rust-rl/src/gui/character_creation.rs
2023-08-22 11:55:09 +01:00

369 lines
14 KiB
Rust

use super::{gamesystem::attr_bonus, gamesystem::get_attribute_rolls, Attributes, Pools, Renderable, RunState, State};
use crate::{ai::NORMAL_SPEED, raws, Attribute, Energy, HasAncestry, HasClass, Pool, Skill, Skills, Telepath, BUC};
use rltk::prelude::*;
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::collections::HashMap;
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
pub enum Ancestry {
NULL,
Human,
Dwarf,
Gnome,
Elf,
Catfolk,
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
pub enum Class {
Fighter,
Rogue,
Wizard,
Villager,
}
lazy_static! {
static ref ANCESTRY_CLASS_DATA: HashMap<String, Vec<String>> = {
let mut m = HashMap::new();
// Ancestry
m.insert(
"human".to_string(),
vec![
"nothing".to_string()]);
m.insert(
"dwarf".to_string(),
vec![
"a natural bonus to defence".to_string()]);
m.insert(
"elf".to_string(),
vec![
"minor telepathy".to_string(),
"a slightly increased speed".to_string()]);
m.insert(
"catfolk".to_string(),
vec![
"increased speed".to_string(),
"increased unarmed damage".to_string()]);
// Class
m.insert(
"fighter".to_string(),
vec![
"a longsword, ring mail, and 1d2+1 food".to_string(),
"10 str, 8 dex, 10 con, 6 int, 6 wis, 8 cha".to_string(),
"and 27 random stat points".to_string()]);
m.insert(
"rogue".to_string(),
vec![
"a rapier, leather armour, and 1d2+2 food".to_string(),
"8 str, 10 dex, 8 con, 6 int, 8 wis, 10 cha".to_string(),
"and 35 random stat points".to_string()]);
m.insert(
"wizard".to_string(),
vec![
"a dagger, random scrolls/potions, and 1d2+1 food".to_string(),
"6 str, 8 dex, 6 con, 10 int, 10 wis, 8 cha".to_string(),
"and 17 random stat points".to_string()]);
m.insert(
"villager".to_string(),
vec![
"the first weapon you could find, and 1d3+2 food".to_string(),
"6 str, 6 dex, 6 con, 6 int, 6 wis, 6 cha".to_string(),
"and 39 random stat points".to_string()]);
return m;
};
}
#[derive(PartialEq, Copy, Clone)]
pub enum CharCreateResult {
NoSelection { ancestry: Ancestry, class: Class },
Selected { ancestry: Ancestry, class: Class },
}
/// Handles the player character creation screen.
pub fn character_creation(gs: &mut State, ctx: &mut Rltk) -> CharCreateResult {
let runstate = gs.ecs.fetch::<RunState>();
let mut x = 2;
let mut y = 11;
let column_width = 20;
ctx.print_color(x, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), "Who are you? [Aa-Zz]");
y += 2;
if let RunState::CharacterCreation { ancestry, class } = *runstate {
let selected_fg = RGB::named(GREEN);
let unselected_fg = RGB::named(WHITE);
let mut fg;
let bg = RGB::named(BLACK);
// Ancestry
ctx.print_color(x, y, bg, unselected_fg, "Ancestry");
ctx.print_color(x + column_width, y, bg, unselected_fg, "Class");
y += 1;
let mut race_str = "human";
if ancestry == Ancestry::Human {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "h. Human");
if ancestry == Ancestry::Elf {
fg = selected_fg;
race_str = "elf";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "e. Elf");
if ancestry == Ancestry::Dwarf {
fg = selected_fg;
race_str = "dwarf";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "d. Dwarf");
if ancestry == Ancestry::Catfolk {
fg = selected_fg;
race_str = "catfolk";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 3, fg, bg, "c. Catfolk");
// Class
let mut class_str = "fighter";
x += column_width;
if class == Class::Fighter {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "f. Fighter");
if class == Class::Rogue {
fg = selected_fg;
class_str = "rogue";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "r. Rogue");
if class == Class::Wizard {
fg = selected_fg;
class_str = "wizard";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "w. Wizard");
if class == Class::Villager {
fg = selected_fg;
class_str = "villager";
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 3, fg, bg, "v. Villager");
// Selected ancestry/class benefits
x += column_width;
ctx.print_color(x, y, selected_fg, bg, "Your ancestry grants...");
for line in ANCESTRY_CLASS_DATA.get(race_str).unwrap().iter() {
y += 1;
ctx.print_color(x + 1, y, unselected_fg, bg, line);
}
y += 2;
ctx.print_color(x, y, selected_fg, bg, "Your class grants...");
for line in ANCESTRY_CLASS_DATA.get(class_str).unwrap().iter() {
y += 1;
ctx.print_color(x + 1, y, unselected_fg, bg, line);
}
match ctx.key {
None => return CharCreateResult::NoSelection { ancestry, class },
Some(key) => match key {
VirtualKeyCode::Escape => return CharCreateResult::Selected { ancestry: Ancestry::NULL, class },
VirtualKeyCode::Return => return CharCreateResult::Selected { ancestry, class },
VirtualKeyCode::H => return CharCreateResult::NoSelection { ancestry: Ancestry::Human, class },
VirtualKeyCode::E => return CharCreateResult::NoSelection { ancestry: Ancestry::Elf, class },
VirtualKeyCode::D => return CharCreateResult::NoSelection { ancestry: Ancestry::Dwarf, class },
VirtualKeyCode::C => return CharCreateResult::NoSelection { ancestry: Ancestry::Catfolk, class },
VirtualKeyCode::F => return CharCreateResult::NoSelection { ancestry, class: Class::Fighter },
VirtualKeyCode::R => return CharCreateResult::NoSelection { ancestry, class: Class::Rogue },
VirtualKeyCode::W => return CharCreateResult::NoSelection { ancestry, class: Class::Wizard },
VirtualKeyCode::V => return CharCreateResult::NoSelection { ancestry, class: Class::Villager },
_ => return CharCreateResult::NoSelection { ancestry, class },
},
}
}
return CharCreateResult::NoSelection { ancestry: Ancestry::Human, class: Class::Fighter };
}
/// Handles player ancestry setup.
pub fn setup_player_ancestry(ecs: &mut World, ancestry: Ancestry) {
let player = ecs.fetch::<Entity>();
let mut renderables = ecs.write_storage::<Renderable>();
// SKILLS
let mut skills = ecs.write_storage::<Skills>();
let player_skills = if let Some(skills) = skills.get_mut(*player) {
skills
} else {
skills.insert(*player, Skills { skills: HashMap::new() }).expect("Unable to insert skills component");
skills.get_mut(*player).unwrap()
};
let mut ancestries = ecs.write_storage::<HasAncestry>();
ancestries.insert(*player, HasAncestry { name: ancestry }).expect("Unable to insert ancestry");
match ancestry {
Ancestry::Human => {}
Ancestry::Dwarf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('h'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
*player_skills.skills.entry(Skill::Defence).or_insert(0) += 1;
}
Ancestry::Elf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::GREEN),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
let mut telepaths = ecs.write_storage::<Telepath>();
telepaths
.insert(*player, Telepath { telepath_tiles: Vec::new(), range: 6, dirty: true })
.expect("Unable to insert telepath component");
let mut speeds = ecs.write_storage::<Energy>();
speeds
.insert(*player, Energy { current: 0, speed: NORMAL_SPEED + 1 })
.expect("Unable to insert energy component");
}
Ancestry::Catfolk => {
let mut speeds = ecs.write_storage::<Energy>();
speeds
.insert(*player, Energy { current: 0, speed: NORMAL_SPEED + 2 })
.expect("Unable to insert energy component");
}
_ => {}
}
}
/// Handles player class setup
pub fn setup_player_class(ecs: &mut World, class: Class, ancestry: Ancestry) {
let player = *ecs.fetch::<Entity>();
// ATTRIBUTES
{
let mut classes = ecs.write_storage::<HasClass>();
classes.insert(player, HasClass { name: class }).expect("Unable to insert class component");
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut attributes = ecs.write_storage::<Attributes>();
let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class, ancestry);
attributes
.insert(
player,
Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
},
)
.expect("Unable to insert attributes component");
let mut pools = ecs.write_storage::<Pools>();
pools
.insert(
player,
Pools {
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
mana: Pool { current: 2 + attr_bonus(int), max: 2 + attr_bonus(int) },
xp: 0,
level: 1,
bac: 10,
weight: 0.0,
god: false,
},
)
.expect("Unable to insert pools component");
}
// TODO: use seeded RNG here
let mut rng = RandomNumberGenerator::new();
let starts_with = get_starting_inventory(class, &mut rng);
for item in starts_with.0.iter() {
let buc = if rng.roll_dice(1, 3) == 1 { Some(BUC::Blessed) } else { Some(BUC::Uncursed) };
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
item,
buc,
raws::SpawnType::Equipped { by: player },
0,
);
}
for item in starts_with.1.iter() {
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
item,
None,
raws::SpawnType::Carried { by: player },
0,
);
}
}
fn get_starting_inventory(class: Class, rng: &mut RandomNumberGenerator) -> (Vec<String>, Vec<String>) {
let mut equipped: Vec<String> = Vec::new();
let mut carried: Vec<String> = Vec::new();
let starting_food: &str;
match class {
Class::Fighter => {
starting_food = "1d2+1";
equipped = vec![
"equip_shortsword".to_string(),
"equip_body_ringmail".to_string(),
"equip_mediumshield".to_string(),
];
}
Class::Rogue => {
starting_food = "1d2+2";
equipped = vec!["equip_rapier".to_string(), "equip_body_weakleather".to_string()];
carried = vec!["equip_dagger".to_string(), "equip_dagger".to_string()];
}
Class::Wizard => {
starting_food = "1d2+1";
equipped = vec!["equip_dagger".to_string(), "equip_back_protection".to_string()];
pick_random_table_item(rng, &mut carried, "scrolls", "1d3", Some(3));
pick_random_table_item(rng, &mut carried, "potions", "1d3-1", Some(3));
}
Class::Villager => {
starting_food = "1d3+2";
pick_random_table_item(rng, &mut equipped, "villager_equipment", "1", None);
}
}
pick_random_table_item(rng, &mut carried, "food", starting_food, None);
return (equipped, carried);
}
fn pick_random_table_item(
rng: &mut RandomNumberGenerator,
push_to: &mut Vec<String>,
table: &'static str,
dice: &'static str,
difficulty: Option<i32>,
) {
let (n, d, m) = raws::parse_dice_string(dice);
for _i in 0..rng.roll_dice(n, d) + m {
push_to.push(raws::table_by_name(&raws::RAWS.lock().unwrap(), table, difficulty).roll(rng));
}
}