Syncies
This commit is contained in:
parent
8eccea69f6
commit
95101b2c30
@ -38,7 +38,7 @@ pub enum RunState {
|
||||
AwaitingInput,
|
||||
PreRun,
|
||||
PlayerTurn,
|
||||
MonsterTurn
|
||||
MonsterTurn,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
@ -46,20 +46,20 @@ pub struct BlocksTile {}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct CombatStats {
|
||||
pub max_hp : i32,
|
||||
pub hp : i32,
|
||||
pub defence : i32,
|
||||
pub power : i32
|
||||
pub max_hp: i32,
|
||||
pub hp: i32,
|
||||
pub defence: i32,
|
||||
pub power: i32,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct WantsToMelee {
|
||||
pub target: Entity
|
||||
pub target: Entity,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct SufferDamage {
|
||||
pub amount : Vec<i32>
|
||||
pub amount: Vec<i32>,
|
||||
}
|
||||
|
||||
impl SufferDamage {
|
||||
@ -67,8 +67,32 @@ impl SufferDamage {
|
||||
if let Some(sufferring) = store.get_mut(victim) {
|
||||
sufferring.amount.push(amount);
|
||||
} else {
|
||||
let dmg = SufferDamage { amount : vec![amount] };
|
||||
let dmg = SufferDamage {
|
||||
amount: vec![amount],
|
||||
};
|
||||
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
|
||||
|
||||
25
src/main.rs
25
src/main.rs
@ -38,7 +38,7 @@ mod spawner;
|
||||
use spawner::*;
|
||||
|
||||
pub struct State {
|
||||
pub ecs: World
|
||||
pub ecs: World,
|
||||
}
|
||||
|
||||
impl State {
|
||||
@ -47,11 +47,11 @@ impl State {
|
||||
vis.run_now(&self.ecs);
|
||||
let mut mob = MonsterAI {};
|
||||
mob.run_now(&self.ecs);
|
||||
let mut mapindex = MapIndexingSystem{};
|
||||
let mut mapindex = MapIndexingSystem {};
|
||||
mapindex.run_now(&self.ecs);
|
||||
let mut melee_combat_system = MeleeCombatSystem{};
|
||||
let mut melee_combat_system = MeleeCombatSystem {};
|
||||
melee_combat_system.run_now(&self.ecs);
|
||||
let mut damage_system = DamageSystem{};
|
||||
let mut damage_system = DamageSystem {};
|
||||
damage_system.run_now(&self.ecs);
|
||||
self.ecs.maintain();
|
||||
}
|
||||
@ -112,9 +112,7 @@ fn main() -> rltk::BError {
|
||||
.with_title("Rougelike Tutorial")
|
||||
.build()?;
|
||||
context.with_post_scanlines(true);
|
||||
let mut gs = State {
|
||||
ecs: World::new()
|
||||
};
|
||||
let mut gs = State { ecs: World::new() };
|
||||
gs.ecs.register::<Position>();
|
||||
gs.ecs.register::<Renderable>();
|
||||
gs.ecs.register::<Player>();
|
||||
@ -125,7 +123,8 @@ fn main() -> rltk::BError {
|
||||
gs.ecs.register::<CombatStats>();
|
||||
gs.ecs.register::<WantsToMelee>();
|
||||
gs.ecs.register::<SufferDamage>();
|
||||
|
||||
gs.ecs.register::<Item>();
|
||||
gs.ecs.register::<Potion>();
|
||||
|
||||
let map = Map::new_map_rooms_and_corridors();
|
||||
let (player_x, player_y) = map.rooms[0].center();
|
||||
@ -136,17 +135,15 @@ fn main() -> rltk::BError {
|
||||
gs.ecs.insert(rltk::RandomNumberGenerator::new());
|
||||
|
||||
for room in map.rooms.iter().skip(1) {
|
||||
let(x,y) = room.center();
|
||||
spawner::random_monster(&mut gs.ecs, x, y);
|
||||
spawner::spawn_room(&mut gs.ecs, room);
|
||||
}
|
||||
|
||||
gs.ecs.insert(map);
|
||||
gs.ecs.insert(player_entity);
|
||||
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
|
||||
rltk::main_loop(context, gs)
|
||||
|
||||
156
src/spawner.rs
156
src/spawner.rs
@ -1,58 +1,152 @@
|
||||
use rltk::{ RGB, RandomNumberGenerator };
|
||||
use specs::prelude::*;
|
||||
use super::{CombatStats, Player, Renderable, Name, Position, Viewshed, Monster, BlocksTile};
|
||||
use crate::MAPWIDTH;
|
||||
|
||||
const MAX_MONSTERS : i32 = 4;
|
||||
const MAX_ITEMS : i32 = 2;
|
||||
use super::{
|
||||
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.
|
||||
pub fn player(ecs : &mut World, player_x : i32, player_y : i32) -> Entity {
|
||||
ecs
|
||||
.create_entity()
|
||||
.with(Position{x: player_x, y: player_y})
|
||||
.with(Renderable{
|
||||
pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
||||
ecs.create_entity()
|
||||
.with(Position {
|
||||
x: player_x,
|
||||
y: player_y,
|
||||
})
|
||||
.with(Renderable {
|
||||
glyph: rltk::to_cp437('@'),
|
||||
fg: RGB::named(rltk::YELLOW),
|
||||
bg: RGB::named(rltk::BLACK),
|
||||
})
|
||||
.with(Player{})
|
||||
.with(Viewshed{visible_tiles : Vec::new(), range: 8, dirty : true})
|
||||
.with(Name{name: "Player".to_string()})
|
||||
.with(CombatStats{ max_hp: 30, hp: 30, defence: 2, power: 5})
|
||||
.with(Player {})
|
||||
.with(Viewshed {
|
||||
visible_tiles: Vec::new(),
|
||||
range: 8,
|
||||
dirty: true,
|
||||
})
|
||||
.with(Name {
|
||||
name: "Player".to_string(),
|
||||
})
|
||||
.with(CombatStats {
|
||||
max_hp: 30,
|
||||
hp: 30,
|
||||
defence: 2,
|
||||
power: 5,
|
||||
})
|
||||
.build()
|
||||
}
|
||||
|
||||
pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
|
||||
let roll :i32;
|
||||
let roll: i32;
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
roll = rng.roll_dice(1, 2);
|
||||
}
|
||||
match roll{
|
||||
1 => { orc(ecs, x, y) }
|
||||
_ => { goblin(ecs, x, y) }
|
||||
match roll {
|
||||
1 => orc(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 goblin(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('g'), "Goblin"); }
|
||||
fn orc(ecs: &mut World, x: i32, y: i32) {
|
||||
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()
|
||||
.with(Position{x, y})
|
||||
.with(Renderable{
|
||||
.with(Position { x, y })
|
||||
.with(Renderable {
|
||||
glyph: glyph,
|
||||
fg: RGB::named(rltk::RED),
|
||||
bg: RGB::named(rltk::BLACK),
|
||||
})
|
||||
.with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true})
|
||||
.with(Monster{})
|
||||
.with(Name{ name: name.to_string()})
|
||||
.with(BlocksTile{})
|
||||
.with(CombatStats{ max_hp: 16, hp: 16, defence: 1, power: 4})
|
||||
.with(Viewshed {
|
||||
visible_tiles: Vec::new(),
|
||||
range: 8,
|
||||
dirty: true,
|
||||
})
|
||||
.with(Monster {})
|
||||
.with(Name {
|
||||
name: name.to_string(),
|
||||
})
|
||||
.with(BlocksTile {})
|
||||
.with(CombatStats {
|
||||
max_hp: 16,
|
||||
hp: 16,
|
||||
defence: 1,
|
||||
power: 4,
|
||||
})
|
||||
.build();
|
||||
}
|
||||
|
||||
// https://bfnightly.bracketproductions.com/chapter_9.html
|
||||
/// Still in spawner.rs, we create a new function - spawn_room that uses these constants
|
||||
pub fn spawn_room()
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect) {
|
||||
let mut monster_spawn_points: Vec<usize> = Vec::new();
|
||||
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();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user