } => {}
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_ => {
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// Draw map and ui
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camera::render_camera(&self.ecs, ctx);
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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match new_runstate {
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RunState::PreRun => {
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self.run_systems();
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self.ecs.maintain();
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new_runstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => {
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// We refresh the index, and run anything that might
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// still be in the queue, just to make 100% sure that
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// there are no lingering effects from the last tick.
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self.refresh_indexes();
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effects::run_effects_queue(&mut self.ecs);
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// Sanity-checking that the player actually *should*
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// be taking a turn before giving them one. If they
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// don't have a turn component, go back to ticking.
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let mut can_act = false;
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{
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let player_entity = self.ecs.fetch::<Entity>();
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let turns = self.ecs.read_storage::<TakingTurn>();
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if let Some(_) = turns.get(*player_entity) {
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can_act = true;
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}
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}
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if can_act {
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let on_overmap = self.ecs.fetch::<Map>().overmap;
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new_runstate = player_input(self, ctx, on_overmap);
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} else {
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new_runstate = RunState::Ticking;
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}
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}
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RunState::Ticking => {
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while new_runstate == RunState::Ticking && particle_system::check_queue(&self.ecs) {
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self.run_systems();
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self.ecs.maintain();
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try_spawn_interval(&mut self.ecs);
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maybe_map_message(&mut self.ecs);
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match *self.ecs.fetch::<RunState>() {
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RunState::AwaitingInput => {
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new_runstate = RunState::AwaitingInput;
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}
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RunState::MagicMapReveal { row, cursed } => {
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new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed };
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}
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RunState::ShowRemoveCurse => {
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new_runstate = RunState::ShowRemoveCurse;
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}
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RunState::ShowIdentify => {
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new_runstate = RunState::ShowIdentify;
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}
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_ => {
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new_runstate = RunState::Ticking;
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}
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}
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}
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}
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RunState::Farlook { .. } => {
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let result = gui::show_farlook(self, ctx);
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match result {
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gui::FarlookResult::NoResponse { x, y } => {
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new_runstate = RunState::Farlook { x, y };
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}
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gui::FarlookResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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}
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}
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RunState::ShowCheatMenu => {
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let result = gui::show_cheat_menu(self, ctx);
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match result {
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gui::CheatMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::CheatMenuResult::NoResponse => {}
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gui::CheatMenuResult::Ascend => {
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let id = self.ecs.fetch::<Map>().id - 1;
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self.goto_id(id, TileType::DownStair);
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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gui::CheatMenuResult::Descend => {
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let id = self.ecs.fetch::<Map>().id + 1;
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self.goto_id(id, TileType::UpStair);
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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gui::CheatMenuResult::Heal => {
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let player = self.ecs.fetch::<Entity>();
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let mut pools = self.ecs.write_storage::<Pools>();
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let mut player_pools = pools.get_mut(*player).unwrap();
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player_pools.hit_points.current = player_pools.hit_points.max;
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new_runstate = RunState::AwaitingInput;
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}
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gui::CheatMenuResult::MagicMap => {
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let mut map = self.ecs.fetch_mut::<Map>();
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for v in map.revealed_tiles.iter_mut() {
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*v = true;
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}
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new_runstate = RunState::AwaitingInput;
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}
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gui::CheatMenuResult::GodMode => {
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let player = self.ecs.fetch::<Entity>();
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let mut pools = self.ecs.write_storage::<Pools>();
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let mut player_pools = pools.get_mut(*player).unwrap();
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gamelog::Logger::new().append("TOGGLED GOD MODE!").log();
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player_pools.god = !player_pools.god;
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new_runstate = RunState::AwaitingInput;
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}
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}
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
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let ranged_item = is_ranged.get(item_entity);
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if let Some(ranged_item) = ranged_item {
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let is_aoe = self.ecs.read_storage::<AOE>();
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let aoe_item = is_aoe.get(item_entity);
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let (min_x, _max_x, min_y, _max_y, x_offset, y_offset) = camera::get_screen_bounds(
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&self.ecs,
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ctx
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);
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let ppos = self.ecs.fetch::<Point>();
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if let Some(aoe_item) = aoe_item {
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new_runstate = RunState::ShowTargeting {
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x: ppos.x + x_offset - min_x,
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y: ppos.y + y_offset - min_y,
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range: ranged_item.range,
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item: item_entity,
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aoe: aoe_item.radius,
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};
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} else {
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new_runstate = RunState::ShowTargeting {
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x: ppos.x + x_offset - min_x,
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y: ppos.y + y_offset - min_y,
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range: ranged_item.range,
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item: item_entity,
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aoe: 0,
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};
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}
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} else {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item: item_entity, target: None })
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.expect("Unable to insert intent.");
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new_runstate = RunState::Ticking;
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}
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}
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}
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}
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::Ticking;
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}
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}
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}
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RunState::ShowRemoveItem => {
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let result = gui::remove_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::Ticking;
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}
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}
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}
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RunState::ShowTargeting { x, y, range, item, aoe } => {
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let result = gui::ranged_target(self, ctx, x, y, range, aoe);
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match result.0 {
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gui::TargetResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::TargetResult::NoResponse { x, y } => {
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new_runstate = RunState::ShowTargeting { x, y, range, item, aoe };
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}
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gui::TargetResult::Selected => {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 })
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.expect("Unable to insert intent.");
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new_runstate = RunState::Ticking;
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}
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}
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}
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RunState::ShowRemoveCurse => {
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let result = gui::remove_curse(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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self.ecs
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.write_storage::<Beatitude>()
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.insert(item_entity, Beatitude { buc: BUC::Uncursed, known: true })
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.expect("Unable to insert beatitude");
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new_runstate = RunState::Ticking;
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}
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}
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}
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RunState::ShowIdentify => {
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let result = gui::identify(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => {
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new_runstate = RunState::AwaitingInput;
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}
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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if let Some(name) = self.ecs.read_storage::<Name>().get(item_entity) {
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let mut dm = self.ecs.fetch_mut::<MasterDungeonMap>();
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dm.identified_items.insert(name.name.clone());
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}
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if let Some(beatitude) = self.ecs.write_storage::<Beatitude>().get_mut(item_entity) {
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beatitude.known = true;
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}
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new_runstate = RunState::Ticking;
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}
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}
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}
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RunState::ActionWithDirection { function } => {
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new_runstate = gui::get_input_direction(&mut self.ecs, ctx, function);
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}
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RunState::MainMenu { .. } => {
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let result = gui::main_menu(self, ctx);
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match result {
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gui::MainMenuResult::NoSelection { selected } => {
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new_runstate = RunState::MainMenu { menu_selection: selected };
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}
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gui::MainMenuResult::Selected { selected } =>
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||||
match selected {
|
||||
gui::MainMenuSelection::NewGame => {
|
||||
new_runstate = RunState::CharacterCreation {
|
||||
ancestry: gui::Ancestry::Human,
|
||||
class: gui::Class::Fighter,
|
||||
};
|
||||
}
|
||||
gui::MainMenuSelection::LoadGame => {
|
||||
saveload_system::load_game(&mut self.ecs);
|
||||
new_runstate = RunState::AwaitingInput;
|
||||
saveload_system::delete_save();
|
||||
}
|
||||
gui::MainMenuSelection::Quit => {
|
||||
::std::process::exit(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::CharacterCreation { .. } => {
|
||||
let result = gui::character_creation(self, ctx);
|
||||
match result {
|
||||
gui::CharCreateResult::NoSelection { ancestry, class } => {
|
||||
new_runstate = RunState::CharacterCreation { ancestry, class };
|
||||
}
|
||||
gui::CharCreateResult::Selected { ancestry, class } => {
|
||||
if ancestry == gui::Ancestry::NULL {
|
||||
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame };
|
||||
} else {
|
||||
gui::setup_player_ancestry(&mut self.ecs, ancestry);
|
||||
gui::setup_player_class(&mut self.ecs, class, ancestry);
|
||||
new_runstate = RunState::PreRun;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::SaveGame => {
|
||||
saveload_system::save_game(&mut self.ecs);
|
||||
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
|
||||
}
|
||||
RunState::GameOver => {
|
||||
let result = gui::game_over(ctx);
|
||||
let write_to_morgue: Option<bool> = match result {
|
||||
gui::YesNoResult::NoSelection => None,
|
||||
gui::YesNoResult::No => Some(false),
|
||||
gui::YesNoResult::Yes => Some(true),
|
||||
};
|
||||
if let Some(response) = write_to_morgue {
|
||||
if response {
|
||||
morgue::create_morgue_file(&self.ecs);
|
||||
}
|
||||
self.game_over_cleanup();
|
||||
new_runstate = RunState::MapGeneration;
|
||||
self.mapgen_next_state = Some(RunState::MainMenu {
|
||||
menu_selection: gui::MainMenuSelection::NewGame,
|
||||
});
|
||||
}
|
||||
}
|
||||
RunState::GoToLevel(id, dest_tile) => {
|
||||
self.goto_id(id, dest_tile);
|
||||
self.mapgen_next_state = Some(RunState::PreRun);
|
||||
new_runstate = RunState::MapGeneration;
|
||||
}
|
||||
RunState::HelpScreen => {
|
||||
let result = gui::show_help(ctx);
|
||||
match result {
|
||||
gui::YesNoResult::Yes => {
|
||||
gamelog::record_event(EVENT::LOOKED_FOR_HELP(1));
|
||||
new_runstate = RunState::AwaitingInput;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
RunState::MagicMapReveal { row, cursed } => {
|
||||
let mut map = self.ecs.fetch_mut::<Map>();
|
||||
|
||||
// Could probably toss this into a function somewhere, and/or
|
||||
// have multiple simple animations for it.
|
||||
for x in 0..map.width {
|
||||
let idx;
|
||||
if x % 2 == 0 {
|
||||
idx = map.xy_idx(x as i32, row);
|
||||
} else {
|
||||
idx = map.xy_idx(x as i32, (map.height as i32) - 1 - row);
|
||||
}
|
||||
if !cursed {
|
||||
map.revealed_tiles[idx] = true;
|
||||
} else {
|
||||
map.revealed_tiles[idx] = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Dirtify viewshed only if cursed, so our currently visible tiles aren't removed too
|
||||
if cursed {
|
||||
let player_entity = self.ecs.fetch::<Entity>();
|
||||
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
|
||||
let viewshed = viewshed_components.get_mut(*player_entity);
|
||||
if let Some(viewshed) = viewshed {
|
||||
viewshed.dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (row as usize) == (map.height as usize) - 1 {
|
||||
new_runstate = RunState::Ticking;
|
||||
} else {
|
||||
new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
|
||||
}
|
||||
}
|
||||
RunState::MapGeneration => {
|
||||
if !config::CONFIG.logging.show_mapgen {
|
||||
new_runstate = self.mapgen_next_state.unwrap();
|
||||
}
|
||||
if self.mapgen_history.len() != 0 {
|
||||
ctx.cls();
|
||||
camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
|
||||
|
||||
self.mapgen_timer += ctx.frame_time_ms;
|
||||
if self.mapgen_timer > 300.0 {
|
||||
self.mapgen_timer = 0.0;
|
||||
self.mapgen_index += 1;
|
||||
if self.mapgen_index >= self.mapgen_history.len() {
|
||||
new_runstate = self.mapgen_next_state.unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
let mut runwriter = self.ecs.write_resource::<RunState>();
|
||||
*runwriter = new_runstate;
|
||||
}
|
||||
|
||||
damage_system::delete_the_dead(&mut self.ecs);
|
||||
|
||||
let _ = rltk::render_draw_buffer(ctx);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue