depth, waiting (with hp recovery), hit die for monsters, ui tweak
This commit is contained in:
parent
b6522d42c3
commit
b8f8691e90
5 changed files with 200 additions and 18 deletions
11
src/gui.rs
11
src/gui.rs
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@ -12,9 +12,9 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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let combat_stats = ecs.read_storage::<CombatStats>();
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let players = ecs.read_storage::<Player>();
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for (_player, stats) in (&players, &combat_stats).join() {
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let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
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ctx.print_color(12, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
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ctx.draw_bar_horizontal(28, 43, 51, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
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let health = format!(" HP {}/{} ", stats.hp, stats.max_hp);
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ctx.print_color_right(36, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
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ctx.draw_bar_horizontal(38, 43, 34, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
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}
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// Render message log
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@ -27,6 +27,11 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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y += 1;
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}
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// Render depth
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let map = ecs.fetch::<Map>();
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let depth = format!(" D{} ", map.depth);
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ctx.print_color(74, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &depth);
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// Render mouse cursor
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let mouse_pos = ctx.mouse_pos();
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ctx.set_bg(mouse_pos.0, mouse_pos.1, RGB::named(rltk::MAGENTA));
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98
src/main.rs
98
src/main.rs
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@ -48,6 +48,7 @@ pub enum RunState {
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ShowTargeting { range: i32, item: Entity, aoe: i32 },
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MainMenu { menu_selection: gui::MainMenuSelection },
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SaveGame,
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NextLevel,
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}
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pub struct State {
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@ -62,20 +63,102 @@ impl State {
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mob.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut melee_system = MeleeCombatSystem {};
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melee_system.run_now(&self.ecs);
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let mut damage_system = DamageSystem {};
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damage_system.run_now(&self.ecs);
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let mut inventory_system = ItemCollectionSystem {};
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inventory_system.run_now(&self.ecs);
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let mut item_use_system = ItemUseSystem {};
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item_use_system.run_now(&self.ecs);
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let mut drop_system = ItemDropSystem {};
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drop_system.run_now(&self.ecs);
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let mut melee_system = MeleeCombatSystem {};
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melee_system.run_now(&self.ecs);
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let mut damage_system = DamageSystem {};
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damage_system.run_now(&self.ecs);
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let mut particle_system = particle_system::ParticleSpawnSystem {};
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particle_system.run_now(&self.ecs);
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self.ecs.maintain();
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}
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fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
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let entities = self.ecs.entities();
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let player = self.ecs.read_storage::<Player>();
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let backpack = self.ecs.read_storage::<InBackpack>();
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let player_entity = self.ecs.fetch::<Entity>();
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let mut to_delete: Vec<Entity> = Vec::new();
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for entity in entities.join() {
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let mut should_delete = true;
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// Don't delete player
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let p = player.get(entity);
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if let Some(_p) = p {
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should_delete = false;
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}
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// Don't delete player's equipment
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let bp = backpack.get(entity);
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if let Some(bp) = bp {
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if bp.owner == *player_entity {
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should_delete = false;
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}
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}
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if should_delete {
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to_delete.push(entity);
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}
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}
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return to_delete;
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}
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fn goto_next_level(&mut self) {
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// Delete entities that aren't player/player's equipment
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let to_delete = self.entities_to_remove_on_level_change();
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for target in to_delete {
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self.ecs.delete_entity(target).expect("Unable to delete entity");
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}
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// Build new map
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let worldmap;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
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worldmap = worldmap_resource.clone();
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}
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// Spawn things in rooms
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room);
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}
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].centre();
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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let mut position_components = self.ecs.write_storage::<Position>();
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let player_entity = self.ecs.fetch::<Entity>();
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let player_pos_comp = position_components.get_mut(*player_entity);
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if let Some(player_pos_comp) = player_pos_comp {
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player_pos_comp.x = player_x;
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player_pos_comp.y = player_y;
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}
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// Dirtify viewshed
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let viewshed = viewshed_components.get_mut(*player_entity);
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if let Some(viewshed) = viewshed {
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viewshed.dirty = true;
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}
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// Notify player, restore health up to a point.
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let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
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gamelog.entries.push("You descend the stairwell, and take a moment to recover your strength.".to_string());
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let player_health = player_health_store.get_mut(*player_entity);
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if let Some(player_health) = player_health {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
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}
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}
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}
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impl GameState for State {
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@ -221,6 +304,10 @@ impl GameState for State {
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saveload_system::save_game(&mut self.ecs);
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new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
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}
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RunState::NextLevel => {
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self.goto_next_level();
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new_runstate = RunState::PreRun;
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}
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}
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{
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@ -240,6 +327,7 @@ fn main() -> rltk::BError {
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let mut context = RltkBuilder::new()
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.with_title("rust-rl")
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.with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT)
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.with_fullscreen(true)
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.with_tile_dimensions(16, 16)
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.with_resource_path("resources/")
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.with_font("terminal8x8.jpg", 8, 8)
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@ -277,7 +365,7 @@ fn main() -> rltk::BError {
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gs.ecs.register::<SerializationHelper>();
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors();
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let map = Map::new_map_rooms_and_corridors(1);
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let (player_x, player_y) = map.rooms[0].centre();
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let player_name = "wanderer".to_string();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name);
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13
src/map.rs
13
src/map.rs
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@ -10,6 +10,7 @@ use std::ops::{Add, Mul};
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pub enum TileType {
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Wall,
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Floor,
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DownStair,
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}
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pub const MAPWIDTH: usize = 80;
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@ -29,6 +30,7 @@ pub struct Map {
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pub green_offset: Vec<u8>,
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pub blue_offset: Vec<u8>,
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pub blocked: Vec<bool>,
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pub depth: i32,
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pub bloodstains: HashSet<usize>,
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#[serde(skip_serializing)]
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@ -90,7 +92,7 @@ impl Map {
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}
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/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
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pub fn new_map_rooms_and_corridors() -> Map {
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pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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rooms: Vec::new(),
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@ -102,6 +104,7 @@ impl Map {
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green_offset: vec![0; MAPCOUNT],
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blue_offset: vec![0; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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tile_content: vec![Vec::new(); MAPCOUNT],
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};
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@ -156,6 +159,10 @@ impl Map {
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].centre();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStair;
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map
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}
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}
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@ -241,6 +248,10 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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glyph = wall_glyph(&*map, x, y);
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fg = fg.add(RGB::from_f32(0.6, 0.5, 0.25));
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}
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TileType::DownStair => {
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glyph = rltk::to_cp437('>');
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fg = RGB::from_f32(0., 1., 1.);
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}
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}
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if map.bloodstains.contains(&idx) {
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bg = bg.add(RGB::from_f32(0.6, 0., 0.));
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@ -1,8 +1,8 @@
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use super::{
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gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
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WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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gamelog::GameLog, CombatStats, Item, Map, Monster, Player, Position, RunState, State, TileType, Viewshed,
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WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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@ -94,6 +94,18 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::Numpad7 | VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
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// Depth
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VirtualKeyCode::Period => {
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if ctx.shift {
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if !try_next_level(&mut gs.ecs) {
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return RunState::AwaitingInput;
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}
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return RunState::NextLevel; // > to descend
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} else {
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return skip_turn(&mut gs.ecs); // (Wait a turn)
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}
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}
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// Items
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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@ -107,6 +119,58 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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RunState::PlayerTurn
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}
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pub fn try_next_level(ecs: &mut World) -> bool {
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch::<Map>();
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let player_idx = map.xy_idx(player_pos.x, player_pos.y);
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if map.tiles[player_idx] == TileType::DownStair {
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return true;
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} else {
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog.entries.push("You don't see a way down.".to_string());
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return false;
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}
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}
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fn skip_turn(ecs: &mut World) -> RunState {
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let player_entity = ecs.fetch::<Entity>();
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let viewshed_components = ecs.read_storage::<Viewshed>();
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let monsters = ecs.read_storage::<Monster>();
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let mut wait_message = "You wait a turn.";
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let worldmap_resource = ecs.fetch::<Map>();
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let mut can_heal = true;
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let viewshed = viewshed_components.get(*player_entity).unwrap();
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for tile in viewshed.visible_tiles.iter() {
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let idx = worldmap_resource.xy_idx(tile.x, tile.y);
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for entity_id in worldmap_resource.tile_content[idx].iter() {
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let mob = monsters.get(*entity_id);
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match mob {
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None => {}
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Some(_) => {
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can_heal = false;
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}
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}
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}
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}
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if can_heal {
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let mut health_components = ecs.write_storage::<CombatStats>();
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let player_hp = health_components.get_mut(*player_entity).unwrap();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let roll = rng.roll_dice(1, 6);
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if (roll == 6) && player_hp.hp < player_hp.max_hp {
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player_hp.hp += 1;
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wait_message = "You wait a turn, and recover a hit point.";
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}
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}
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog.entries.push(wait_message.to_string());
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return RunState::PlayerTurn;
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}
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/* Playing around with autoexplore, without having read how to do it.
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pub fn auto_explore(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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@ -8,6 +8,7 @@ use specs::saveload::{MarkedBuilder, SimpleMarker};
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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, player_name: String) -> Entity {
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// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
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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 {
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@ -19,7 +20,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String
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.with(Player {})
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.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
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.with(Name { name: player_name })
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.with(CombatStats { max_hp: 30, hp: 30, defence: 2, power: 5 })
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.with(CombatStats { max_hp: 8, hp: 8, defence: 0, power: 4 })
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.marked::<SimpleMarker<SerializeMe>>()
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.build()
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}
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@ -57,7 +58,9 @@ pub fn random_item(ecs: &mut World, x: i32, y: i32) {
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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 3;
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) {
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S, hit_die: i32) {
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let rolled_hp = roll_hit_dice(ecs, 1, hit_die);
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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::GREEN), bg: RGB::named(rltk::BLACK), render_order: 1 })
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@ -65,21 +68,32 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharTy
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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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.with(CombatStats { max_hp: rolled_hp, hp: rolled_hp, defence: 0, power: 2 })
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.marked::<SimpleMarker<SerializeMe>>()
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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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monster(ecs, x, y, rltk::to_cp437('o'), "orc", 8);
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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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monster(ecs, x, y, rltk::to_cp437('g'), "goblin", 6);
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}
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fn goblin_chieftain(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('G'), "goblin chieftain");
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monster(ecs, x, y, rltk::to_cp437('G'), "goblin chieftain", 8);
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}
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pub fn roll_hit_dice(ecs: &mut World, n: i32, d: i32) -> i32 {
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut rolled_hp: i32 = 0;
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for _i in 0..n {
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rolled_hp += rng.roll_dice(1, d);
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}
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return rolled_hp;
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}
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pub fn spawn_room(ecs: &mut World, room: &Rect) {
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