depth, waiting (with hp recovery), hit die for monsters, ui tweak

This commit is contained in:
Llywelwyn 2023-07-10 03:35:09 +01:00
parent b6522d42c3
commit b8f8691e90
5 changed files with 200 additions and 18 deletions

View file

@ -48,6 +48,7 @@ pub enum RunState {
ShowTargeting { range: i32, item: Entity, aoe: i32 },
MainMenu { menu_selection: gui::MainMenuSelection },
SaveGame,
NextLevel,
}
pub struct State {
@ -62,20 +63,102 @@ impl State {
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut melee_system = MeleeCombatSystem {};
melee_system.run_now(&self.ecs);
let mut damage_system = DamageSystem {};
damage_system.run_now(&self.ecs);
let mut inventory_system = ItemCollectionSystem {};
inventory_system.run_now(&self.ecs);
let mut item_use_system = ItemUseSystem {};
item_use_system.run_now(&self.ecs);
let mut drop_system = ItemDropSystem {};
drop_system.run_now(&self.ecs);
let mut melee_system = MeleeCombatSystem {};
melee_system.run_now(&self.ecs);
let mut damage_system = DamageSystem {};
damage_system.run_now(&self.ecs);
let mut particle_system = particle_system::ParticleSpawnSystem {};
particle_system.run_now(&self.ecs);
self.ecs.maintain();
}
fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
let entities = self.ecs.entities();
let player = self.ecs.read_storage::<Player>();
let backpack = self.ecs.read_storage::<InBackpack>();
let player_entity = self.ecs.fetch::<Entity>();
let mut to_delete: Vec<Entity> = Vec::new();
for entity in entities.join() {
let mut should_delete = true;
// Don't delete player
let p = player.get(entity);
if let Some(_p) = p {
should_delete = false;
}
// Don't delete player's equipment
let bp = backpack.get(entity);
if let Some(bp) = bp {
if bp.owner == *player_entity {
should_delete = false;
}
}
if should_delete {
to_delete.push(entity);
}
}
return to_delete;
}
fn goto_next_level(&mut self) {
// Delete entities that aren't player/player's equipment
let to_delete = self.entities_to_remove_on_level_change();
for target in to_delete {
self.ecs.delete_entity(target).expect("Unable to delete entity");
}
// Build new map
let worldmap;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
let current_depth = worldmap_resource.depth;
*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
worldmap = worldmap_resource.clone();
}
// Spawn things in rooms
for room in worldmap.rooms.iter().skip(1) {
spawner::spawn_room(&mut self.ecs, room);
}
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].centre();
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_comp = position_components.get_mut(*player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
}
// Dirtify viewshed
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;
}
// Notify player, restore health up to a point.
let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
gamelog.entries.push("You descend the stairwell, and take a moment to recover your strength.".to_string());
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
let player_health = player_health_store.get_mut(*player_entity);
if let Some(player_health) = player_health {
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
}
}
}
impl GameState for State {
@ -221,6 +304,10 @@ impl GameState for State {
saveload_system::save_game(&mut self.ecs);
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
}
RunState::NextLevel => {
self.goto_next_level();
new_runstate = RunState::PreRun;
}
}
{
@ -240,6 +327,7 @@ fn main() -> rltk::BError {
let mut context = RltkBuilder::new()
.with_title("rust-rl")
.with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT)
.with_fullscreen(true)
.with_tile_dimensions(16, 16)
.with_resource_path("resources/")
.with_font("terminal8x8.jpg", 8, 8)
@ -277,7 +365,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<SerializationHelper>();
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
let map = Map::new_map_rooms_and_corridors();
let map = Map::new_map_rooms_and_corridors(1);
let (player_x, player_y) = map.rooms[0].centre();
let player_name = "wanderer".to_string();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name);