This commit is contained in:
Benjamyn Love 2022-11-14 00:41:30 +11:00
parent 8eccea69f6
commit 95101b2c30
3 changed files with 170 additions and 55 deletions

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@ -38,7 +38,7 @@ pub enum RunState {
AwaitingInput, AwaitingInput,
PreRun, PreRun,
PlayerTurn, PlayerTurn,
MonsterTurn MonsterTurn,
} }
#[derive(Component, Debug)] #[derive(Component, Debug)]
@ -46,20 +46,20 @@ pub struct BlocksTile {}
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct CombatStats { pub struct CombatStats {
pub max_hp : i32, pub max_hp: i32,
pub hp : i32, pub hp: i32,
pub defence : i32, pub defence: i32,
pub power : i32 pub power: i32,
} }
#[derive(Component, Debug, Clone)] #[derive(Component, Debug, Clone)]
pub struct WantsToMelee { pub struct WantsToMelee {
pub target: Entity pub target: Entity,
} }
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct SufferDamage { pub struct SufferDamage {
pub amount : Vec<i32> pub amount: Vec<i32>,
} }
impl SufferDamage { impl SufferDamage {
@ -67,8 +67,32 @@ impl SufferDamage {
if let Some(sufferring) = store.get_mut(victim) { if let Some(sufferring) = store.get_mut(victim) {
sufferring.amount.push(amount); sufferring.amount.push(amount);
} else { } else {
let dmg = SufferDamage { amount : vec![amount] }; let dmg = SufferDamage {
amount: vec![amount],
};
store.insert(victim, dmg).expect("Unable to insert damage"); store.insert(victim, dmg).expect("Unable to insert damage");
} }
} }
} }
#[derive(Component, Debug)]
pub struct Item {}
#[derive(Component, Debug)]
pub struct Potion {
pub heal_amount: i32,
}
#[derive(Component, Debug)]
pub struct InBackpack {
pub owner: Entity,
}
#[derive(Component, Debug, Clone)]
pub struct WantsToPickupItem {
pub collected_by: Entity,
pub item: Entity,
}
// UPTO https://bfnightly.bracketproductions.com/chapter_9.html
// / Next, we'll put together a system to process WantsToPickupItem notices. We'll make a new file

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@ -38,7 +38,7 @@ mod spawner;
use spawner::*; use spawner::*;
pub struct State { pub struct State {
pub ecs: World pub ecs: World,
} }
impl State { impl State {
@ -47,11 +47,11 @@ impl State {
vis.run_now(&self.ecs); vis.run_now(&self.ecs);
let mut mob = MonsterAI {}; let mut mob = MonsterAI {};
mob.run_now(&self.ecs); mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem{}; let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs); mapindex.run_now(&self.ecs);
let mut melee_combat_system = MeleeCombatSystem{}; let mut melee_combat_system = MeleeCombatSystem {};
melee_combat_system.run_now(&self.ecs); melee_combat_system.run_now(&self.ecs);
let mut damage_system = DamageSystem{}; let mut damage_system = DamageSystem {};
damage_system.run_now(&self.ecs); damage_system.run_now(&self.ecs);
self.ecs.maintain(); self.ecs.maintain();
} }
@ -112,9 +112,7 @@ fn main() -> rltk::BError {
.with_title("Rougelike Tutorial") .with_title("Rougelike Tutorial")
.build()?; .build()?;
context.with_post_scanlines(true); context.with_post_scanlines(true);
let mut gs = State { let mut gs = State { ecs: World::new() };
ecs: World::new()
};
gs.ecs.register::<Position>(); gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>(); gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>(); gs.ecs.register::<Player>();
@ -125,7 +123,8 @@ fn main() -> rltk::BError {
gs.ecs.register::<CombatStats>(); gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>(); gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>(); gs.ecs.register::<SufferDamage>();
gs.ecs.register::<Item>();
gs.ecs.register::<Potion>();
let map = Map::new_map_rooms_and_corridors(); let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center(); let (player_x, player_y) = map.rooms[0].center();
@ -136,17 +135,15 @@ fn main() -> rltk::BError {
gs.ecs.insert(rltk::RandomNumberGenerator::new()); gs.ecs.insert(rltk::RandomNumberGenerator::new());
for room in map.rooms.iter().skip(1) { for room in map.rooms.iter().skip(1) {
let(x,y) = room.center(); spawner::spawn_room(&mut gs.ecs, room);
spawner::random_monster(&mut gs.ecs, x, y);
} }
gs.ecs.insert(map); gs.ecs.insert(map);
gs.ecs.insert(player_entity); gs.ecs.insert(player_entity);
gs.ecs.insert(RunState::PreRun); gs.ecs.insert(RunState::PreRun);
gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to my rougelike".to_string()]}); gs.ecs.insert(gamelog::GameLog {
entries: vec!["Welcome to my rougelike".to_string()],
});
// Main loop runner // Main loop runner
rltk::main_loop(context, gs) rltk::main_loop(context, gs)

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@ -1,58 +1,152 @@
use rltk::{ RGB, RandomNumberGenerator }; use crate::MAPWIDTH;
use specs::prelude::*;
use super::{CombatStats, Player, Renderable, Name, Position, Viewshed, Monster, BlocksTile};
const MAX_MONSTERS : i32 = 4; use super::{
const MAX_ITEMS : i32 = 2; BlocksTile, CombatStats, Item, Monster, Name, Player, Position, Potion, Rect, Renderable,
Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
const MAX_MONSTERS: i32 = 4;
const MAX_ITEMS: i32 = 2;
// Spawns the player and returns his/her entity object. // Spawns the player and returns his/her entity object.
pub fn player(ecs : &mut World, player_x : i32, player_y : i32) -> Entity { pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
ecs ecs.create_entity()
.create_entity() .with(Position {
.with(Position{x: player_x, y: player_y}) x: player_x,
.with(Renderable{ y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'), glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW), fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK), bg: RGB::named(rltk::BLACK),
}) })
.with(Player{}) .with(Player {})
.with(Viewshed{visible_tiles : Vec::new(), range: 8, dirty : true}) .with(Viewshed {
.with(Name{name: "Player".to_string()}) visible_tiles: Vec::new(),
.with(CombatStats{ max_hp: 30, hp: 30, defence: 2, power: 5}) range: 8,
dirty: true,
})
.with(Name {
name: "Player".to_string(),
})
.with(CombatStats {
max_hp: 30,
hp: 30,
defence: 2,
power: 5,
})
.build() .build()
} }
pub fn random_monster(ecs: &mut World, x: i32, y: i32) { pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
let roll :i32; let roll: i32;
{ {
let mut rng = ecs.write_resource::<RandomNumberGenerator>(); let mut rng = ecs.write_resource::<RandomNumberGenerator>();
roll = rng.roll_dice(1, 2); roll = rng.roll_dice(1, 2);
} }
match roll{ match roll {
1 => { orc(ecs, x, y) } 1 => orc(ecs, x, y),
_ => { goblin(ecs, x, y) } _ => goblin(ecs, x, y),
} }
} }
fn orc(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('o'), "Orc"); } fn orc(ecs: &mut World, x: i32, y: i32) {
fn goblin(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('g'), "Goblin"); } monster(ecs, x, y, rltk::to_cp437('o'), "Orc");
}
fn goblin(ecs: &mut World, x: i32, y: i32) {
monster(ecs, x, y, rltk::to_cp437('g'), "Goblin");
}
fn monster<S : ToString>(ecs: &mut World, x: i32, y: i32, glyph : rltk::FontCharType, name : S) { fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) {
ecs.create_entity() ecs.create_entity()
.with(Position{x, y}) .with(Position { x, y })
.with(Renderable{ .with(Renderable {
glyph: glyph, glyph: glyph,
fg: RGB::named(rltk::RED), fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK), bg: RGB::named(rltk::BLACK),
}) })
.with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true}) .with(Viewshed {
.with(Monster{}) visible_tiles: Vec::new(),
.with(Name{ name: name.to_string()}) range: 8,
.with(BlocksTile{}) dirty: true,
.with(CombatStats{ max_hp: 16, hp: 16, defence: 1, power: 4}) })
.with(Monster {})
.with(Name {
name: name.to_string(),
})
.with(BlocksTile {})
.with(CombatStats {
max_hp: 16,
hp: 16,
defence: 1,
power: 4,
})
.build(); .build();
} }
// https://bfnightly.bracketproductions.com/chapter_9.html pub fn spawn_room(ecs: &mut World, room: &Rect) {
/// Still in spawner.rs, we create a new function - spawn_room that uses these constants let mut monster_spawn_points: Vec<usize> = Vec::new();
pub fn spawn_room() let mut item_spawn_points: Vec<usize> = Vec::new();
// Scope to keep the borow checker happy
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let num_monsters = rng.roll_dice(1, MAX_MONSTERS + 2) - 3;
let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3;
for _i in 0..num_monsters {
let mut added = false;
while !added {
let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
let idx = (y * MAPWIDTH) + x;
if !monster_spawn_points.contains(&idx) {
monster_spawn_points.push(idx);
added = true;
}
}
}
for _i in 0..num_items {
let mut added = false;
while !added {
let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
let idx = (y * MAPWIDTH) + x;
if !item_spawn_points.contains(&idx) {
item_spawn_points.push(idx);
added = true;
}
}
}
}
// Actually spawn the monsters
for idx in monster_spawn_points.iter() {
let x = *idx % MAPWIDTH;
let y = *idx / MAPWIDTH;
random_monster(ecs, x as i32, y as i32);
}
for idx in item_spawn_points.iter() {
let x = *idx % MAPWIDTH;
let y = *idx / MAPWIDTH;
health_potion(ecs, x as i32, y as i32);
}
}
fn health_potion(ecs: &mut World, x: i32, y: i32) {
ecs.create_entity()
.with(Position { x, y })
.with(Renderable {
glyph: rltk::to_cp437(';'),
fg: RGB::named(rltk::MAGENTA),
bg: RGB::named(rltk::BLACK),
})
.with(Name {
name: "Health Potion".to_string(),
})
.with(Item {})
.with(Potion { heal_amount: 8 })
.build();
}