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Start of inventory system

This commit is contained in:
Timothy Warren 2021-11-03 15:11:19 -04:00
parent 07c703f2a4
commit 0ac2226947
6 changed files with 251 additions and 8 deletions

View File

@ -25,18 +25,18 @@ pub struct Viewshed {
pub dirty: bool,
}
#[derive(Component)]
#[derive(Component, Debug)]
pub struct Monster {}
#[derive(Component)]
#[derive(Component, Debug)]
pub struct Name {
pub name: String,
}
#[derive(Component)]
#[derive(Component, Debug)]
pub struct BlocksTile {}
#[derive(Component)]
#[derive(Component, Debug)]
pub struct CombatStats {
pub max_hp: i32,
pub hp: i32,
@ -66,3 +66,22 @@ impl SufferDamage {
}
}
}
#[derive(Component, Debug)]
pub struct Item {}
#[derive(Component, Debug)]
pub struct Potion {
pub heal_amount: i32,
}
#[derive(Component, Debug, Clone)]
pub struct InBackpack {
pub owner: Entity,
}
#[derive(Component, Debug, Clone)]
pub struct WantsToPickupItem {
pub collected_by: Entity,
pub item: Entity,
}

View File

@ -1,5 +1,5 @@
use crate::{gamelog::GameLog, CombatStats, Map, Name, Player, Position};
use rltk::{Point, Rltk, RGB};
use crate::{gamelog::GameLog, CombatStats, InBackpack, Map, Name, Player, Position, State};
use rltk::{Point, Rltk, VirtualKeyCode, RGB};
use specs::prelude::*;
pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
@ -153,3 +153,85 @@ fn draw_tooltips(ecs: &World, ctx: &mut Rltk) {
}
}
}
#[derive(PartialEq, Copy, Clone)]
pub enum ItemMenuResult {
Cancel,
NoResponse,
Selected,
}
pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> ItemMenuResult {
let player_entity = gs.ecs.fetch::<Entity>();
let names = gs.ecs.read_storage::<Name>();
let backpack = gs.ecs.read_storage::<InBackpack>();
let inventory = (&backpack, &names)
.join()
.filter(|item| item.0.owner == *player_entity);
let count = inventory.count();
let mut y = (25 - (count / 2)) as i32;
ctx.draw_box(
15,
y - 2,
32,
(count + 3) as i32,
RGB::named(rltk::WHITE),
RGB::named(rltk::BLACK),
);
ctx.print_color(
18,
y - 2,
RGB::named(rltk::YELLOW),
RGB::named(rltk::BLACK),
"Inventory",
);
ctx.print_color(
18,
y + count as i32 + 1,
RGB::named(rltk::YELLOW),
RGB::named(rltk::BLACK),
"ESCAPE to cancel",
);
let mut j = 0;
for (_pack, name) in (&backpack, &names)
.join()
.filter(|item| item.0.owner == *player_entity)
{
ctx.set(
17,
y,
RGB::named(rltk::WHITE),
RGB::named(rltk::BLACK),
rltk::to_cp437('('),
);
ctx.set(
18,
y,
RGB::named(rltk::YELLOW),
RGB::named(rltk::BLACK),
97 + j as rltk::FontCharType,
);
ctx.set(
19,
y,
RGB::named(rltk::WHITE),
RGB::named(rltk::BLACK),
rltk::to_cp437(')'),
);
ctx.print(21, y, &name.name.to_string());
y += 1;
j += 1;
}
match ctx.key {
None => ItemMenuResult::NoResponse,
Some(key) => match key {
VirtualKeyCode::Escape => ItemMenuResult::Cancel,
_ => ItemMenuResult::NoResponse,
},
}
}

42
src/inventory_system.rs Normal file
View File

@ -0,0 +1,42 @@
use crate::{gamelog::GameLog, InBackpack, Name, Position, WantsToPickupItem};
use specs::prelude::*;
pub struct ItemCollectionSystem {}
impl<'a> System<'a> for ItemCollectionSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadExpect<'a, Entity>,
WriteExpect<'a, GameLog>,
WriteStorage<'a, WantsToPickupItem>,
WriteStorage<'a, Position>,
ReadStorage<'a, Name>,
WriteStorage<'a, InBackpack>,
);
fn run(&mut self, data: Self::SystemData) {
let (player_entity, mut gamelog, mut wants_pickup, mut positions, names, mut backpack) =
data;
for pickup in wants_pickup.join() {
positions.remove(pickup.item);
backpack
.insert(
pickup.item,
InBackpack {
owner: pickup.collected_by,
},
)
.expect("Failed to add item to backpack");
if pickup.collected_by == *player_entity {
gamelog.entries.push(format!(
"You pick up the {}.",
names.get(pickup.item).unwrap().name
));
}
}
wants_pickup.clear();
}
}

View File

@ -22,7 +22,9 @@ use damage_system::DamageSystem;
mod gamelog;
mod gui;
pub use gamelog::GameLog;
mod inventory_system;
mod spawner;
use inventory_system::ItemCollectionSystem;
pub const MAP_SIZE: usize = 80 * 50;
@ -32,6 +34,7 @@ pub enum RunState {
PreRun,
PlayerTurn,
MonsterTurn,
ShowInventory,
}
pub struct State {
@ -55,6 +58,9 @@ impl State {
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
self.ecs.maintain();
}
}
@ -84,6 +90,11 @@ impl GameState for State {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
RunState::ShowInventory => {
if gui::show_inventory(self, ctx) == gui::ItemMenuResult::Cancel {
newrunstate = RunState::AwaitingInput;
}
}
}
{
@ -130,6 +141,10 @@ fn main() -> rltk::BError {
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
gs.ecs.register::<Item>();
gs.ecs.register::<Potion>();
gs.ecs.register::<InBackpack>();
gs.ecs.register::<WantsToPickupItem>();
let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();

View File

@ -1,4 +1,7 @@
use crate::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee};
use crate::{
gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed,
WantsToMelee, WantsToPickupItem,
};
use rltk::{Point, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
@ -56,6 +59,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
match ctx.key {
None => return RunState::AwaitingInput, // Nothing happened
Some(key) => match key {
// Cardinal directions
VirtualKeyCode::Left
| VirtualKeyCode::Numpad4
| VirtualKeyCode::H
@ -91,9 +95,49 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
try_move_player(-1, 1, &mut gs.ecs)
}
// Pick up item
VirtualKeyCode::G => get_item(&mut gs.ecs),
// Show inventory
VirtualKeyCode::I => return RunState::ShowInventory,
_ => return RunState::AwaitingInput,
},
}
RunState::PlayerTurn
}
fn get_item(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();
let player_entity = ecs.fetch::<Entity>();
let entities = ecs.entities();
let items = ecs.read_storage::<Item>();
let positions = ecs.read_storage::<Position>();
let mut gamelog = ecs.fetch_mut::<GameLog>();
let mut target_item: Option<Entity> = None;
for (item_entity, _item, position) in (&entities, &items, &positions).join() {
if position.x == player_pos.x && position.y == player_pos.y {
target_item = Some(item_entity);
}
}
match target_item {
None => gamelog
.entries
.push("There is nothing here to pick up.".to_string()),
Some(item) => {
let mut pickup = ecs.write_storage::<WantsToPickupItem>();
pickup
.insert(
*player_entity,
WantsToPickupItem {
collected_by: *player_entity,
item,
},
)
.expect("Unable to pick up item?!");
}
}
}

View File

@ -1,5 +1,6 @@
use crate::{
BlocksTile, CombatStats, Monster, Name, Player, Position, Rect, Renderable, Viewshed, MAP_WIDTH,
BlocksTile, CombatStats, Item, Monster, Name, Player, Position, Potion, Rect, Renderable,
Viewshed, MAP_WIDTH,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
@ -90,11 +91,13 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharTy
/// fills a room with stuff!
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 borrow 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;
@ -109,6 +112,20 @@ pub fn spawn_room(ecs: &mut World, room: &Rect) {
}
}
}
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 * MAP_WIDTH) + x;
if !item_spawn_points.contains(&idx) {
item_spawn_points.push(idx);
added = true;
}
}
}
}
// Actually spawn the monsters
@ -118,4 +135,28 @@ pub fn spawn_room(ecs: &mut World, room: &Rect) {
random_monster(ecs, x as i32, y as i32);
}
// Actually spawn the potions
for idx in item_spawn_points.iter() {
let x = *idx % MAP_WIDTH;
let y = *idx / MAP_WIDTH;
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();
}