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Finish chapter 2.6

This commit is contained in:
Timothy Warren 2021-10-29 15:15:22 -04:00
parent 3009aa1781
commit 598032aadf
8 changed files with 306 additions and 61 deletions

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@ -35,3 +35,34 @@ pub struct Name {
#[derive(Component)]
pub struct BlocksTile {}
#[derive(Component)]
pub struct CombatStats {
pub max_hp: i32,
pub hp: i32,
pub defense: i32,
pub power: i32,
}
#[derive(Component, Debug, Clone)]
pub struct WantsToMelee {
pub target: Entity,
}
#[derive(Component, Debug)]
pub struct SufferDamage {
pub amount: Vec<i32>,
}
impl SufferDamage {
pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
if let Some(suffering) = store.get_mut(victim) {
suffering.amount.push(amount);
} else {
let dmg = SufferDamage {
amount: vec![amount],
};
store.insert(victim, dmg).expect("Unable to insert damage");
}
}
}

47
src/damage_system.rs Normal file
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@ -0,0 +1,47 @@
use crate::{CombatStats, Player, SufferDamage};
use rltk::console;
use specs::prelude::*;
pub struct DamageSystem {}
impl<'a> System<'a> for DamageSystem {
type SystemData = (
WriteStorage<'a, CombatStats>,
WriteStorage<'a, SufferDamage>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut stats, mut damage) = data;
for (mut stats, damage) in (&mut stats, &damage).join() {
stats.hp -= damage.amount.iter().sum::<i32>();
}
damage.clear();
}
}
pub fn delete_the_dead(ecs: &mut World) {
let mut dead: Vec<Entity> = Vec::new();
// Scope for the sake of the borrow checker
{
let combat_stats = ecs.read_storage::<CombatStats>();
let players = ecs.read_storage::<Player>();
let entities = ecs.entities();
for (entity, stats) in (&entities, &combat_stats).join() {
if stats.hp < 1 {
let player = players.get(entity);
match player {
None => dead.push(entity),
Some(_) => console::log("You are dead"),
}
}
}
}
for victim in dead {
ecs.delete_entity(victim)
.expect("Unable to delete the dead");
}
}

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@ -12,21 +12,26 @@ pub use rect::Rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::*;
use monster_ai_system::MonsterAI;
mod map_indexing_system;
use map_indexing_system::*;
use map_indexing_system::MapIndexingSystem;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod damage_system;
use damage_system::DamageSystem;
pub const MAP_SIZE: usize = 80 * 50;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
Paused,
Running,
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
}
pub struct State {
pub ecs: World,
pub runstate: RunState,
}
impl State {
@ -40,6 +45,12 @@ impl State {
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);
let mut damage = DamageSystem {};
damage.run_now(&self.ecs);
self.ecs.maintain();
}
}
@ -47,14 +58,37 @@ impl State {
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
if self.runstate == RunState::Running {
self.run_systems();
self.runstate = RunState::Paused;
} else {
self.runstate = player_input(self, ctx);
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
match newrunstate {
RunState::PreRun => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
@ -63,8 +97,9 @@ impl GameState for State {
for (pos, render) in (&positions, &renderables).join() {
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);
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
}
}
}
@ -77,10 +112,7 @@ fn main() -> rltk::BError {
.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State {
ecs: World::new(),
runstate: RunState::Running,
};
let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
@ -89,10 +121,42 @@ fn main() -> rltk::BError {
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
let player_entity = gs
.ecs
.create_entity()
.with(Position {
x: player_x,
y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Name {
name: "Player".to_string(),
})
.with(CombatStats {
max_hp: 30,
hp: 30,
defense: 2,
power: 5,
})
.build();
let mut rng = rltk::RandomNumberGenerator::new();
for (i, room) in map.rooms.iter().skip(1).enumerate() {
let (x, y) = room.center();
@ -129,33 +193,19 @@ fn main() -> rltk::BError {
name: format!("{} #{}", &name, i),
})
.with(BlocksTile {})
.with(CombatStats {
max_hp: 16,
hp: 16,
defense: 1,
power: 4,
})
.build();
}
gs.ecs
.create_entity()
.with(Position {
x: player_x,
y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Name {
name: "Player".to_string(),
})
.build();
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(player_entity);
gs.ecs.insert(RunState::PreRun);
rltk::main_loop(context, gs)
}

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@ -17,6 +17,7 @@ pub struct Map {
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub blocked: Vec<bool>,
pub tile_content: Vec<Vec<Entity>>,
}
impl Map {
@ -64,6 +65,7 @@ impl Map {
revealed_tiles: vec![false; MAP_SIZE],
visible_tiles: vec![false; MAP_SIZE],
blocked: vec![false; MAP_SIZE],
tile_content: vec![Vec::new(); MAP_SIZE],
};
const MAX_ROOMS: i32 = 30;
@ -125,6 +127,12 @@ impl Map {
self.blocked[i] = *tile == TileType::Wall;
}
}
pub fn clear_content_index(&mut self) {
for content in self.tile_content.iter_mut() {
content.clear();
}
}
}
impl Algorithm2D for Map {

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@ -8,15 +8,26 @@ impl<'a> System<'a> for MapIndexingSystem {
WriteExpect<'a, Map>,
ReadStorage<'a, Position>,
ReadStorage<'a, BlocksTile>,
Entities<'a>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, position, blockers) = data;
let (mut map, position, blockers, entities) = data;
map.populate_blocked();
for (position, _blocks) in (&position, &blockers).join() {
map.clear_content_index();
for (entity, position) in (&entities, &position).join() {
let idx = map.xy_idx(position.x, position.y);
map.blocked[idx] = true;
// If it's a blocking entity, note that in the map object
let _p: Option<&BlocksTile> = blockers.get(entity);
if let Some(_p) = _p {
map.blocked[idx] = true;
}
// Push a copy of the entity to the indexed slot
map.tile_content[idx].push(entity);
}
}
}

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@ -0,0 +1,46 @@
use crate::{CombatStats, Name, SufferDamage, WantsToMelee};
use rltk::console;
use specs::prelude::*;
pub struct MeleeCombatSystem {}
impl<'a> System<'a> for MeleeCombatSystem {
type SystemData = (
Entities<'a>,
WriteStorage<'a, WantsToMelee>,
ReadStorage<'a, Name>,
ReadStorage<'a, CombatStats>,
WriteStorage<'a, SufferDamage>,
);
fn run(&mut self, data: Self::SystemData) {
let (entities, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
for (_entity, wants_melee, name, stats) in
(&entities, &wants_melee, &names, &combat_stats).join()
{
if stats.hp > 0 {
let target_stats = combat_stats.get(wants_melee.target).unwrap();
if target_stats.hp > 0 {
let target_name = names.get(wants_melee.target).unwrap();
let damage = i32::max(0, stats.power - target_stats.defense);
if damage == 0 {
console::log(&format!(
"{} is unable to hurt {}",
&name.name, &target_name.name
));
} else {
console::log(&format!(
"{} hits {}, for {} hp",
&name.name, &target_name.name, damage
));
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage);
}
}
}
}
wants_melee.clear();
}
}

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@ -1,5 +1,5 @@
use super::{Map, Monster, Name, Position, Viewshed};
use rltk::{console, Point};
use crate::{Map, Monster, Position, RunState, Viewshed, WantsToMelee};
use rltk::Point;
use specs::prelude::*;
pub struct MonsterAI {}
@ -9,27 +9,48 @@ impl<'a> System<'a> for MonsterAI {
type SystemData = (
WriteExpect<'a, Map>,
ReadExpect<'a, Point>,
ReadExpect<'a, Entity>,
ReadExpect<'a, RunState>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
ReadStorage<'a, Monster>,
ReadStorage<'a, Name>,
WriteStorage<'a, Position>,
WriteStorage<'a, WantsToMelee>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, player_pos, mut viewshed, monster, name, mut position) = data;
let (
mut map,
player_pos,
player_entity,
runstate,
entities,
mut viewshed,
monster,
mut position,
mut wants_to_melee,
) = data;
for (mut viewshed, _monster, name, mut pos) in
(&mut viewshed, &monster, &name, &mut position).join()
if *runstate != RunState::MonsterTurn {
return;
}
for (entity, mut viewshed, _monster, mut pos) in
(&entities, &mut viewshed, &monster, &mut position).join()
{
let distance =
rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
// Attack goes here
console::log(&format!("{} shouts insults", name.name));
return;
}
if viewshed.visible_tiles.contains(&*player_pos) {
wants_to_melee
.insert(
entity,
WantsToMelee {
target: *player_entity,
},
)
.expect("Unable to insert attack");
} else if viewshed.visible_tiles.contains(&*player_pos) {
let path = rltk::a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(player_pos.x, player_pos.y) as i32,
@ -37,9 +58,14 @@ impl<'a> System<'a> for MonsterAI {
);
if path.success && path.steps.len() > 1 {
let mut idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = false;
pos.x = path.steps[1] as i32 % map.width;
pos.y = path.steps[1] as i32 / map.width;
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
}
}

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@ -1,26 +1,52 @@
use super::{Map, Player, Position, State, TileType, Viewshed};
use crate::RunState;
use crate::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee};
use rltk::{Point, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let players = ecs.read_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let entities = ecs.entities();
let combat_stats = ecs.read_storage::<CombatStats>();
let map = ecs.fetch::<Map>();
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
for (entity, _player, pos, viewshed) in
(&entities, &players, &mut positions, &mut viewsheds).join()
{
if pos.x + delta_x < 1
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 1
|| pos.y + delta_y > map.height - 1
{
return;
}
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
for potential_target in map.tile_content[destination_idx].iter() {
let target = combat_stats.get(*potential_target);
if let Some(_target) = target {
wants_to_melee
.insert(
entity,
WantsToMelee {
target: *potential_target,
},
)
.expect("Add target failed");
return;
}
}
if !map.blocked[destination_idx] {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
viewshed.dirty = true;
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
viewshed.dirty = true;
}
}
}
@ -28,7 +54,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// Player movement
match ctx.key {
None => return RunState::Paused, // Nothing happened
None => return RunState::AwaitingInput, // Nothing happened
Some(key) => match key {
VirtualKeyCode::Left
| VirtualKeyCode::Numpad4
@ -65,9 +91,9 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
try_move_player(-1, 1, &mut gs.ecs)
}
_ => return RunState::Paused,
_ => return RunState::AwaitingInput,
},
}
RunState::Running
RunState::PlayerTurn
}