WIP: 2.10

This commit is contained in:
2022-01-27 18:28:40 +01:00
parent 3caf253441
commit ecbecc1a58
13 changed files with 485 additions and 114 deletions

View File

@@ -1,7 +1,8 @@
use std::thread::spawn;
extern crate serde;
use rltk::{GameState, Point, RGB};
use rltk::{GameState, Point};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use components::*;
use damage_system::DamageSystem;
@@ -27,6 +28,7 @@ mod player;
mod rect;
mod spawner;
mod visibility_system;
mod save_load_system;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
@@ -36,7 +38,14 @@ pub enum RunState {
MonsterTurn,
ShowInventory,
ShowDropItem,
ShowTargeting { range: i32, item: Entity },
ShowTargeting {
range: i32,
item: Entity,
},
MainMenu {
menu_selection: gui::MainMenuSelection,
},
SaveGame,
}
pub struct State {
@@ -51,14 +60,14 @@ impl State {
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut map_index = MapIndexingSystem {};
map_index.run_now(&self.ecs);
let mut meleesystem = MeleeCombatSystem {};
meleesystem.run_now(&self.ecs);
let mut melee_system = MeleeCombatSystem {};
melee_system.run_now(&self.ecs);
let mut damagesystem = DamageSystem {};
damagesystem.run_now(&self.ecs);
let mut damage_system = DamageSystem {};
damage_system.run_now(&self.ecs);
let mut inventory = ItemCollectionSystem {};
inventory.run_now(&self.ecs);
@@ -75,58 +84,61 @@ impl State {
impl GameState for State {
fn tick(&mut self, ctx: &mut rltk::Rltk) {
let mut new_run_state;
{
let run_state = self.ecs.fetch::<RunState>();
new_run_state = *run_state;
}
ctx.cls();
{
draw_map(&self.ecs, ctx);
match new_run_state {
RunState::MainMenu { .. } => {}
_ => {
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
for (pos, render) in data.iter() {
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)
let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
for (pos, render) in data.iter() {
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)
}
}
gui::draw_ui(&self.ecs, ctx);
}
gui::draw_ui(&self.ecs, ctx);
}
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
match newrunstate {
match new_run_state {
RunState::PreRun => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
new_run_state = RunState::AwaitingInput;
}
RunState::AwaitingInput => newrunstate = player_input(self, ctx),
RunState::AwaitingInput => new_run_state = player_input(self, ctx),
RunState::PlayerTurn => {
self.run_systems();
newrunstate = RunState::MonsterTurn;
new_run_state = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
new_run_state = RunState::AwaitingInput;
}
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let is_ranged = self.ecs.read_storage::<Ranged>();
let is_item_ranged = is_ranged.get(item_entity);
if let Some(is_item_ranged) = is_item_ranged {
newrunstate = RunState::ShowTargeting {
new_run_state = RunState::ShowTargeting {
range: is_item_ranged.range,
item: item_entity,
}
@@ -135,10 +147,13 @@ impl GameState for State {
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem { item: item_entity, target: None },
WantsToUseItem {
item: item_entity,
target: None,
},
)
.expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
new_run_state = RunState::PlayerTurn;
}
}
}
@@ -146,7 +161,7 @@ impl GameState for State {
RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
@@ -157,27 +172,56 @@ impl GameState for State {
WantsToDropItem { item: item_entity },
)
.expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
new_run_state = RunState::PlayerTurn;
}
}
}
RunState::ShowTargeting { range, item } => {
let result = gui::ranged_target(self, ctx, range);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::Cancel => new_run_state = 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("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToUseItem {
item,
target: result.1,
},
)
.expect("Unable to insert intent");
new_run_state = RunState::PlayerTurn;
}
}
}
RunState::MainMenu { .. } => {
let result = gui::main_menu(self, ctx);
match result {
gui::MainMenuResult::NoSelection { selected } => {
new_run_state = RunState::MainMenu {
menu_selection: selected,
}
}
gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => new_run_state = RunState::PreRun,
gui::MainMenuSelection::LoadGame => new_run_state = RunState::PreRun,
gui::MainMenuSelection::Quit => ::std::process::exit(0),
},
}
}
RunState::SaveGame => {
save_load_system::save_game(&mut self.ecs);
new_run_state = RunState::MainMenu {
menu_selection: gui::MainMenuSelection::LoadGame,
};
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
let mut run_writer = self.ecs.write_resource::<RunState>();
*run_writer = new_run_state;
}
damage_system::delete_the_dead(&mut self.ecs);
}
@@ -193,7 +237,6 @@ fn main() -> rltk::BError {
context.with_post_scanlines(true);
let mut gs = State { ecs: World::new() };
gs.ecs.insert(RunState::PreRun);
gs.ecs.insert(rltk::RandomNumberGenerator::new());
gs.ecs.insert(gamelog::GameLog {
entries: vec!["Welcome to Rusty Roguelike".to_string()],
@@ -220,6 +263,9 @@ fn main() -> rltk::BError {
gs.ecs.register::<InflictsDamage>();
gs.ecs.register::<AreaOfEffect>();
gs.ecs.register::<Confusion>();
gs.ecs.register::<SimpleMarker<SerializeMe>>();
gs.ecs.register::<SerializationHelper>();
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
@@ -232,6 +278,9 @@ fn main() -> rltk::BError {
}
gs.ecs.insert(map);
gs.ecs.insert(RunState::MainMenu {
menu_selection: gui::MainMenuSelection::NewGame,
});
rltk::main_loop(context, gs)
}