gui, inventory, symmetrical shadowcasting, bugfixes
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5b7eac3165
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10 changed files with 355 additions and 71 deletions
113
src/spawner.rs
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113
src/spawner.rs
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use super::{
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BlocksTile, CombatStats, Item, Monster, Name, Player, Position, Potion, Rect, Renderable, Viewshed, MAPWIDTH,
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};
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use rltk::{RandomNumberGenerator, RGB};
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use specs::prelude::*;
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/// Spawns the player and returns his/her entity object.
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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ecs.create_entity()
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.with(Position { x: player_x, y: player_y })
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.with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK) })
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.with(Player {})
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.with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true })
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.with(Name { name: "hero (you)".to_string() })
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.with(CombatStats { max_hp: 30, hp: 30, defence: 2, power: 5 })
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.build()
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}
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/// Spawns a random monster at a given loc
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pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
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let roll: i32;
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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roll = rng.roll_dice(1, 2);
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}
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match roll {
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1 => orc(ecs, x, y),
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_ => goblin(ecs, x, y),
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}
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}
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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 2;
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) {
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ecs.create_entity()
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.with(Position { x, y })
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.with(Renderable { glyph: glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK) })
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.with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true })
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.with(Monster {})
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.with(Name { name: name.to_string() })
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.with(BlocksTile {})
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.with(CombatStats { max_hp: 16, hp: 16, defence: 1, power: 4 })
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.build();
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}
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fn orc(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('o'), "orc");
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}
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fn goblin(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('g'), "goblin");
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}
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pub fn spawn_room(ecs: &mut World, room: &Rect) {
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let mut monster_spawn_points: Vec<usize> = Vec::new();
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let mut item_spawn_points: Vec<usize> = Vec::new();
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// Scope for borrow checker
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let num_monsters = rng.roll_dice(1, MAX_MONSTERS + 2) - 3;
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let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3;
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for _i in 0..num_monsters {
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let mut added = false;
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while !added {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAPWIDTH) + x;
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if !monster_spawn_points.contains(&idx) {
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monster_spawn_points.push(idx);
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added = true;
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}
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}
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}
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for _i in 0..num_items {
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let mut added = false;
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while !added {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAPWIDTH) + x;
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if !item_spawn_points.contains(&idx) {
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item_spawn_points.push(idx);
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added = true;
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}
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}
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}
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}
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// Spawn
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for idx in monster_spawn_points.iter() {
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let x = *idx % MAPWIDTH;
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let y = *idx / MAPWIDTH;
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random_monster(ecs, x as i32, y as i32);
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}
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for idx in item_spawn_points.iter() {
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let x = *idx % MAPWIDTH;
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let y = *idx / MAPWIDTH;
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health_potion(ecs, x as i32, y as i32);
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}
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}
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fn health_potion(ecs: &mut World, x: i32, y: i32) {
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ecs.create_entity()
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.with(Position { x, y })
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.with(Renderable { glyph: rltk::to_cp437('i'), fg: RGB::named(rltk::MAGENTA), bg: RGB::named(rltk::BLACK) })
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.with(Name { name: "health potion".to_string() })
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.with(Item {})
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.with(Potion { heal_amount: 8 })
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.build();
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}
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