initial commit
using rltk
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176
src/main.rs
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176
src/main.rs
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use rltk::{GameState, Point, Rltk, RGB};
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use specs::prelude::*;
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mod components;
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pub use components::*;
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mod map;
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pub use map::*;
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mod player;
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use player::*;
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mod rect;
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pub use rect::Rect;
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mod gamelog;
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use gamelog::GameLog;
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mod gui;
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mod visibility_system;
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use visibility_system::VisibilitySystem;
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mod monster_ai_system;
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use monster_ai_system::MonsterAI;
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mod map_indexing_system;
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use map_indexing_system::MapIndexingSystem;
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mod damage_system;
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use damage_system::*;
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mod melee_combat_system;
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use melee_combat_system::MeleeCombatSystem;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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AwaitingInput,
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PreRun,
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PlayerTurn,
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MonsterTurn,
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}
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pub struct State {
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pub ecs: World,
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}
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impl State {
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
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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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self.ecs.maintain();
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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ctx.cls();
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let mut new_runstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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new_runstate = *runstate;
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}
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match new_runstate {
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RunState::PreRun => {
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self.run_systems();
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new_runstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => {
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new_runstate = player_input(self, ctx);
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}
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RunState::PlayerTurn => {
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self.run_systems();
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new_runstate = RunState::MonsterTurn;
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}
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RunState::MonsterTurn => {
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self.run_systems();
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new_runstate = RunState::AwaitingInput;
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}
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}
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{
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let mut runwriter = self.ecs.write_resource::<RunState>();
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*runwriter = new_runstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let mut context = RltkBuilder::simple80x50()
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.with_gutter(0)
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.with_tile_dimensions(16, 16)
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//.with_fitscreen(true)
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.with_title("Roguelike Tutorial")
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.build()?;
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context.with_post_scanlines(true);
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let mut gs = State { ecs: World::new() };
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Name>();
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gs.ecs.register::<BlocksTile>();
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].centre();
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let player_entity = gs
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.ecs
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.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: "Player".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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let mut rng = rltk::RandomNumberGenerator::new();
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for (i, room) in map.rooms.iter().skip(1).enumerate() {
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let (x, y) = room.centre();
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let glyph: rltk::FontCharType;
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let name: String;
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let roll = rng.roll_dice(1, 2);
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match roll {
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1 => {
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glyph = rltk::to_cp437('g');
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name = "Goblin".to_string();
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}
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_ => {
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glyph = rltk::to_cp437('o');
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name = "Orc".to_string();
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}
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}
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gs.ecs
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.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: format!("{} #{}", &name, i) })
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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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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(gamelog::GameLog { entries: vec!["Here's your welcome message.".to_string()] });
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gs.ecs.insert(RunState::PreRun);
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rltk::main_loop(context, gs)
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}
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