563 lines
22 KiB
Rust
563 lines
22 KiB
Rust
use rltk::{GameState, Point, RandomNumberGenerator, Rltk, RGB};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use std::ops::Add;
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extern crate serde;
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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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mod gui;
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pub mod map_builders;
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mod saveload_system;
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mod spawner;
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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 hunger_system;
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mod melee_combat_system;
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mod trigger_system;
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use melee_combat_system::MeleeCombatSystem;
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mod inventory_system;
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use inventory_system::*;
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mod particle_system;
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
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mod random_table;
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mod rex_assets;
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#[macro_use]
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extern crate lazy_static;
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// Embedded resources for use in wasm build
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rltk::embedded_resource!(TERMINAL8X8, "../resources/terminal8x8.jpg");
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rltk::embedded_resource!(SCANLINESFS, "../resources/scanlines.fs");
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rltk::embedded_resource!(SCANLINESVS, "../resources/scanlines.vs");
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//Consts
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pub const SHOW_MAPGEN: bool = true;
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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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ShowInventory,
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ShowDropItem,
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ShowRemoveItem,
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ShowTargeting { range: i32, item: Entity, aoe: i32 },
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MainMenu { menu_selection: gui::MainMenuSelection },
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SaveGame,
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GameOver,
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NextLevel,
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MagicMapReveal { row: i32, cursed: bool },
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MapGeneration,
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}
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pub struct State {
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pub ecs: World,
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mapgen_next_state: Option<RunState>,
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mapgen_history: Vec<Map>,
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mapgen_index: usize,
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mapgen_timer: f32,
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}
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impl State {
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fn generate_world_map(&mut self, new_depth: i32) {
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// Visualisation stuff
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self.mapgen_index = 0;
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let mut rng = self.ecs.write_resource::<rltk::RandomNumberGenerator>();
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let mut builder = map_builders::random_builder(new_depth, &mut rng);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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self.mapgen_history = builder.build_data.history.clone();
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = builder.build_data.map.clone();
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// Unwrap so we get a CTD if there's no starting pos.
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player_start = builder.build_data.starting_position.as_mut().unwrap().clone();
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}
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// Spawn entities
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builder.spawn_entities(&mut self.ecs);
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// Place player and update resources
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_start.x, player_start.y);
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let mut position_components = self.ecs.write_storage::<Position>();
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let player_entity = self.ecs.fetch::<Entity>();
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let player_pos_component = position_components.get_mut(*player_entity);
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if let Some(player_pos_component) = player_pos_component {
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player_pos_component.x = player_start.x;
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player_pos_component.y = player_start.y;
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}
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// Mark viewshed as dirty (force refresh)
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let mut telepath_components = self.ecs.write_storage::<Telepath>();
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let vision_vs = viewshed_components.get_mut(*player_entity);
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let telepath_vs = telepath_components.get_mut(*player_entity);
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if let Some(vs) = vision_vs {
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vs.dirty = true;
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}
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if let Some(vs) = telepath_vs {
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vs.dirty = true;
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}
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}
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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let mut mob = MonsterAI {};
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let mut mapindex = MapIndexingSystem {};
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let mut trigger_system = trigger_system::TriggerSystem {};
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let mut melee_system = MeleeCombatSystem {};
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let mut damage_system = DamageSystem {};
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let mut inventory_system = ItemCollectionSystem {};
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let mut item_use_system = ItemUseSystem {};
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let mut item_drop_system = ItemDropSystem {};
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let mut item_remove_system = ItemRemoveSystem {};
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let mut hunger_clock = hunger_system::HungerSystem {};
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let mut particle_system = particle_system::ParticleSpawnSystem {};
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vis.run_now(&self.ecs);
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mob.run_now(&self.ecs);
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mapindex.run_now(&self.ecs);
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trigger_system.run_now(&self.ecs);
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melee_system.run_now(&self.ecs);
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damage_system.run_now(&self.ecs);
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inventory_system.run_now(&self.ecs);
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item_use_system.run_now(&self.ecs);
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item_drop_system.run_now(&self.ecs);
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item_remove_system.run_now(&self.ecs);
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hunger_clock.run_now(&self.ecs);
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particle_system.run_now(&self.ecs);
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self.ecs.maintain();
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}
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fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
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let entities = self.ecs.entities();
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let player = self.ecs.read_storage::<Player>();
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let backpack = self.ecs.read_storage::<InBackpack>();
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let player_entity = self.ecs.fetch::<Entity>();
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let equipped = self.ecs.read_storage::<Equipped>();
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let mut to_delete: Vec<Entity> = Vec::new();
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for entity in entities.join() {
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let mut should_delete = true;
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// Don't delete player
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let p = player.get(entity);
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if let Some(_p) = p {
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should_delete = false;
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}
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// Don't delete player's equipment
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let bp = backpack.get(entity);
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if let Some(bp) = bp {
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if bp.owner == *player_entity {
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should_delete = false;
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}
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}
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let eq = equipped.get(entity);
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if let Some(eq) = eq {
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if eq.owner == *player_entity {
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should_delete = false;
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}
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}
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if should_delete {
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to_delete.push(entity);
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}
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}
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return to_delete;
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}
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fn goto_next_level(&mut self) {
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// Delete entities that aren't player/player's equipment
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let to_delete = self.entities_to_remove_on_level_change();
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for target in to_delete {
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self.ecs.delete_entity(target).expect("Unable to delete entity");
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}
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// Build new map + place player
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let current_depth;
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{
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let worldmap_resource = self.ecs.fetch::<Map>();
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current_depth = worldmap_resource.depth;
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}
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self.generate_world_map(current_depth + 1);
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// Notify player, restore health up to a point.
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let player_entity = self.ecs.fetch::<Entity>();
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gamelog::Logger::new().append("You descend the stairwell, and take a moment to gather your strength.").log();
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let player_health = player_health_store.get_mut(*player_entity);
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if let Some(player_health) = player_health {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
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}
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}
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fn game_over_cleanup(&mut self) {
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// Delete everything
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let mut to_delete = Vec::new();
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for e in self.ecs.entities().join() {
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to_delete.push(e);
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}
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for del in to_delete.iter() {
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self.ecs.delete_entity(*del).expect("Deletion failed");
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}
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// Spawn a new player and build new map
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{
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let player_entity = spawner::player(&mut self.ecs, 0, 0);
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let mut player_entity_writer = self.ecs.write_resource::<Entity>();
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*player_entity_writer = player_entity;
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}
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self.generate_world_map(1);
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gamelog::setup_log();
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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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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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// Clear screen
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ctx.cls();
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particle_system::cull_dead_particles(&mut self.ecs, ctx);
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match new_runstate {
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RunState::MainMenu { .. } => {}
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_ => {
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// Draw map and ui
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draw_map(&self.ecs.fetch::<Map>(), ctx);
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{
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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 minds = self.ecs.read_storage::<Mind>();
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let hidden = self.ecs.read_storage::<Hidden>();
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let map = self.ecs.fetch::<Map>();
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let entities = self.ecs.entities();
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let mut data = (&positions, &renderables, &entities, !&hidden).join().collect::<Vec<_>>();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render, ent, _hidden) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]);
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let mut bg = render.bg.add(RGB::from_u8(26, 45, 45)).add(offsets);
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if map.bloodstains.contains(&idx) {
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bg = bg.add(RGB::from_f32(0.6, 0., 0.));
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}
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, bg, render.glyph);
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}
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if map.telepath_tiles[idx] {
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let has_mind = minds.get(*ent);
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if let Some(_) = has_mind {
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ctx.set(pos.x, pos.y, render.fg, RGB::named(rltk::BLACK), render.glyph);
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}
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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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}
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match new_runstate {
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RunState::PreRun => {
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self.run_systems();
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self.ecs.maintain();
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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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self.ecs.maintain();
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gamelog::record_event("Turn", 1);
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match *self.ecs.fetch::<RunState>() {
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RunState::MagicMapReveal { row, cursed } => {
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new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
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}
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_ => new_runstate = RunState::MonsterTurn,
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}
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}
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RunState::MonsterTurn => {
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self.run_systems();
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self.ecs.maintain();
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new_runstate = RunState::AwaitingInput;
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
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let ranged_item = is_ranged.get(item_entity);
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if let Some(ranged_item) = ranged_item {
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let is_aoe = self.ecs.read_storage::<AOE>();
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let aoe_item = is_aoe.get(item_entity);
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if let Some(aoe_item) = aoe_item {
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new_runstate = RunState::ShowTargeting {
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range: ranged_item.range,
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item: item_entity,
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aoe: aoe_item.radius,
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}
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} else {
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new_runstate =
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RunState::ShowTargeting { range: ranged_item.range, item: item_entity, aoe: 0 }
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}
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} else {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item: item_entity, target: None })
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.expect("Unable to insert intent.");
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new_runstate = RunState::PlayerTurn;
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}
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}
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}
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}
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowRemoveItem => {
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let result = gui::remove_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowTargeting { range, item, aoe } => {
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let result = gui::ranged_target(self, ctx, range, aoe);
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match result.0 {
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gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 })
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.expect("Unable to insert intent.");
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new_runstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::MainMenu { .. } => {
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let result = gui::main_menu(self, ctx);
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match result {
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gui::MainMenuResult::NoSelection { selected } => {
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new_runstate = RunState::MainMenu { menu_selection: selected }
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}
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gui::MainMenuResult::Selected { selected } => match selected {
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gui::MainMenuSelection::NewGame => new_runstate = RunState::PreRun,
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gui::MainMenuSelection::LoadGame => {
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saveload_system::load_game(&mut self.ecs);
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new_runstate = RunState::AwaitingInput;
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saveload_system::delete_save();
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}
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gui::MainMenuSelection::Quit => {
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::std::process::exit(0);
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}
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},
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}
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}
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RunState::SaveGame => {
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saveload_system::save_game(&mut self.ecs);
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new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
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}
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RunState::GameOver => {
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let result = gui::game_over(ctx);
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match result {
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gui::GameOverResult::NoSelection => {}
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gui::GameOverResult::QuitToMenu => {
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self.game_over_cleanup();
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new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame };
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}
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}
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}
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RunState::NextLevel => {
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self.goto_next_level();
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new_runstate = RunState::PreRun;
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}
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RunState::MagicMapReveal { row, cursed } => {
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let mut map = self.ecs.fetch_mut::<Map>();
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// Could probably toss this into a function somewhere, and/or
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// have multiple simple animations for it.
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for x in 0..MAPWIDTH {
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let idx;
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if x % 2 == 0 {
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idx = map.xy_idx(x as i32, row);
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} else {
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idx = map.xy_idx(x as i32, (MAPHEIGHT as i32 - 1) - (row));
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}
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if !cursed {
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map.revealed_tiles[idx] = true;
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} else {
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map.revealed_tiles[idx] = false;
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}
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}
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// Dirtify viewshed only if cursed, so our currently visible tiles aren't removed too
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if cursed {
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let player_entity = self.ecs.fetch::<Entity>();
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let viewshed = viewshed_components.get_mut(*player_entity);
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if let Some(viewshed) = viewshed {
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viewshed.dirty = true;
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}
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}
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if row as usize == MAPHEIGHT - 1 {
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new_runstate = RunState::MonsterTurn;
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} else {
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new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
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}
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}
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RunState::MapGeneration => {
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if !SHOW_MAPGEN {
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new_runstate = self.mapgen_next_state.unwrap();
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}
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ctx.cls();
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draw_map(&self.mapgen_history[self.mapgen_index], ctx);
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self.mapgen_timer += ctx.frame_time_ms;
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if self.mapgen_timer > 300.0 {
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self.mapgen_timer = 0.0;
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self.mapgen_index += 1;
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if self.mapgen_index >= self.mapgen_history.len() {
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new_runstate = self.mapgen_next_state.unwrap();
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}
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}
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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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}
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}
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const DISPLAYWIDTH: i32 = 80;
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const DISPLAYHEIGHT: i32 = 51;
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let mut context = RltkBuilder::simple(DISPLAYWIDTH, DISPLAYHEIGHT)
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.unwrap()
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.with_title("rust-rl")
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.with_tile_dimensions(16, 16)
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//.with_simple_console_no_bg(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg")
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.build()?;
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context.with_post_scanlines(false);
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//context.screen_burn_color(RGB::named((150, 255, 255)));
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let mut gs = State {
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ecs: World::new(),
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mapgen_next_state: Some(RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame }),
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mapgen_index: 0,
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mapgen_history: Vec::new(),
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mapgen_timer: 0.0,
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};
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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::<Mind>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Telepath>();
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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::<Attributes>();
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gs.ecs.register::<HungerClock>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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gs.ecs.register::<Item>();
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gs.ecs.register::<Equippable>();
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gs.ecs.register::<Equipped>();
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gs.ecs.register::<MeleePowerBonus>();
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gs.ecs.register::<DefenceBonus>();
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gs.ecs.register::<Cursed>();
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gs.ecs.register::<ProvidesHealing>();
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gs.ecs.register::<InflictsDamage>();
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gs.ecs.register::<Ranged>();
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gs.ecs.register::<AOE>();
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gs.ecs.register::<Confusion>();
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gs.ecs.register::<MagicMapper>();
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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gs.ecs.register::<WantsToDropItem>();
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gs.ecs.register::<WantsToRemoveItem>();
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gs.ecs.register::<WantsToUseItem>();
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gs.ecs.register::<Consumable>();
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gs.ecs.register::<SingleActivation>();
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gs.ecs.register::<Wand>();
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gs.ecs.register::<ProvidesNutrition>();
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gs.ecs.register::<Destructible>();
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gs.ecs.register::<Hidden>();
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gs.ecs.register::<EntryTrigger>();
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gs.ecs.register::<EntityMoved>();
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gs.ecs.register::<ParticleLifetime>();
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gs.ecs.register::<SimpleMarker<SerializeMe>>();
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gs.ecs.register::<SerializationHelper>();
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let player_entity = spawner::player(&mut gs.ecs, 0, 0);
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gs.ecs.insert(Map::new(1));
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gs.ecs.insert(Point::new(0, 0));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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gs.ecs.insert(RunState::MapGeneration {});
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gs.ecs.insert(particle_system::ParticleBuilder::new());
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gs.ecs.insert(rex_assets::RexAssets::new());
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gamelog::setup_log();
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gs.generate_world_map(1);
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rltk::main_loop(context, gs)
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}
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