rust-rl/src/main.rs
2023-07-10 11:13:54 +01:00

440 lines
17 KiB
Rust

use rltk::{GameState, Point, RandomNumberGenerator, Rltk, RGB};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use std::ops::Add;
extern crate serde;
mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
use player::*;
mod rect;
pub use rect::Rect;
mod gamelog;
mod gui;
mod saveload_system;
mod spawner;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::MonsterAI;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod damage_system;
use damage_system::*;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod inventory_system;
use inventory_system::*;
mod particle_system;
use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
mod random_table;
mod rex_assets;
// Embedded resources for use in wasm build
rltk::embedded_resource!(TERMINAL8X8, "../resources/terminal8x8.jpg");
rltk::embedded_resource!(SCANLINESFS, "../resources/scanlines.fs");
rltk::embedded_resource!(SCANLINESVS, "../resources/scanlines.vs");
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
ShowInventory,
ShowDropItem,
ShowTargeting { range: i32, item: Entity, aoe: i32 },
MainMenu { menu_selection: gui::MainMenuSelection },
SaveGame,
NextLevel,
MagicMapReveal { row: i32, cursed: bool },
}
pub struct State {
pub ecs: World,
}
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.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 current_depth;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth;
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, 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, current_depth + 1);
}
// 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 {
fn tick(&mut self, ctx: &mut Rltk) {
let mut new_runstate;
{
let runstate = self.ecs.fetch::<RunState>();
new_runstate = *runstate;
}
// Clear screen
ctx.cls();
particle_system::cull_dead_particles(&mut self.ecs, ctx);
match new_runstate {
RunState::MainMenu { .. } => {}
_ => {
// Draw map and ui
draw_map(&self.ecs, ctx);
{
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
for (pos, render) in data.iter() {
let idx = map.xy_idx(pos.x, pos.y);
let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]);
let mut bg = render.bg.add(RGB::from_u8(26, 45, 45)).add(offsets);
//bg = bg.add(offsets);
if map.bloodstains.contains(&idx) {
bg = bg.add(RGB::from_f32(0.6, 0., 0.));
}
if map.visible_tiles[idx] {
ctx.set(pos.x, pos.y, render.fg, bg, render.glyph);
}
}
gui::draw_ui(&self.ecs, ctx);
}
}
}
match new_runstate {
RunState::PreRun => {
self.run_systems();
self.ecs.maintain();
new_runstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
new_runstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
self.ecs.maintain();
match *self.ecs.fetch::<RunState>() {
RunState::MagicMapReveal { row, cursed } => {
new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
}
_ => new_runstate = RunState::MonsterTurn,
}
}
RunState::MonsterTurn => {
self.run_systems();
self.ecs.maintain();
new_runstate = RunState::AwaitingInput;
}
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let is_ranged = self.ecs.read_storage::<Ranged>();
let ranged_item = is_ranged.get(item_entity);
if let Some(ranged_item) = ranged_item {
let is_aoe = self.ecs.read_storage::<AOE>();
let aoe_item = is_aoe.get(item_entity);
if let Some(aoe_item) = aoe_item {
new_runstate = RunState::ShowTargeting {
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 }
}
} else {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item: item_entity, target: None })
.expect("Unable to insert intent.");
new_runstate = RunState::PlayerTurn;
}
}
}
}
RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToDropItem>();
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity })
.expect("Unable to insert intent");
new_runstate = RunState::PlayerTurn;
}
}
}
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::NoResponse => {}
gui::ItemMenuResult::Selected => {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 })
.expect("Unable to insert intent.");
new_runstate = RunState::PlayerTurn;
}
}
}
RunState::MainMenu { .. } => {
let result = gui::main_menu(self, ctx);
match result {
gui::MainMenuResult::NoSelection { selected } => {
new_runstate = RunState::MainMenu { menu_selection: selected }
}
gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => new_runstate = RunState::PreRun,
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::SaveGame => {
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;
}
RunState::MagicMapReveal { row, cursed } => {
let mut map = self.ecs.fetch_mut::<Map>();
// Could probably toss this into a function somewhere, and/or
// have multiple simple animations for it.
for x in 0..MAPWIDTH {
let idx;
if x % 2 == 0 {
idx = map.xy_idx(x as i32, row);
} else {
idx = map.xy_idx(x as i32, (MAPHEIGHT as i32 - 1) - (row));
}
if !cursed {
map.revealed_tiles[idx] = true;
} else {
map.revealed_tiles[idx] = false;
}
}
// Dirtify viewshed only if cursed, so our currently visible tiles aren't removed too
if cursed {
let player_entity = self.ecs.fetch::<Entity>();
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;
}
}
if row as usize == MAPHEIGHT - 1 {
new_runstate = RunState::MonsterTurn;
} else {
new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
}
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = new_runstate;
}
damage_system::delete_the_dead(&mut self.ecs);
}
}
const DISPLAYWIDTH: i32 = 80;
const DISPLAYHEIGHT: i32 = 50;
fn main() -> rltk::BError {
use rltk::RltkBuilder;
let mut context = RltkBuilder::new()
.with_title("rust-rl")
.with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT)
.with_tile_dimensions(16, 16)
.with_resource_path("resources/")
.with_font("terminal8x8.jpg", 8, 8)
.with_simple_console(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg")
.with_simple_console_no_bg(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg")
.build()?;
context.with_post_scanlines(false);
//context.screen_burn_color(RGB::named((150, 255, 255)));
let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
gs.ecs.register::<Item>();
gs.ecs.register::<Cursed>();
gs.ecs.register::<ProvidesHealing>();
gs.ecs.register::<InflictsDamage>();
gs.ecs.register::<Ranged>();
gs.ecs.register::<AOE>();
gs.ecs.register::<Confusion>();
gs.ecs.register::<MagicMapper>();
gs.ecs.register::<InBackpack>();
gs.ecs.register::<WantsToPickupItem>();
gs.ecs.register::<WantsToDropItem>();
gs.ecs.register::<WantsToUseItem>();
gs.ecs.register::<Consumable>();
gs.ecs.register::<Destructible>();
gs.ecs.register::<ParticleLifetime>();
gs.ecs.register::<SimpleMarker<SerializeMe>>();
gs.ecs.register::<SerializationHelper>();
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
// Create RNG.
let mut rng = rltk::RandomNumberGenerator::new();
// Use seed to generate the map.
let map = Map::new_map_rooms_and_corridors(&mut rng, 1);
// Insert seed into the ECS.
gs.ecs.insert(rng);
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);
for room in map.rooms.iter().skip(1) {
spawner::spawn_room(&mut gs.ecs, room, 1);
}
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(player_entity);
gs.ecs.insert(gamelog::GameLog {
entries: vec!["<pretend i wrote a paragraph explaining why you're here>".to_string()],
});
gs.ecs.insert(RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame });
gs.ecs.insert(particle_system::ParticleBuilder::new());
gs.ecs.insert(rex_assets::RexAssets::new());
rltk::main_loop(context, gs)
}