sorry - swapping from rustfmt to prettier-rust

This commit is contained in:
Llywelwyn 2023-08-23 01:22:09 +01:00
parent 281396f9ce
commit c2c7e0bd52
93 changed files with 2797 additions and 2021 deletions

View file

@ -1,6 +1,6 @@
use rltk::{GameState, Point, RandomNumberGenerator, Rltk};
use rltk::{ GameState, Point, RandomNumberGenerator, Rltk };
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use specs::saveload::{ SimpleMarker, SimpleMarkerAllocator };
extern crate serde;
pub mod camera;
@ -27,7 +27,7 @@ mod trigger_system;
use melee_combat_system::MeleeCombatSystem;
mod inventory;
mod particle_system;
use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
use particle_system::{ ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME };
mod ai;
mod config;
mod effects;
@ -48,23 +48,37 @@ pub const LOG_TICKS: bool = false;
pub enum RunState {
AwaitingInput, // Player's turn
PreRun,
Ticking, // Tick systems
Ticking, // Tick systems
ShowCheatMenu, // Teleport, godmode, etc. - for debugging
ShowInventory,
ShowDropItem,
ShowRemoveItem,
ShowTargeting { range: i32, item: Entity, aoe: i32 },
ShowTargeting {
range: i32,
item: Entity,
aoe: i32,
},
ShowRemoveCurse,
ShowIdentify,
ActionWithDirection { function: fn(i: i32, j: i32, ecs: &mut World) -> RunState },
MainMenu { menu_selection: gui::MainMenuSelection },
CharacterCreation { ancestry: gui::Ancestry, class: gui::Class },
ActionWithDirection {
function: fn(i: i32, j: i32, ecs: &mut World) -> RunState,
},
MainMenu {
menu_selection: gui::MainMenuSelection,
},
CharacterCreation {
ancestry: gui::Ancestry,
class: gui::Class,
},
SaveGame,
GameOver,
NextLevel,
PreviousLevel,
HelpScreen,
MagicMapReveal { row: i32, cursed: bool }, // Animates magic mapping effect
MagicMapReveal {
row: i32,
cursed: bool,
}, // Animates magic mapping effect
MapGeneration,
}
@ -260,20 +274,30 @@ impl GameState for State {
self.ecs.maintain();
try_spawn_interval(&mut self.ecs);
match *self.ecs.fetch::<RunState>() {
RunState::AwaitingInput => new_runstate = RunState::AwaitingInput,
RunState::MagicMapReveal { row, cursed } => {
new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
RunState::AwaitingInput => {
new_runstate = RunState::AwaitingInput;
}
RunState::MagicMapReveal { row, cursed } => {
new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed };
}
RunState::ShowRemoveCurse => {
new_runstate = RunState::ShowRemoveCurse;
}
RunState::ShowIdentify => {
new_runstate = RunState::ShowIdentify;
}
_ => {
new_runstate = RunState::Ticking;
}
RunState::ShowRemoveCurse => new_runstate = RunState::ShowRemoveCurse,
RunState::ShowIdentify => new_runstate = RunState::ShowIdentify,
_ => new_runstate = RunState::Ticking,
}
}
}
RunState::ShowCheatMenu => {
let result = gui::show_cheat_menu(self, ctx);
match result {
gui::CheatMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::CheatMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::CheatMenuResult::NoResponse => {}
gui::CheatMenuResult::Ascend => {
self.goto_level(-1);
@ -312,7 +336,9 @@ impl GameState for State {
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@ -326,10 +352,13 @@ impl GameState for State {
range: ranged_item.range,
item: item_entity,
aoe: aoe_item.radius,
}
};
} else {
new_runstate =
RunState::ShowTargeting { range: ranged_item.range, item: item_entity, aoe: 0 }
new_runstate = RunState::ShowTargeting {
range: ranged_item.range,
item: item_entity,
aoe: 0,
};
}
} else {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
@ -344,7 +373,9 @@ impl GameState for State {
RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@ -359,7 +390,9 @@ impl GameState for State {
RunState::ShowRemoveItem => {
let result = gui::remove_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@ -374,7 +407,9 @@ impl GameState for State {
RunState::ShowTargeting { range, item, aoe } => {
let result = gui::ranged_target(self, ctx, range, aoe);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
@ -388,7 +423,9 @@ impl GameState for State {
RunState::ShowRemoveCurse => {
let result = gui::remove_curse(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@ -403,7 +440,9 @@ impl GameState for State {
RunState::ShowIdentify => {
let result = gui::identify(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => {
new_runstate = RunState::AwaitingInput;
}
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@ -425,31 +464,32 @@ impl GameState for State {
let result = gui::main_menu(self, ctx);
match result {
gui::MainMenuResult::NoSelection { selected } => {
new_runstate = RunState::MainMenu { menu_selection: selected }
new_runstate = RunState::MainMenu { menu_selection: selected };
}
gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => {
new_runstate = RunState::CharacterCreation {
ancestry: gui::Ancestry::Human,
class: gui::Class::Fighter,
gui::MainMenuResult::Selected { selected } =>
match selected {
gui::MainMenuSelection::NewGame => {
new_runstate = RunState::CharacterCreation {
ancestry: gui::Ancestry::Human,
class: gui::Class::Fighter,
};
}
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
new_runstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => {
::std::process::exit(0);
}
}
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
new_runstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => {
::std::process::exit(0);
}
},
}
}
RunState::CharacterCreation { .. } => {
let result = gui::character_creation(self, ctx);
match result {
gui::CharCreateResult::NoSelection { ancestry, class } => {
new_runstate = RunState::CharacterCreation { ancestry, class }
new_runstate = RunState::CharacterCreation { ancestry, class };
}
gui::CharCreateResult::Selected { ancestry, class } => {
if ancestry == gui::Ancestry::NULL {
@ -473,8 +513,9 @@ impl GameState for State {
gui::YesNoResult::Yes => {
self.game_over_cleanup();
new_runstate = RunState::MapGeneration;
self.mapgen_next_state =
Some(RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame });
self.mapgen_next_state = Some(RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
});
}
}
}
@ -508,7 +549,7 @@ impl GameState for State {
if x % 2 == 0 {
idx = map.xy_idx(x as i32, row);
} else {
idx = map.xy_idx(x as i32, (map.height as i32 - 1) - (row));
idx = map.xy_idx(x as i32, (map.height as i32) - 1 - row);
}
if !cursed {
map.revealed_tiles[idx] = true;
@ -527,7 +568,7 @@ impl GameState for State {
}
}
if row as usize == map.height as usize - 1 {
if (row as usize) == (map.height as usize) - 1 {
new_runstate = RunState::Ticking;
} else {
new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };