rust_tutorial/src/main.rs

201 lines
5.2 KiB
Rust

use rltk::{GameState, Point, Rltk, RGB};
use specs::prelude::*;
mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
pub use player::*;
mod rect;
pub use rect::Rect;
mod visibility_system;
pub use visibility_system::*;
mod monster_ai_system;
pub use monster_ai_system::*;
mod map_indexing_system;
pub use map_indexing_system::*;
mod melee_combat_system;
pub use melee_combat_system::*;
mod damage_system;
pub use damage_system::*;
mod gui;
pub use gui::*;
mod gamelog;
pub use gamelog::*;
pub struct State {
pub ecs: World
}
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem{};
mapindex.run_now(&self.ecs);
let mut melee_combat_system = MeleeCombatSystem{};
melee_combat_system.run_now(&self.ecs);
let mut damage_system = DamageSystem{};
damage_system.run_now(&self.ecs);
self.ecs.maintain();
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
match newrunstate {
RunState::PreRun => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
for (pos, render) in (&positions, &renderables).join() {
let idx = map.xy_idx(pos.x, pos.y);
if map.visible_tiles[idx] {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
}
}
gui::draw_ui(&self.ecs, ctx);
}
}
fn main() -> rltk::BError {
use rltk::RltkBuilder;
let mut context = RltkBuilder::simple80x50()
.with_title("Rougelike Tutorial")
.build()?;
context.with_post_scanlines(true);
let mut gs = State {
ecs: World::new()
};
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
gs.ecs.insert(Point::new(player_x, player_y));
let player_entity = gs.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})
.build();
gs.ecs.insert(player_entity);
let mut rng = rltk::RandomNumberGenerator::new();
for (i, room) in map.rooms.iter().skip(1).enumerate() {
let (x, y) = room.center();
let glyph: rltk::FontCharType;
let name: String;
let roll = rng.roll_dice(1, 2);
match roll {
1 => {
glyph = rltk::to_cp437('g');
name = "Goblin".to_string()
}
_ => {
glyph = rltk::to_cp437('o');
name = "Orc".to_string()
}
}
gs.ecs
.create_entity()
.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: format!("{} #{}", &name, i),
})
.with(BlocksTile{})
.with(CombatStats{max_hp: 16, hp: 16, defence: 1, power: 4})
.build();
}
gs.ecs.insert(map);
gs.ecs.insert(RunState::PreRun);
gs.ecs.insert(gamelog::GameLog{ entries : vec!["Welcome to my rougelike".to_string()]});
// Main loop runner
rltk::main_loop(context, gs)
}