Complete chapter 2.11
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.gitignore
vendored
3
.gitignore
vendored
@ -111,3 +111,6 @@ Cargo.lock
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*.pdb
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# End of https://www.toptal.com/developers/gitignore/api/rust,jetbrains+all
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# Ignore save game file
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savegame.json
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10
src/gui.rs
10
src/gui.rs
@ -51,6 +51,16 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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);
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}
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let map = ecs.fetch::<Map>();
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let depth = format!("Depth: {}", map.depth);
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ctx.print_color(
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2,
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43,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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&depth,
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);
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// Display logs
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let log = ecs.fetch::<GameLog>();
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let mut y = 44;
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96
src/main.rs
96
src/main.rs
@ -59,6 +59,7 @@ pub enum RunState {
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menu_selection: gui::MainMenuSelection,
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},
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SaveGame,
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NextLevel,
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}
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pub struct State {
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@ -252,6 +253,10 @@ impl GameState for State {
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menu_selection: gui::MainMenuSelection::LoadGame,
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}
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}
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RunState::NextLevel => {
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self.goto_next_level();
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newrunstate = RunState::PreRun;
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}
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}
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{
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@ -263,6 +268,95 @@ impl GameState for State {
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}
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}
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impl State {
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fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
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let entities = self.ecs.entities();
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let player = self.ecs.read_storage::<Player>();
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let backpack = self.ecs.read_storage::<InBackpack>();
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let player_entity = self.ecs.fetch::<Entity>();
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let mut to_delete: Vec<Entity> = Vec::new();
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for entity in entities.join() {
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let mut should_delete = true;
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// Don't delete the player
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let p = player.get(entity);
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if let Some(_p) = p {
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should_delete = false;
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}
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// Don't delete the player's equipment
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let bp = backpack.get(entity);
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if let Some(bp) = bp {
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if bp.owner == *player_entity {
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should_delete = false;
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}
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}
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if should_delete {
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to_delete.push(entity);
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}
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}
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to_delete
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}
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fn goto_next_level(&mut self) {
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// Delete entities that aren't the palyer or their equipment
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let to_delete = self.entities_to_remove_on_level_change();
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for target in to_delete {
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self.ecs
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.delete_entity(target)
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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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let current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 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);
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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 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 player_entity = self.ecs.fetch::<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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// Notify the player and give them some health
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let mut gamelog = self.ecs.fetch_mut::<GameLog>();
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gamelog
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.entries
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.push("You descend to the next level, and take a moment to heal.".to_string());
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let player_health = player_health_store.get_mut(*player_entity);
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if let Some(player_health) = player_health {
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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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}
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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@ -301,7 +395,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors();
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let map = Map::new_map_rooms_and_corridors(1);
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let (player_x, player_y) = map.rooms[0].center();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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13
src/map.rs
13
src/map.rs
@ -12,6 +12,7 @@ pub const MAP_COUNT: usize = MAP_HEIGHT * MAP_WIDTH;
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pub enum TileType {
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Wall,
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Floor,
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DownStairs,
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}
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#[derive(Default, Serialize, Deserialize, Clone)]
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@ -23,6 +24,7 @@ pub struct Map {
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pub revealed_tiles: Vec<bool>,
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pub visible_tiles: Vec<bool>,
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pub blocked: Vec<bool>,
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pub depth: i32,
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#[serde(skip_serializing)]
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#[serde(skip_deserializing)]
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@ -65,7 +67,7 @@ impl Map {
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/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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/// This gives a handful of random rooms and corridors joining them together
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pub fn new_map_rooms_and_corridors() -> Map {
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pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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@ -75,6 +77,7 @@ impl Map {
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visible_tiles: vec![false; MAP_COUNT],
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blocked: vec![false; MAP_COUNT],
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tile_content: vec![Vec::new(); MAP_COUNT],
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depth: new_depth,
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};
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const MAX_ROOMS: i32 = 30;
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@ -118,6 +121,10 @@ impl Map {
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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map
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}
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@ -222,6 +229,10 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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glyph = rltk::to_cp437('#');
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fg = RGB::from_f32(0., 1.0, 0.);
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}
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TileType::DownStairs => {
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glyph = rltk::to_cp437('>');
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fg = RGB::from_f32(0., 1.0, 1.0);
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}
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}
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if !map.visible_tiles[idx] {
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@ -1,7 +1,7 @@
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use crate::{
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game_log::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed,
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WantsToMelee, WantsToPickupItem,
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use crate::components::{
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CombatStats, Item, Player, Position, Viewshed, WantsToMelee, WantsToPickupItem,
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};
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use crate::{game_log::GameLog, Map, RunState, State, TileType};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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@ -107,6 +107,13 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Save and Quit
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VirtualKeyCode::Escape => return RunState::SaveGame,
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// Level changes
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VirtualKeyCode::Period => {
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if try_next_level(&mut gs.ecs) {
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return RunState::NextLevel;
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}
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}
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_ => return RunState::AwaitingInput,
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},
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}
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@ -147,3 +154,19 @@ fn get_item(ecs: &mut World) {
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}
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}
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}
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pub fn try_next_level(ecs: &mut World) -> bool {
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch::<Map>();
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let player_idx = map.xy_idx(player_pos.x, player_pos.y);
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if map.tiles[player_idx] == TileType::DownStairs {
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true
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} else {
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog
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.entries
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.push("There is no way down from here.".to_string());
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false
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}
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}
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