initial: character creation

This commit is contained in:
Llywelwyn 2023-08-21 00:16:30 +01:00
parent 454a8c7028
commit 40f9d117f3
8 changed files with 359 additions and 73 deletions

229
src/gui/race_selection.rs Normal file
View file

@ -0,0 +1,229 @@
use super::{gamesystem::attr_bonus, gamesystem::get_attribute_rolls, Attributes, Pools, Renderable, RunState, State};
use crate::{ai::NORMAL_SPEED, raws, Attribute, Energy, Pool, Skill, Skills, Telepath};
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::HashMap;
#[derive(PartialEq, Copy, Clone)]
pub enum Races {
NULL,
Human,
Dwarf,
Elf,
}
#[derive(PartialEq, Copy, Clone)]
pub enum Classes {
Fighter,
Wizard,
Villager,
}
#[derive(PartialEq, Copy, Clone)]
pub enum CharCreateResult {
NoSelection { race: Races, class: Classes },
Selected { race: Races, class: Classes },
}
/// Handles the player character creation screen.
pub fn character_creation(gs: &mut State, ctx: &mut Rltk) -> CharCreateResult {
let runstate = gs.ecs.fetch::<RunState>();
let mut x = 2;
let mut y = 11;
let column_width = 20;
ctx.print_color(x, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), "Who are you? [Aa-Zz]");
y += 2;
if let RunState::CharacterCreation { race, class } = *runstate {
let selected_fg = RGB::named(GREEN);
let unselected_fg = RGB::named(WHITE);
let mut fg;
let bg = RGB::named(BLACK);
// Races
if race == Races::Human {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "h. Human");
if race == Races::Elf {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "e. Elf");
if race == Races::Dwarf {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "d. Dwarf");
// Classes
x += column_width;
if class == Classes::Fighter {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "f. Fighter");
if class == Classes::Wizard {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "w. Wizard");
if class == Classes::Villager {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "v. Villager");
match ctx.key {
None => return CharCreateResult::NoSelection { race, class },
Some(key) => match key {
VirtualKeyCode::Escape => return CharCreateResult::Selected { race: Races::NULL, class },
VirtualKeyCode::Return => return CharCreateResult::Selected { race, class },
VirtualKeyCode::H => return CharCreateResult::NoSelection { race: Races::Human, class },
VirtualKeyCode::E => return CharCreateResult::NoSelection { race: Races::Elf, class },
VirtualKeyCode::D => return CharCreateResult::NoSelection { race: Races::Dwarf, class },
VirtualKeyCode::F => return CharCreateResult::NoSelection { race, class: Classes::Fighter },
VirtualKeyCode::W => return CharCreateResult::NoSelection { race, class: Classes::Wizard },
VirtualKeyCode::V => return CharCreateResult::NoSelection { race, class: Classes::Villager },
_ => return CharCreateResult::NoSelection { race, class },
},
}
}
return CharCreateResult::NoSelection { race: Races::Human, class: Classes::Fighter };
}
/// Handles player race setup.
pub fn setup_player_race(ecs: &mut World, race: Races) {
let player = ecs.fetch::<Entity>();
let mut renderables = ecs.write_storage::<Renderable>();
// SKILLS
let mut skills = ecs.write_storage::<Skills>();
let player_skills = if let Some(skills) = skills.get_mut(*player) {
skills
} else {
skills.insert(*player, Skills { skills: HashMap::new() }).expect("Unable to insert skills component");
skills.get_mut(*player).unwrap()
};
match race {
Races::Human => {}
Races::Dwarf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('h'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
*player_skills.skills.entry(Skill::Defence).or_insert(0) += 1;
}
Races::Elf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::GREEN),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
let mut telepaths = ecs.write_storage::<Telepath>();
telepaths
.insert(*player, Telepath { telepath_tiles: Vec::new(), range: 6, dirty: true })
.expect("Unable to insert telepath component");
let mut speeds = ecs.write_storage::<Energy>();
speeds
.insert(*player, Energy { current: 0, speed: NORMAL_SPEED + 1 })
.expect("Unable to insert energy component");
}
_ => {}
}
}
/// Handles player class setup
pub fn setup_player_class(ecs: &mut World, class: Classes) {
let player = *ecs.fetch::<Entity>();
// ATTRIBUTES
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut attributes = ecs.write_storage::<Attributes>();
let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class);
attributes
.insert(
player,
Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
},
)
.expect("Unable to insert attributes component");
let mut pools = ecs.write_storage::<Pools>();
pools
.insert(
player,
Pools {
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
mana: Pool { current: 2 + attr_bonus(int), max: 2 + attr_bonus(int) },
xp: 0,
level: 1,
bac: 10,
weight: 0.0,
god: false,
},
)
.expect("Unable to insert pools component");
}
// TODO: use seeded RNG here
let mut rng = RandomNumberGenerator::new();
let starts_with = get_starting_inventory(class, &mut rng);
for item in starts_with.0.iter() {
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Equipped { by: player }, 0);
}
for item in starts_with.1.iter() {
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Carried { by: player }, 0);
}
}
fn get_starting_inventory(class: Classes, rng: &mut RandomNumberGenerator) -> (Vec<String>, Vec<String>) {
let mut equipped: Vec<String> = Vec::new();
let mut carried: Vec<String> = Vec::new();
match class {
Classes::Fighter => {
equipped = vec![
"equip_shortsword".to_string(),
"equip_body_ringmail".to_string(),
"equip_mediumshield".to_string(),
];
carried = vec!["food_rations".to_string()];
}
Classes::Wizard => {
equipped = vec!["equip_dagger".to_string(), "equip_back_protection".to_string()];
}
Classes::Villager => {
let rolled_weapon = raws::table_by_name(&raws::RAWS.lock().unwrap(), "villager_equipment", 1).roll(rng);
equipped.push(rolled_weapon);
carried = vec!["food_rations".to_string(), "food_apple".to_string(), "food_apple".to_string()];
}
}
return (equipped, carried);
}