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roguelike-game/src/main.rs

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3.2 KiB
Rust
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mod ai;
pub mod camera;
mod colors;
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mod components;
mod damage_system;
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mod game_log;
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mod gamesystem;
mod gui;
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mod hunger_system;
mod inventory_system;
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mod lighting_system;
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mod map;
pub mod map_builders;
mod map_indexing_system;
mod melee_combat_system;
mod movement_system;
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mod particle_system;
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mod player;
pub mod random_table;
pub mod raws;
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mod rect;
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mod rex_assets;
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pub mod saveload_system;
mod spatial;
mod spawner;
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mod state;
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mod trigger_system;
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mod visibility_system;
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#[macro_use]
extern crate lazy_static;
use ::specs::prelude::*;
use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use components::*;
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pub use game_log::GameLog;
pub use map::*;
pub use rect::Rect;
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pub use state::*;
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/// Cut down on the amount of syntax to register components
macro_rules! register {
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// $state is needed to get the scope at the usage point
// $Type is the Component type that is being registered
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($state: ident <- $( $Type: ty ),*,) => {
$(
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$state.ecs.register::<$Type>();
)*
}
}
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fn main() -> ::rltk::BError {
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let context = ::rltk::RltkBuilder::simple(80, 60)
.unwrap()
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.with_title("Roguelike Tutorial")
.build()?;
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let mut state = State::new();
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register!(
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state <-
ApplyMove,
ApplyTeleport,
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AreaOfEffect,
Attributes,
BlocksTile,
BlocksVisibility,
Chasing,
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Confusion,
Consumable,
Door,
DMSerializationHelper,
EntityMoved,
EntryTrigger,
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Equippable,
Equipped,
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EquipmentChanged,
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Faction,
Hidden,
HungerClock,
IdentifiedItem,
InBackpack,
InflictsDamage,
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Initiative,
Item,
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LightSource,
LootTable,
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MagicItem,
MagicMapper,
MeleeWeapon,
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MoveMode,
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MyTurn,
Name,
NaturalAttackDefense,
ObfuscatedName,
OtherLevelPosition,
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ParticleLifetime,
Player,
Pools,
Position,
ProvidesFood,
ProvidesHealing,
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Quips,
Ranged,
Renderable,
SerializationHelper,
SimpleMarker<SerializeMe>,
SingleActivation,
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Skills,
SufferDamage,
TeleportTo,
TownPortal,
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Vendor,
Viewshed,
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WantsToApproach,
WantsToDropItem,
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WantsToFlee,
WantsToMelee,
WantsToPickupItem,
WantsToRemoveItem,
WantsToUseItem,
Wearable,
);
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state
.ecs
.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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raws::load_raws();
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state.ecs.insert(MasterDungeonMap::new());
state.ecs.insert(Map::new(1, 64, 64, "New Map"));
state.ecs.insert(::rltk::Point::zero());
state.ecs.insert(::rltk::RandomNumberGenerator::new());
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let player_entity = spawner::player(&mut state.ecs, 0, 0);
state.ecs.insert(player_entity);
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state.ecs.insert(RunState::MapGeneration {});
state.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
state.ecs.insert(particle_system::ParticleBuilder::new());
state.ecs.insert(rex_assets::RexAssets::new());
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state.generate_world_map(1, 0);
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::rltk::main_loop(context, state)
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}