Move state management out of main file

This commit is contained in:
Timothy Warren 2022-01-18 11:40:31 -05:00
parent 878ee5b480
commit 485151e37c
2 changed files with 536 additions and 518 deletions

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@ -23,32 +23,21 @@ mod rex_assets;
pub mod saveload_system; pub mod saveload_system;
mod spatial; mod spatial;
mod spawner; mod spawner;
mod state;
mod trigger_system; mod trigger_system;
mod visibility_system; mod visibility_system;
#[macro_use] #[macro_use]
extern crate lazy_static; extern crate lazy_static;
use ::rltk::{GameState, Point, RandomNumberGenerator, Rltk}; use ::rltk::{Point, RandomNumberGenerator};
use ::specs::prelude::*; use ::specs::prelude::*;
use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator}; use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use components::*; use components::*;
use damage_system::DamageSystem;
pub use game_log::GameLog; pub use game_log::GameLog;
use gui::{show_cheat_mode, CheatMenuResult};
use hunger_system::HungerSystem;
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem};
use lighting_system::LightingSystem;
pub use map::*; pub use map::*;
use map_indexing_system::MapIndexingSystem;
use melee_combat_system::MeleeCombatSystem;
use movement_system::MovementSystem;
use particle_system::ParticleSpawnSystem;
use player::*;
use raws::*;
pub use rect::Rect; pub use rect::Rect;
use trigger_system::TriggerSystem; pub use state::*;
use visibility_system::VisibilitySystem;
/// Cut down on the amount of syntax to register components /// Cut down on the amount of syntax to register components
macro_rules! register { macro_rules! register {
@ -61,510 +50,6 @@ macro_rules! register {
} }
} }
const SHOW_MAPGEN_VISUALIZER: bool = false;
#[derive(PartialEq, Copy, Clone)]
pub enum VendorMode {
Buy,
Sell,
}
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
Ticking,
ShowInventory,
ShowDropItem,
ShowTargeting {
range: i32,
item: Entity,
},
MainMenu {
menu_selection: gui::MainMenuSelection,
},
SaveGame,
NextLevel,
PreviousLevel,
TownPortal,
ShowRemoveItem,
GameOver,
MagicMapReveal {
row: i32,
},
MapGeneration,
ShowCheatMenu,
ShowVendor {
vendor: Entity,
mode: VendorMode,
},
}
pub struct State {
pub ecs: World,
mapgen_next_state: Option<RunState>,
mapgen_history: Vec<Map>,
mapgen_index: usize,
mapgen_timer: f32,
}
impl State {
fn new() -> Self {
State {
ecs: World::new(),
mapgen_next_state: Some(RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
}),
mapgen_index: 0,
mapgen_history: Vec::new(),
mapgen_timer: 0.0,
}
}
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut encumbrance = ai::EncumbranceSystem {};
encumbrance.run_now(&self.ecs);
let mut initiative = ai::InitiativeSystem {};
initiative.run_now(&self.ecs);
let mut turnstatus = ai::TurnStatusSystem {};
turnstatus.run_now(&self.ecs);
let mut quipper = ai::QuipSystem {};
quipper.run_now(&self.ecs);
let mut adjacent = ai::AdjacentAI {};
adjacent.run_now(&self.ecs);
let mut visible = ai::VisibleAI {};
visible.run_now(&self.ecs);
let mut approach = ai::ApproachAI {};
approach.run_now(&self.ecs);
let mut flee = ai::FleeAI {};
flee.run_now(&self.ecs);
let mut chase = ai::ChaseAI {};
chase.run_now(&self.ecs);
let mut defaultmove = ai::DefaultMoveAI {};
defaultmove.run_now(&self.ecs);
let mut moving = MovementSystem {};
moving.run_now(&self.ecs);
let mut triggers = TriggerSystem {};
triggers.run_now(&self.ecs);
let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
let mut items = ItemUseSystem {};
items.run_now(&self.ecs);
let mut drop_items = ItemDropSystem {};
drop_items.run_now(&self.ecs);
let mut item_remove = ItemRemoveSystem {};
item_remove.run_now(&self.ecs);
let mut hunger = HungerSystem {};
hunger.run_now(&self.ecs);
let mut particles = ParticleSpawnSystem {};
particles.run_now(&self.ecs);
let mut lighting = LightingSystem {};
lighting.run_now(&self.ecs);
self.ecs.maintain();
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
ctx.cls();
particle_system::cull_dead_particles(&mut self.ecs, ctx);
match newrunstate {
RunState::MainMenu { .. } => {}
RunState::GameOver { .. } => {}
_ => {
camera::render_camera(&self.ecs, ctx);
gui::draw_ui(&self.ecs, ctx);
}
}
match newrunstate {
RunState::MapGeneration => {
if !SHOW_MAPGEN_VISUALIZER {
newrunstate = self.mapgen_next_state.unwrap();
}
ctx.cls();
if self.mapgen_index < self.mapgen_history.len() {
camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
}
self.mapgen_timer += ctx.frame_time_ms;
if self.mapgen_timer > 300.0 {
self.mapgen_timer = 0.0;
self.mapgen_index += 1;
if self.mapgen_index >= self.mapgen_history.len() {
newrunstate = self.mapgen_next_state.unwrap();
}
}
}
RunState::PreRun => {
self.run_systems();
self.ecs.maintain();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::Ticking => {
while newrunstate == RunState::Ticking {
self.run_systems();
self.ecs.maintain();
newrunstate = match *self.ecs.fetch::<RunState>() {
RunState::AwaitingInput => RunState::AwaitingInput,
RunState::MagicMapReveal { .. } => RunState::MagicMapReveal { row: 0 },
RunState::TownPortal => RunState::TownPortal,
_ => RunState::Ticking,
};
}
}
RunState::ShowInventory => {
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();
let is_ranged = self.ecs.read_storage::<Ranged>();
if let Some(is_item_ranged) = is_ranged.get(item_entity) {
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::Ticking;
}
}
}
}
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::Ticking;
}
}
}
RunState::ShowRemoveItem => {
let result = gui::remove_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::<WantsToRemoveItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToRemoveItem { item: item_entity },
)
.expect("Unable to insert intent to remove item");
newrunstate = RunState::Ticking;
}
}
}
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::Ticking;
}
}
}
RunState::MainMenu { .. } => match gui::main_menu(self, ctx) {
gui::MainMenuResult::NoSelection { selected } => {
newrunstate = RunState::MainMenu {
menu_selection: selected,
}
}
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);
}
},
},
RunState::GameOver => match gui::game_over(ctx) {
gui::GameOverResult::NoSelection => {}
gui::GameOverResult::QuitToMenu => {
self.game_over_cleanup();
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
};
}
},
RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::LoadGame,
}
}
RunState::NextLevel => {
self.goto_level(1);
newrunstate = RunState::PreRun;
}
RunState::PreviousLevel => {
self.goto_level(-1);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
RunState::MagicMapReveal { row } => {
let mut map = self.ecs.fetch_mut::<Map>();
for x in 0..map.width {
let idx = map.xy_idx(x as i32, row);
map.revealed_tiles[idx] = true;
}
if row == map.height - 1 {
newrunstate = RunState::Ticking;
} else {
newrunstate = RunState::MagicMapReveal { row: row + 1 };
}
}
RunState::ShowCheatMenu => match show_cheat_mode(self, ctx) {
CheatMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
CheatMenuResult::NoResponse => {}
CheatMenuResult::TeleportToExit => {
self.goto_level(1);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration
}
CheatMenuResult::Heal => {
let player = self.ecs.fetch::<Entity>();
let mut pools = self.ecs.write_storage::<Pools>();
let mut player_pools = pools.get_mut(*player).unwrap();
player_pools.hit_points.current = player_pools.hit_points.max;
newrunstate = RunState::AwaitingInput;
}
CheatMenuResult::Reveal => {
let mut map = self.ecs.fetch_mut::<Map>();
for v in map.revealed_tiles.iter_mut() {
*v = true;
}
newrunstate = RunState::AwaitingInput;
}
CheatMenuResult::GodMode => {
let player = self.ecs.fetch::<Entity>();
let mut pools = self.ecs.write_storage::<Pools>();
let mut player_pools = pools.get_mut(*player).unwrap();
player_pools.god_mode = true;
newrunstate = RunState::AwaitingInput;
}
},
RunState::ShowVendor { vendor, mode } => {
let result = gui::show_vendor_menu(self, ctx, vendor, mode);
match result.0 {
gui::VendorResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::VendorResult::NoResponse => {}
gui::VendorResult::Sell => {
let price = self
.ecs
.read_storage::<Item>()
.get(result.1.unwrap())
.unwrap()
.base_value
* 0.8;
self.ecs
.write_storage::<Pools>()
.get_mut(*self.ecs.fetch::<Entity>())
.unwrap()
.gold += price;
self.ecs
.delete_entity(result.1.unwrap())
.expect("Unable to delete sold item");
}
gui::VendorResult::Buy => {
let tag = result.2.unwrap();
let price = result.3.unwrap();
let mut pools = self.ecs.write_storage::<Pools>();
let player_pools = pools.get_mut(*self.ecs.fetch::<Entity>()).unwrap();
if player_pools.gold >= price {
player_pools.gold -= price;
std::mem::drop(pools);
let player_entity = *self.ecs.fetch::<Entity>();
spawn_named_item(
&RAWS.lock().unwrap(),
&mut self.ecs,
&tag,
SpawnType::Carried { by: player_entity },
);
}
}
gui::VendorResult::BuyMode => {
newrunstate = RunState::ShowVendor {
vendor,
mode: VendorMode::Buy,
}
}
gui::VendorResult::SellMode => {
newrunstate = RunState::ShowVendor {
vendor,
mode: VendorMode::Sell,
}
}
}
}
RunState::TownPortal => {
// Spawn the portal
spawner::spawn_town_portal(&mut self.ecs);
// Transition
let map_depth = self.ecs.fetch::<Map>().depth;
let destination_offset = 0 - (map_depth - 1);
self.goto_level(destination_offset);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
}
}
impl State {
fn goto_level(&mut self, offset: i32) {
freeze_level_entities(&mut self.ecs);
// Build a new map and place the player
let current_depth = self.ecs.fetch::<Map>().depth;
self.generate_world_map(current_depth + offset, offset);
// Notify the player
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog.append("You change level.");
}
fn game_over_cleanup(&mut self) {
// Delete everything
let mut to_delete = Vec::new();
for e in self.ecs.entities().join() {
to_delete.push(e);
}
for del in to_delete.iter() {
self.ecs
.delete_entity(*del)
.expect("Failed to delete entity");
}
// Spawn a new player
{
let player_entity = spawner::player(&mut self.ecs, 0, 0);
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*player_entity_writer = player_entity;
}
// Replace the world maps
self.ecs.insert(map::MasterDungeonMap::new());
// Build a new map and place the player
self.generate_world_map(1, 0);
}
fn generate_world_map(&mut self, new_depth: i32, offset: i32) {
self.mapgen_index = 0;
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
if let Some(history) = map::level_transition(&mut self.ecs, new_depth, offset) {
self.mapgen_history = history;
} else {
map::thaw_level_entities(&mut self.ecs);
}
}
}
fn main() -> ::rltk::BError { fn main() -> ::rltk::BError {
let context = ::rltk::RltkBuilder::simple(80, 60) let context = ::rltk::RltkBuilder::simple(80, 60)
.unwrap() .unwrap()

533
src/state.rs Normal file
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@ -0,0 +1,533 @@
use ::rltk::{GameState, Point, Rltk};
use ::specs::prelude::*;
use crate::components::*;
use crate::damage_system::{self, DamageSystem};
use crate::game_log::GameLog;
use crate::gui::{self, show_cheat_mode, CheatMenuResult, MainMenuSelection};
use crate::hunger_system::HungerSystem;
use crate::inventory_system::{
ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem,
};
use crate::lighting_system::LightingSystem;
use crate::map::{self, *};
use crate::map_indexing_system::MapIndexingSystem;
use crate::melee_combat_system::MeleeCombatSystem;
use crate::movement_system::MovementSystem;
use crate::particle_system::{self, ParticleSpawnSystem};
use crate::player::*;
use crate::raws::*;
use crate::trigger_system::TriggerSystem;
use crate::visibility_system::VisibilitySystem;
use crate::{ai, camera, saveload_system, spawner};
pub const SHOW_MAPGEN_VISUALIZER: bool = false;
#[derive(PartialEq, Copy, Clone)]
pub enum VendorMode {
Buy,
Sell,
}
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
Ticking,
ShowInventory,
ShowDropItem,
ShowTargeting { range: i32, item: Entity },
MainMenu { menu_selection: MainMenuSelection },
SaveGame,
NextLevel,
PreviousLevel,
TownPortal,
ShowRemoveItem,
GameOver,
MagicMapReveal { row: i32 },
MapGeneration,
ShowCheatMenu,
ShowVendor { vendor: Entity, mode: VendorMode },
TeleportingToOtherLevel { x: i32, y: i32, depth: i32 },
}
pub struct State {
pub ecs: World,
mapgen_next_state: Option<RunState>,
mapgen_history: Vec<Map>,
mapgen_index: usize,
mapgen_timer: f32,
}
impl State {
pub fn new() -> Self {
State {
ecs: World::new(),
mapgen_next_state: Some(RunState::MainMenu {
menu_selection: MainMenuSelection::NewGame,
}),
mapgen_index: 0,
mapgen_history: Vec::new(),
mapgen_timer: 0.0,
}
}
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut encumbrance = ai::EncumbranceSystem {};
encumbrance.run_now(&self.ecs);
let mut initiative = ai::InitiativeSystem {};
initiative.run_now(&self.ecs);
let mut turnstatus = ai::TurnStatusSystem {};
turnstatus.run_now(&self.ecs);
let mut quipper = ai::QuipSystem {};
quipper.run_now(&self.ecs);
let mut adjacent = ai::AdjacentAI {};
adjacent.run_now(&self.ecs);
let mut visible = ai::VisibleAI {};
visible.run_now(&self.ecs);
let mut approach = ai::ApproachAI {};
approach.run_now(&self.ecs);
let mut flee = ai::FleeAI {};
flee.run_now(&self.ecs);
let mut chase = ai::ChaseAI {};
chase.run_now(&self.ecs);
let mut defaultmove = ai::DefaultMoveAI {};
defaultmove.run_now(&self.ecs);
let mut moving = MovementSystem {};
moving.run_now(&self.ecs);
let mut triggers = TriggerSystem {};
triggers.run_now(&self.ecs);
let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
let mut items = ItemUseSystem {};
items.run_now(&self.ecs);
let mut drop_items = ItemDropSystem {};
drop_items.run_now(&self.ecs);
let mut item_remove = ItemRemoveSystem {};
item_remove.run_now(&self.ecs);
let mut hunger = HungerSystem {};
hunger.run_now(&self.ecs);
let mut particles = ParticleSpawnSystem {};
particles.run_now(&self.ecs);
let mut lighting = LightingSystem {};
lighting.run_now(&self.ecs);
self.ecs.maintain();
}
fn goto_level(&mut self, offset: i32) {
freeze_level_entities(&mut self.ecs);
// Build a new map and place the player
let current_depth = self.ecs.fetch::<Map>().depth;
self.generate_world_map(current_depth + offset, offset);
// Notify the player
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog.append("You change level.");
}
fn game_over_cleanup(&mut self) {
// Delete everything
let mut to_delete = Vec::new();
for e in self.ecs.entities().join() {
to_delete.push(e);
}
for del in to_delete.iter() {
self.ecs
.delete_entity(*del)
.expect("Failed to delete entity");
}
// Spawn a new player
{
let player_entity = spawner::player(&mut self.ecs, 0, 0);
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*player_entity_writer = player_entity;
}
// Replace the world maps
self.ecs.insert(map::MasterDungeonMap::new());
// Build a new map and place the player
self.generate_world_map(1, 0);
}
pub fn generate_world_map(&mut self, new_depth: i32, offset: i32) {
self.mapgen_index = 0;
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
if let Some(history) = map::level_transition(&mut self.ecs, new_depth, offset) {
self.mapgen_history = history;
} else {
map::thaw_level_entities(&mut self.ecs);
}
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
ctx.cls();
particle_system::cull_dead_particles(&mut self.ecs, ctx);
match newrunstate {
RunState::MainMenu { .. } => {}
RunState::GameOver { .. } => {}
_ => {
camera::render_camera(&self.ecs, ctx);
gui::draw_ui(&self.ecs, ctx);
}
}
match newrunstate {
RunState::MapGeneration => {
if !SHOW_MAPGEN_VISUALIZER {
newrunstate = self.mapgen_next_state.unwrap();
}
ctx.cls();
if self.mapgen_index < self.mapgen_history.len() {
camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
}
self.mapgen_timer += ctx.frame_time_ms;
if self.mapgen_timer > 300.0 {
self.mapgen_timer = 0.0;
self.mapgen_index += 1;
if self.mapgen_index >= self.mapgen_history.len() {
newrunstate = self.mapgen_next_state.unwrap();
}
}
}
RunState::PreRun => {
self.run_systems();
self.ecs.maintain();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::Ticking => {
while newrunstate == RunState::Ticking {
self.run_systems();
self.ecs.maintain();
newrunstate = match *self.ecs.fetch::<RunState>() {
RunState::AwaitingInput => RunState::AwaitingInput,
RunState::MagicMapReveal { .. } => RunState::MagicMapReveal { row: 0 },
RunState::TownPortal => RunState::TownPortal,
RunState::TeleportingToOtherLevel { x, y, depth } => {
RunState::TeleportingToOtherLevel { x, y, depth }
}
_ => RunState::Ticking,
};
}
}
RunState::ShowInventory => {
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();
let is_ranged = self.ecs.read_storage::<Ranged>();
if let Some(is_item_ranged) = is_ranged.get(item_entity) {
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::Ticking;
}
}
}
}
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::Ticking;
}
}
}
RunState::ShowRemoveItem => {
let result = gui::remove_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::<WantsToRemoveItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToRemoveItem { item: item_entity },
)
.expect("Unable to insert intent to remove item");
newrunstate = RunState::Ticking;
}
}
}
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::Ticking;
}
}
}
RunState::MainMenu { .. } => match gui::main_menu(self, ctx) {
gui::MainMenuResult::NoSelection { selected } => {
newrunstate = RunState::MainMenu {
menu_selection: selected,
}
}
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);
}
},
},
RunState::GameOver => match gui::game_over(ctx) {
gui::GameOverResult::NoSelection => {}
gui::GameOverResult::QuitToMenu => {
self.game_over_cleanup();
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
};
}
},
RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
newrunstate = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::LoadGame,
}
}
RunState::NextLevel => {
self.goto_level(1);
newrunstate = RunState::PreRun;
}
RunState::PreviousLevel => {
self.goto_level(-1);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
RunState::MagicMapReveal { row } => {
let mut map = self.ecs.fetch_mut::<Map>();
for x in 0..map.width {
let idx = map.xy_idx(x as i32, row);
map.revealed_tiles[idx] = true;
}
if row == map.height - 1 {
newrunstate = RunState::Ticking;
} else {
newrunstate = RunState::MagicMapReveal { row: row + 1 };
}
}
RunState::ShowCheatMenu => match show_cheat_mode(self, ctx) {
CheatMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
CheatMenuResult::NoResponse => {}
CheatMenuResult::TeleportToExit => {
self.goto_level(1);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration
}
CheatMenuResult::Heal => {
let player = self.ecs.fetch::<Entity>();
let mut pools = self.ecs.write_storage::<Pools>();
let mut player_pools = pools.get_mut(*player).unwrap();
player_pools.hit_points.current = player_pools.hit_points.max;
newrunstate = RunState::AwaitingInput;
}
CheatMenuResult::Reveal => {
let mut map = self.ecs.fetch_mut::<Map>();
for v in map.revealed_tiles.iter_mut() {
*v = true;
}
newrunstate = RunState::AwaitingInput;
}
CheatMenuResult::GodMode => {
let player = self.ecs.fetch::<Entity>();
let mut pools = self.ecs.write_storage::<Pools>();
let mut player_pools = pools.get_mut(*player).unwrap();
player_pools.god_mode = true;
newrunstate = RunState::AwaitingInput;
}
},
RunState::ShowVendor { vendor, mode } => {
let result = gui::show_vendor_menu(self, ctx, vendor, mode);
match result.0 {
gui::VendorResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::VendorResult::NoResponse => {}
gui::VendorResult::Sell => {
let price = self
.ecs
.read_storage::<Item>()
.get(result.1.unwrap())
.unwrap()
.base_value
* 0.8;
self.ecs
.write_storage::<Pools>()
.get_mut(*self.ecs.fetch::<Entity>())
.unwrap()
.gold += price;
self.ecs
.delete_entity(result.1.unwrap())
.expect("Unable to delete sold item");
}
gui::VendorResult::Buy => {
let tag = result.2.unwrap();
let price = result.3.unwrap();
let mut pools = self.ecs.write_storage::<Pools>();
let player_pools = pools.get_mut(*self.ecs.fetch::<Entity>()).unwrap();
if player_pools.gold >= price {
player_pools.gold -= price;
std::mem::drop(pools);
let player_entity = *self.ecs.fetch::<Entity>();
spawn_named_item(
&RAWS.lock().unwrap(),
&mut self.ecs,
&tag,
SpawnType::Carried { by: player_entity },
);
}
}
gui::VendorResult::BuyMode => {
newrunstate = RunState::ShowVendor {
vendor,
mode: VendorMode::Buy,
}
}
gui::VendorResult::SellMode => {
newrunstate = RunState::ShowVendor {
vendor,
mode: VendorMode::Sell,
}
}
}
}
RunState::TownPortal => {
// Spawn the portal
spawner::spawn_town_portal(&mut self.ecs);
// Transition
let map_depth = self.ecs.fetch::<Map>().depth;
let destination_offset = 0 - (map_depth - 1);
self.goto_level(destination_offset);
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
RunState::TeleportingToOtherLevel { x, y, depth } => {
self.goto_level(depth - 1);
let player_entity = self.ecs.fetch::<Entity>();
if let Some(pos) = self.ecs.write_storage::<Position>().get_mut(*player_entity) {
pos.x = x;
pos.y = y;
}
let mut ppos = self.ecs.fetch_mut::<Point>();
ppos.x = x;
ppos.y = y;
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
}
}