Complete the first section
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parent
43e9ebd52b
commit
416af96be3
@ -1,5 +1,4 @@
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use crate::{game_log::GameLog, CombatStats, Name, Player, SufferDamage};
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use rltk::console;
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use crate::{game_log::GameLog, CombatStats, Name, Player, RunState, SufferDamage};
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use specs::prelude::*;
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pub struct DamageSystem {}
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@ -44,7 +43,10 @@ pub fn delete_the_dead(ecs: &mut World) {
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dead.push(entity)
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}
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Some(_) => console::log("You are dead"),
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Some(_) => {
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let mut runstate = ecs.write_resource::<RunState>();
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*runstate = RunState::GameOver;
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}
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}
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}
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}
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39
src/gui.rs
39
src/gui.rs
@ -619,3 +619,42 @@ pub fn remove_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Opti
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},
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}
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}
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#[derive(PartialEq, Copy, Clone)]
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pub enum GameOverResult {
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NoSelection,
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QuitToMenu,
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}
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pub fn game_over(ctx: &mut Rltk) -> GameOverResult {
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ctx.print_color_centered(
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15,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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"Your journey has ended!",
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);
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ctx.print_color_centered(
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17,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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"One day, we'll tell you all about how you did.",
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);
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ctx.print_color_centered(
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18,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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"That day, sadly, is not in this chapter...",
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);
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ctx.print_color_centered(
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20,
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RGB::named(rltk::MAGENTA),
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RGB::named(rltk::BLACK),
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"Press any key to return to the menu.",
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);
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match ctx.key {
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None => GameOverResult::NoSelection,
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Some(_) => GameOverResult::QuitToMenu,
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}
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}
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@ -327,7 +327,7 @@ impl<'a> System<'a> for ItemRemoveSystem {
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Entities<'a>,
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WriteStorage<'a, WantsToRemoveItem>,
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WriteStorage<'a, Equipped>,
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WriteStorage<'a, InBackpack>
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WriteStorage<'a, InBackpack>,
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);
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fn run(&mut self, data: Self::SystemData) {
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@ -335,7 +335,8 @@ impl<'a> System<'a> for ItemRemoveSystem {
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for (entity, to_remove) in (&entities, &wants_remove).join() {
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equipped.remove(to_remove.item);
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backpack.insert(to_remove.item, InBackpack { owner: entity})
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backpack
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.insert(to_remove.item, InBackpack { owner: entity })
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.expect("Unable to remove item and put in backpack");
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}
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59
src/main.rs
59
src/main.rs
@ -19,6 +19,7 @@ pub mod saveload_system;
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mod spawner;
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mod visibility_system;
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use crate::inventory_system::ItemRemoveSystem;
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use components::*;
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use damage_system::DamageSystem;
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pub use game_log::GameLog;
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@ -30,7 +31,6 @@ use monster_ai_system::MonsterAI;
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use player::*;
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pub use rect::Rect;
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use visibility_system::VisibilitySystem;
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use crate::inventory_system::ItemRemoveSystem;
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/// Cut down on the amount of syntax to register components
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macro_rules! register {
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@ -63,6 +63,7 @@ pub enum RunState {
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SaveGame,
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NextLevel,
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ShowRemoveItem,
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GameOver,
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}
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pub struct State {
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@ -282,6 +283,15 @@ impl GameState for State {
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}
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}
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}
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RunState::GameOver => match gui::game_over(ctx) {
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gui::GameOverResult::NoSelection => {}
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gui::GameOverResult::QuitToMenu => {
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self.game_over_cleanup();
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newrunstate = RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::NewGame,
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};
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}
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},
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}
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{
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@ -389,6 +399,53 @@ impl State {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
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}
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}
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fn game_over_cleanup(&mut self) {
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// Delete everything
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let mut to_delete = Vec::new();
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for e in self.ecs.entities().join() {
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to_delete.push(e);
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}
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for del in to_delete.iter() {
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self.ecs
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.delete_entity(*del)
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.expect("Failed to delete entity");
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}
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// Build a new map and place the player
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let worldmap;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = Map::new_map_rooms_and_corridors(1);
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worldmap = worldmap_resource.clone();
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}
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, 1);
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}
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].center();
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let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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let mut position_components = self.ecs.write_storage::<Position>();
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let mut player_entity_writer = self.ecs.write_resource::<Entity>();
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*player_entity_writer = player_entity;
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let player_pos_comp = position_components.get_mut(player_entity);
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if let Some(player_pos_comp) = player_pos_comp {
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player_pos_comp.x = player_x;
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player_pos_comp.y = player_y;
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}
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// Mark the player's visibility as dirty
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let vs = viewshed_components.get_mut(player_entity);
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if let Some(vs) = vs {
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vs.dirty = true;
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}
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}
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}
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fn main() -> rltk::BError {
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