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use rltk::{GameState, Point, Rltk};
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use specs::prelude::*;
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mod components;
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pub use components::*;
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mod map;
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pub use map::*;
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mod player;
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use player::*;
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mod rect;
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pub use rect::Rect;
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mod visibility_system;
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use visibility_system::VisibilitySystem;
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mod monster_ai_system;
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use monster_ai_system::MonsterAI;
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mod map_indexing_system;
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use map_indexing_system::MapIndexingSystem;
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mod melee_combat_system;
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use melee_combat_system::MeleeCombatSystem;
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mod damage_system;
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use damage_system::DamageSystem;
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mod gamelog;
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mod gui;
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pub use gamelog::GameLog;
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mod inventory_system;
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mod spawner;
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use inventory_system::ItemCollectionSystem;
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pub const MAP_SIZE: usize = 80 * 50;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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AwaitingInput,
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PreRun,
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PlayerTurn,
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MonsterTurn,
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ShowInventory,
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}
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pub struct State {
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pub ecs: World,
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}
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impl State {
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
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mob.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut melee = MeleeCombatSystem {};
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melee.run_now(&self.ecs);
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let mut damage = DamageSystem {};
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damage.run_now(&self.ecs);
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let mut pickup = ItemCollectionSystem {};
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pickup.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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ctx.cls();
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let mut newrunstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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newrunstate = *runstate;
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}
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match newrunstate {
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RunState::PreRun => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => {
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newrunstate = player_input(self, ctx);
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}
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RunState::PlayerTurn => {
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self.run_systems();
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newrunstate = RunState::MonsterTurn;
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}
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RunState::MonsterTurn => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::ShowInventory => {
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if gui::show_inventory(self, ctx) == gui::ItemMenuResult::Cancel {
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newrunstate = RunState::AwaitingInput;
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}
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}
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}
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{
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let mut runwriter = self.ecs.write_resource::<RunState>();
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*runwriter = newrunstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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2021-10-20 12:01:15 -04:00
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.build()?;
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let mut gs = State { ecs: World::new() };
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Name>();
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gs.ecs.register::<BlocksTile>();
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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gs.ecs.register::<Item>();
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gs.ecs.register::<Potion>();
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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let map: Map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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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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spawner::spawn_room(&mut gs.ecs, room);
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}
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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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 {
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entries: vec!["Welcome to Rusty Roguelike".to_string()],
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});
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rltk::main_loop(context, gs)
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}
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