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roguelike-game/src/main.rs

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Rust
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use rltk::{GameState, Point, Rltk};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
extern crate serde;
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mod components;
mod damage_system;
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mod game_log;
mod gui;
mod inventory_system;
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mod map;
mod map_indexing_system;
mod melee_combat_system;
mod monster_ai_system;
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mod player;
pub mod random_table;
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mod rect;
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pub mod saveload_system;
mod spawner;
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mod visibility_system;
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use components::*;
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use damage_system::DamageSystem;
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pub use game_log::GameLog;
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
pub use map::*;
use map_indexing_system::MapIndexingSystem;
use melee_combat_system::MeleeCombatSystem;
use monster_ai_system::MonsterAI;
use player::*;
pub use rect::Rect;
use visibility_system::VisibilitySystem;
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/// Cut down on the amount of syntax to register components
macro_rules! register {
// $gs is needed to get the scope at the usage point
// $Type is the Component type that is being registered
($gs: ident <- $( $Type: ty ),*,) => {
$(
$gs.ecs.register::<$Type>();
)*
}
}
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pub const MAP_SIZE: usize = 80 * 50;
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#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
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AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
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ShowInventory,
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ShowDropItem,
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ShowTargeting {
range: i32,
item: Entity,
},
MainMenu {
menu_selection: gui::MainMenuSelection,
},
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SaveGame,
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NextLevel,
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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 {
fn new() -> Self {
State { ecs: World::new() }
}
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
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let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
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let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
let mut items = ItemUseSystem {};
items.run_now(&self.ecs);
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let mut drop_items = ItemDropSystem {};
drop_items.run_now(&self.ecs);
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self.ecs.maintain();
}
}
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impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
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let mut newrunstate;
{
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let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
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ctx.cls();
match newrunstate {
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RunState::MainMenu { .. } => {}
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_ => {
// Draw the UI
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>();
let mut data: Vec<_> = (&positions, &renderables).join().collect();
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
for (pos, render) in data.iter() {
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)
}
}
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gui::draw_ui(&self.ecs, ctx);
}
}
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}
match newrunstate {
RunState::PreRun => {
self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
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self.ecs.maintain();
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newrunstate = RunState::AwaitingInput;
}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
let is_item_ranged = is_ranged.get(item_entity);
if let Some(is_item_ranged) = is_item_ranged {
newrunstate = RunState::ShowTargeting {
range: is_item_ranged.range,
item: item_entity,
};
} else {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem {
item: item_entity,
target: None,
},
)
.expect("failed to add intent to use item");
newrunstate = RunState::PlayerTurn;
}
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}
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}
}
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RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToDropItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToDropItem { item: item_entity },
)
.expect("failed to add intent to drop item");
newrunstate = RunState::PlayerTurn;
}
}
}
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RunState::ShowTargeting { range, item } => {
let result = gui::ranged_target(self, ctx, range);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem {
item,
target: result.1,
},
)
.expect("failed to add intent to use item");
newrunstate = RunState::PlayerTurn;
}
}
}
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RunState::MainMenu { .. } => match gui::main_menu(self, ctx) {
gui::MainMenuResult::NoSelection { selected } => {
newrunstate = RunState::MainMenu {
menu_selection: selected,
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}
}
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gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
newrunstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => {
::std::process::exit(0);
}
},
},
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RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::LoadGame,
}
}
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RunState::NextLevel => {
self.goto_next_level();
newrunstate = RunState::PreRun;
}
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}
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{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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}
}
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impl State {
fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
let entities = self.ecs.entities();
let player = self.ecs.read_storage::<Player>();
let backpack = self.ecs.read_storage::<InBackpack>();
let player_entity = self.ecs.fetch::<Entity>();
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let equipped = self.ecs.read_storage::<Equipped>();
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let mut to_delete: Vec<Entity> = Vec::new();
for entity in entities.join() {
let mut should_delete = true;
// Don't delete the player
let p = player.get(entity);
if let Some(_p) = p {
should_delete = false;
}
// Don't delete the player's equipment
let bp = backpack.get(entity);
if let Some(bp) = bp {
if bp.owner == *player_entity {
should_delete = false;
}
}
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let eq = equipped.get(entity);
if let Some(eq) = eq {
if eq.owner == *player_entity {
should_delete = false;
}
}
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if should_delete {
to_delete.push(entity);
}
}
to_delete
}
fn goto_next_level(&mut self) {
// Delete entities that aren't the palyer or their equipment
let to_delete = self.entities_to_remove_on_level_change();
for target in to_delete {
self.ecs
.delete_entity(target)
.expect("failed to delete entity");
}
// Build a new map and place the player
let worldmap;
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let current_depth;
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{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
worldmap = worldmap_resource.clone();
}
// Spawn bad guys
for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].center();
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_comp = position_components.get_mut(*player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
}
// Mark the player's visibility as dirty
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
let vs = viewshed_components.get_mut(*player_entity);
if let Some(vs) = vs {
vs.dirty = true;
}
// Notify the player and give them some health
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog
.entries
.push("You descend to the next level, and take a moment to heal.".to_string());
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
let player_health = player_health_store.get_mut(*player_entity);
if let Some(player_health) = player_health {
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
}
}
}
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fn main() -> rltk::BError {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()
.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State::new();
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register!(
gs <-
Position,
Renderable,
Player,
Viewshed,
Monster,
Name,
BlocksTile,
CombatStats,
WantsToMelee,
SufferDamage,
Item,
ProvidesHealing,
InBackpack,
WantsToPickupItem,
WantsToUseItem,
WantsToDropItem,
Consumable,
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Ranged,
InflictsDamage,
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AreaOfEffect,
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Confusion,
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SimpleMarker<SerializeMe>,
SerializationHelper,
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Equippable,
);
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors(1);
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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());
for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room, 1);
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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);
gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
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rltk::main_loop(context, gs)
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}