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5 changed files with 118 additions and 107 deletions

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@ -12,7 +12,7 @@ env:
jobs:
build:
runs-on: ubuntu-22.04
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3

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@ -2,18 +2,18 @@
#### using _rltk/bracket-lib_, and _specs_
[![Rust](https://github.com/Llywelwyn/rust-rl/actions/workflows/cargo-build-test.yml/badge.svg)](https://github.com/Llywelwyn/rust-rl/actions/workflows/cargo-build-test.yml)
check out the page in the header for the wasm version, pick [a release](https://github.com/Llywelwyn/rust-rl/releases), or build manually with:
check out the page in the header for the wasm version, pick [a release of your choice](https://github.com/Llywelwyn/rust-rl/releases), or build manually with:
`git clone https://github.com/Llywelwyn/rust-rl/ && cd rust-rl && cargo build --release`,
![image](https://github.com/Llywelwyn/rust-rl/assets/82828093/b05e4f0b-2062-4abe-9fee-c679f9ef420d)
this year for roguelikedev does the complete tutorial, i followed along with thebracket's [_roguelike tutorial - in rust_](https://bfnightly.bracketproductions.com). the notes i made during the sprint are being kept below for posterity - further changes since then are noted in [changelog.txt](https://github.com/Llywelwyn/rust-rl/blob/9150ed39e45bee536060cdc769d274e639021012/changelog.txt), and in the release notes.
i'm also working on translating over my progress into blog entries on my site @ [llyw.co.uk](https://llyw.co.uk/), with a larger focus on some of the more interesting implementation details.
---
<details>
<summary>boring details about the sprint where this project started</summary>
<details>
<summary>week 1</summary>
@ -157,4 +157,3 @@ check out the page in the header for the wasm version, pick [a release](https://
![squares](https://github.com/Llywelwyn/rust-rl/assets/82828093/b752e1cb-340d-475d-84ae-68fdb4977a80)
</details>
</details>

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@ -65,7 +65,9 @@ impl<'a> System<'a> for TurnStatusSystem {
not_confused.push(entity);
if entity == *player_entity {
logger = logger
.colour(renderable_colour(&renderables, entity))
.append("You")
.colour(WHITE)
.append("snap out of it.");
log = true;
} else {
@ -92,7 +94,9 @@ impl<'a> System<'a> for TurnStatusSystem {
not_my_turn.push(entity);
if entity == *player_entity {
logger = logger
.colour(renderable_colour(&renderables, entity))
.append("You")
.colour(WHITE)
.append("are confused!");
log = true;
gamelog::record_event(EVENT::PlayerConfused(1));

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@ -223,7 +223,9 @@ fn handle_healing(
let renderables = ecs.read_storage::<Renderable>();
if ecs.read_storage::<Player>().get(target).is_some() {
logger = logger
.colour(renderable_colour(&renderables, target))
.append("You")
.colour(WHITE)
.append(HEAL_PLAYER_HIT)
.buc(event.buc.clone(), None, Some(HEAL_PLAYER_HIT_BLESSED));
} else {
@ -265,7 +267,9 @@ fn handle_damage(
let player_viewshed = viewsheds.get(*ecs.fetch::<Entity>()).unwrap();
if ecs.read_storage::<Player>().get(target).is_some() {
logger = logger
.colour(renderable_colour(&renderables, target))
.append("You")
.colour(WHITE)
.append(DAMAGE_PLAYER_HIT);
event.log = true;
} else if

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@ -106,101 +106,6 @@ pub fn draw_lerping_bar(
ctx.print(sx + width, sy, "]");
}
fn draw_xp(ctx: &mut BTerm, pt: Point, pool: &Pools) {
ctx.print_color(
pt.x,
pt.y,
RGB::named(WHITE),
RGB::named(BLACK),
format!("XP{}/{}", pool.level, pool.xp)
);
}
fn calc_ac(ecs: &World, skills: &Skills, stats: &Pools, attr: &Attributes) -> i32 {
let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, skills);
let mut armour_ac_bonus = 0;
let equipped = ecs.read_storage::<Equipped>();
let ac = ecs.read_storage::<ArmourClassBonus>();
let player_entity = ecs.fetch::<Entity>();
for (wielded, ac) in (&equipped, &ac).join() {
if wielded.owner == *player_entity {
armour_ac_bonus += ac.amount;
}
}
stats.bac - attr.dexterity.bonus / 2 - skill_ac_bonus - armour_ac_bonus
}
fn draw_ac(ctx: &mut BTerm, pt: Point, ac: i32) {
ctx.print_color(pt.x, pt.y, RGB::named(PINK), RGB::named(BLACK), "AC");
ctx.print_color(pt.x + 2, pt.y, RGB::named(WHITE), RGB::named(BLACK), ac);
}
fn draw_attributes(ctx: &mut BTerm, pt: Point, a: &Attributes) {
ctx.print_color(pt.x, pt.y, RGB::named(RED), RGB::named(BLACK), "STR");
ctx.print_color(pt.x + 3, pt.y, RGB::named(WHITE), RGB::named(BLACK), a.strength.base);
ctx.print_color(pt.x + 7, pt.y, RGB::named(GREEN), RGB::named(BLACK), "DEX");
ctx.print_color(pt.x + 10, pt.y, RGB::named(WHITE), RGB::named(BLACK), a.dexterity.base);
ctx.print_color(pt.x + 14, pt.y, RGB::named(ORANGE), RGB::named(BLACK), "CON");
ctx.print_color(pt.x + 17, pt.y, RGB::named(WHITE), RGB::named(BLACK), a.constitution.base);
ctx.print_color(pt.x, 54, RGB::named(CYAN), RGB::named(BLACK), "INT");
ctx.print_color(pt.x + 3, pt.y + 1, RGB::named(WHITE), RGB::named(BLACK), a.intelligence.base);
ctx.print_color(pt.x + 7, pt.y + 1, RGB::named(YELLOW), RGB::named(BLACK), "WIS");
ctx.print_color(pt.x + 10, pt.y + 1, RGB::named(WHITE), RGB::named(BLACK), a.wisdom.base);
ctx.print_color(pt.x + 14, pt.y + 1, RGB::named(PURPLE), RGB::named(BLACK), "CHA");
ctx.print_color(pt.x + 17, pt.y + 1, RGB::named(WHITE), RGB::named(BLACK), a.charisma.base);
}
fn draw_hunger(ctx: &mut BTerm, pt: Point, hunger: &HungerClock) {
match hunger.state {
HungerState::Satiated => {
ctx.print_color_right(
pt.x,
pt.y,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Satiated"
);
}
HungerState::Normal => {}
HungerState::Hungry => {
ctx.print_color_right(
pt.x,
pt.y,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Hungry"
);
}
HungerState::Weak => {
ctx.print_color_right(
pt.x,
pt.y,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Weak"
);
}
HungerState::Fainting => {
ctx.print_color_right(
pt.x,
pt.y,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Fainting"
);
}
HungerState::Starving => {
ctx.print_color_right(
pt.x,
pt.y,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Starving"
);
}
}
}
pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
// Render stats
let pools = ecs.read_storage::<Pools>();
@ -237,12 +142,111 @@ pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
RGB::named(BLUE),
RGB::named(BLACK)
);
draw_ac(ctx, Point::new(26, 53), calc_ac(ecs, skills, stats, attributes));
draw_xp(ctx, Point::new(26, 54), stats);
draw_attributes(ctx, Point::new(38, 53), attributes);
draw_hunger(ctx, Point::new(70, 53), hunger);
// Burden
// Draw AC
let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*skills);
let mut armour_ac_bonus = 0;
let equipped = ecs.read_storage::<Equipped>();
let ac = ecs.read_storage::<ArmourClassBonus>();
let player_entity = ecs.fetch::<Entity>();
for (wielded, ac) in (&equipped, &ac).join() {
if wielded.owner == *player_entity {
armour_ac_bonus += ac.amount;
}
}
let armour_class =
stats.bac - attributes.dexterity.bonus / 2 - skill_ac_bonus - armour_ac_bonus;
ctx.print_color(26, 53, RGB::named(PINK), RGB::named(BLACK), "AC");
ctx.print_color(28, 53, RGB::named(WHITE), RGB::named(BLACK), armour_class);
// Draw level
ctx.print_color(
26,
54,
RGB::named(WHITE),
RGB::named(BLACK),
format!("XP{}/{}", stats.level, stats.xp)
);
// Draw attributes
let x = 38;
ctx.print_color(x, 53, RGB::named(RED), RGB::named(BLACK), "STR");
ctx.print_color(x + 3, 53, RGB::named(WHITE), RGB::named(BLACK), attributes.strength.base);
ctx.print_color(x + 7, 53, RGB::named(GREEN), RGB::named(BLACK), "DEX");
ctx.print_color(
x + 10,
53,
RGB::named(WHITE),
RGB::named(BLACK),
attributes.dexterity.base
);
ctx.print_color(x + 14, 53, RGB::named(ORANGE), RGB::named(BLACK), "CON");
ctx.print_color(
x + 17,
53,
RGB::named(WHITE),
RGB::named(BLACK),
attributes.constitution.base
);
ctx.print_color(x, 54, RGB::named(CYAN), RGB::named(BLACK), "INT");
ctx.print_color(
x + 3,
54,
RGB::named(WHITE),
RGB::named(BLACK),
attributes.intelligence.base
);
ctx.print_color(x + 7, 54, RGB::named(YELLOW), RGB::named(BLACK), "WIS");
ctx.print_color(x + 10, 54, RGB::named(WHITE), RGB::named(BLACK), attributes.wisdom.base);
ctx.print_color(x + 14, 54, RGB::named(PURPLE), RGB::named(BLACK), "CHA");
ctx.print_color(x + 17, 54, RGB::named(WHITE), RGB::named(BLACK), attributes.charisma.base);
// Draw hunger
match hunger.state {
HungerState::Satiated => {
ctx.print_color_right(
70,
53,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Satiated"
);
}
HungerState::Normal => {}
HungerState::Hungry => {
ctx.print_color_right(
70,
53,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Hungry"
);
}
HungerState::Weak => {
ctx.print_color_right(
70,
53,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Weak"
);
}
HungerState::Fainting => {
ctx.print_color_right(
70,
53,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Fainting"
);
}
HungerState::Starving => {
ctx.print_color_right(
70,
53,
get_hunger_colour(hunger.state),
RGB::named(BLACK),
"Starving"
);
}
}
// Burden
if let Some(burden) = burden.get(*player_entity) {
match burden.level {
crate::BurdenLevel::Burdened => {