lappy sync
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src/main.rs
71
src/main.rs
@ -34,6 +34,9 @@ pub use gui::*;
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mod gamelog;
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pub use gamelog::*;
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mod spawner;
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use spawner::*;
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pub struct State {
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pub ecs: World
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}
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@ -128,73 +131,23 @@ fn main() -> rltk::BError {
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs.insert(Point::new(player_x, player_y));
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let player_entity = gs.ecs
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.create_entity()
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Name {
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name: "Player".to_string(),
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})
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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 player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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gs.ecs.insert(player_entity);
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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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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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for room in map.rooms.iter().skip(1) {
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let(x,y) = room.center();
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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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spawner::random_monster(&mut gs.ecs, x, y);
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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 {
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glyph: glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Monster {})
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.with(Name {
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name: format!("{} #{}", &name, i),
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})
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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(player_entity);
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to my rougelike".to_string()]});
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// Main loop runner
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rltk::main_loop(context, gs)
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}
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@ -3,9 +3,9 @@ use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
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use specs::prelude::*;
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use std::cmp::{max, min};
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const MAPWIDTH : usize = 80;
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const MAPHIEGHT : usize = 43;
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const MAPCOUNT : usize = MAPHIEGHT * MAPWIDTH;
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pub const MAPWIDTH : usize = 80;
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pub const MAPHIEGHT : usize = 43;
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pub const MAPCOUNT : usize = MAPHIEGHT * MAPWIDTH;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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58
src/spawner.rs
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58
src/spawner.rs
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@ -0,0 +1,58 @@
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use rltk::{ RGB, RandomNumberGenerator };
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use specs::prelude::*;
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use super::{CombatStats, Player, Renderable, Name, Position, Viewshed, Monster, BlocksTile};
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const MAX_MONSTERS : i32 = 4;
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const MAX_ITEMS : i32 = 2;
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// Spawns the player and returns his/her entity object.
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pub fn player(ecs : &mut World, player_x : i32, player_y : i32) -> Entity {
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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{
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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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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}
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pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
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let roll :i32;
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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roll = rng.roll_dice(1, 2);
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}
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match roll{
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1 => { orc(ecs, x, y) }
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_ => { goblin(ecs, x, y) }
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}
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}
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fn orc(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('o'), "Orc"); }
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fn goblin(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('g'), "Goblin"); }
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fn monster<S : ToString>(ecs: &mut World, x: i32, y: i32, glyph : rltk::FontCharType, name : S) {
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ecs.create_entity()
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.with(Position{x, y})
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.with(Renderable{
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glyph: glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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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: name.to_string()})
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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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// https://bfnightly.bracketproductions.com/chapter_9.html
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/// Still in spawner.rs, we create a new function - spawn_room that uses these constants
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pub fn spawn_room()
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