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

@ -12,9 +12,9 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
let combat_stats = ecs.read_storage::<CombatStats>();
let players = ecs.read_storage::<Player>();
for (_player, stats) in (&players, &combat_stats).join() {
let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
ctx.print_color(12, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
ctx.draw_bar_horizontal(28, 43, 51, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
let health = format!(" HP {}/{} ", stats.hp, stats.max_hp);
ctx.print_color_right(36, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
ctx.draw_bar_horizontal(38, 43, 34, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
}
// Render message log
@ -27,6 +27,11 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
y += 1;
}
// Render depth
let map = ecs.fetch::<Map>();
let depth = format!(" D{} ", map.depth);
ctx.print_color(74, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &depth);
// Render mouse cursor
let mouse_pos = ctx.mouse_pos();
ctx.set_bg(mouse_pos.0, mouse_pos.1, RGB::named(rltk::MAGENTA));

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);

View file

@ -10,6 +10,7 @@ use std::ops::{Add, Mul};
pub enum TileType {
Wall,
Floor,
DownStair,
}
pub const MAPWIDTH: usize = 80;
@ -29,6 +30,7 @@ pub struct Map {
pub green_offset: Vec<u8>,
pub blue_offset: Vec<u8>,
pub blocked: Vec<bool>,
pub depth: i32,
pub bloodstains: HashSet<usize>,
#[serde(skip_serializing)]
@ -90,7 +92,7 @@ impl Map {
}
/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
pub fn new_map_rooms_and_corridors() -> Map {
pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
@ -102,6 +104,7 @@ impl Map {
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
};
@ -156,6 +159,10 @@ impl Map {
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].centre();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStair;
map
}
}
@ -241,6 +248,10 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
glyph = wall_glyph(&*map, x, y);
fg = fg.add(RGB::from_f32(0.6, 0.5, 0.25));
}
TileType::DownStair => {
glyph = rltk::to_cp437('>');
fg = RGB::from_f32(0., 1., 1.);
}
}
if map.bloodstains.contains(&idx) {
bg = bg.add(RGB::from_f32(0.6, 0., 0.));

View file

@ -1,8 +1,8 @@
use super::{
gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
gamelog::GameLog, CombatStats, Item, Map, Monster, Player, Position, RunState, State, TileType, Viewshed,
WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
};
use rltk::{Point, Rltk, VirtualKeyCode};
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
@ -94,6 +94,18 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
VirtualKeyCode::Numpad7 | VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
// Depth
VirtualKeyCode::Period => {
if ctx.shift {
if !try_next_level(&mut gs.ecs) {
return RunState::AwaitingInput;
}
return RunState::NextLevel; // > to descend
} else {
return skip_turn(&mut gs.ecs); // (Wait a turn)
}
}
// Items
VirtualKeyCode::G => get_item(&mut gs.ecs),
VirtualKeyCode::I => return RunState::ShowInventory,
@ -107,6 +119,58 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
RunState::PlayerTurn
}
pub fn try_next_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::DownStair {
return true;
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog.entries.push("You don't see a way down.".to_string());
return false;
}
}
fn skip_turn(ecs: &mut World) -> RunState {
let player_entity = ecs.fetch::<Entity>();
let viewshed_components = ecs.read_storage::<Viewshed>();
let monsters = ecs.read_storage::<Monster>();
let mut wait_message = "You wait a turn.";
let worldmap_resource = ecs.fetch::<Map>();
let mut can_heal = true;
let viewshed = viewshed_components.get(*player_entity).unwrap();
for tile in viewshed.visible_tiles.iter() {
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
for entity_id in worldmap_resource.tile_content[idx].iter() {
let mob = monsters.get(*entity_id);
match mob {
None => {}
Some(_) => {
can_heal = false;
}
}
}
}
if can_heal {
let mut health_components = ecs.write_storage::<CombatStats>();
let player_hp = health_components.get_mut(*player_entity).unwrap();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let roll = rng.roll_dice(1, 6);
if (roll == 6) && player_hp.hp < player_hp.max_hp {
player_hp.hp += 1;
wait_message = "You wait a turn, and recover a hit point.";
}
}
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog.entries.push(wait_message.to_string());
return RunState::PlayerTurn;
}
/* Playing around with autoexplore, without having read how to do it.
pub fn auto_explore(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();

View file

@ -8,6 +8,7 @@ use specs::saveload::{MarkedBuilder, SimpleMarker};
/// Spawns the player and returns his/her entity object.
pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String) -> Entity {
// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
ecs.create_entity()
.with(Position { x: player_x, y: player_y })
.with(Renderable {
@ -19,7 +20,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String
.with(Player {})
.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
.with(Name { name: player_name })
.with(CombatStats { max_hp: 30, hp: 30, defence: 2, power: 5 })
.with(CombatStats { max_hp: 8, hp: 8, defence: 0, power: 4 })
.marked::<SimpleMarker<SerializeMe>>()
.build()
}
@ -57,7 +58,9 @@ pub fn random_item(ecs: &mut World, x: i32, y: i32) {
const MAX_MONSTERS: i32 = 4;
const MAX_ITEMS: i32 = 3;
fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) {
fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S, hit_die: i32) {
let rolled_hp = roll_hit_dice(ecs, 1, hit_die);
ecs.create_entity()
.with(Position { x, y })
.with(Renderable { glyph: glyph, fg: RGB::named(rltk::GREEN), bg: RGB::named(rltk::BLACK), render_order: 1 })
@ -65,21 +68,32 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharTy
.with(Monster {})
.with(Name { name: name.to_string() })
.with(BlocksTile {})
.with(CombatStats { max_hp: 16, hp: 16, defence: 1, power: 4 })
.with(CombatStats { max_hp: rolled_hp, hp: rolled_hp, defence: 0, power: 2 })
.marked::<SimpleMarker<SerializeMe>>()
.build();
}
fn orc(ecs: &mut World, x: i32, y: i32) {
monster(ecs, x, y, rltk::to_cp437('o'), "orc");
monster(ecs, x, y, rltk::to_cp437('o'), "orc", 8);
}
fn goblin(ecs: &mut World, x: i32, y: i32) {
monster(ecs, x, y, rltk::to_cp437('g'), "goblin");
monster(ecs, x, y, rltk::to_cp437('g'), "goblin", 6);
}
fn goblin_chieftain(ecs: &mut World, x: i32, y: i32) {
monster(ecs, x, y, rltk::to_cp437('G'), "goblin chieftain");
monster(ecs, x, y, rltk::to_cp437('G'), "goblin chieftain", 8);
}
pub fn roll_hit_dice(ecs: &mut World, n: i32, d: i32) -> i32 {
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut rolled_hp: i32 = 0;
for _i in 0..n {
rolled_hp += rng.roll_dice(1, d);
}
return rolled_hp;
}
pub fn spawn_room(ecs: &mut World, room: &Rect) {