WIP: 2.10
This commit is contained in:
139
src/main.rs
139
src/main.rs
@@ -1,7 +1,8 @@
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use std::thread::spawn;
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extern crate serde;
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use rltk::{GameState, Point, RGB};
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use rltk::{GameState, Point};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use components::*;
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use damage_system::DamageSystem;
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@@ -27,6 +28,7 @@ mod player;
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mod rect;
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mod spawner;
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mod visibility_system;
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mod save_load_system;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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@@ -36,7 +38,14 @@ pub enum RunState {
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MonsterTurn,
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ShowInventory,
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ShowDropItem,
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ShowTargeting { range: i32, item: Entity },
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ShowTargeting {
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range: i32,
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item: Entity,
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},
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MainMenu {
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menu_selection: gui::MainMenuSelection,
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},
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SaveGame,
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}
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pub struct State {
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@@ -51,14 +60,14 @@ impl State {
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let mut mob = MonsterAI {};
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mob.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut map_index = MapIndexingSystem {};
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map_index.run_now(&self.ecs);
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let mut meleesystem = MeleeCombatSystem {};
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meleesystem.run_now(&self.ecs);
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let mut melee_system = MeleeCombatSystem {};
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melee_system.run_now(&self.ecs);
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let mut damagesystem = DamageSystem {};
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damagesystem.run_now(&self.ecs);
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let mut damage_system = DamageSystem {};
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damage_system.run_now(&self.ecs);
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let mut inventory = ItemCollectionSystem {};
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inventory.run_now(&self.ecs);
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@@ -75,58 +84,61 @@ impl State {
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impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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let mut new_run_state;
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{
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let run_state = self.ecs.fetch::<RunState>();
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new_run_state = *run_state;
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}
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ctx.cls();
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{
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draw_map(&self.ecs, ctx);
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match new_run_state {
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RunState::MainMenu { .. } => {}
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_ => {
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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let mut newrunstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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newrunstate = *runstate;
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}
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match newrunstate {
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match new_run_state {
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RunState::PreRun => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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new_run_state = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => newrunstate = player_input(self, ctx),
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RunState::AwaitingInput => new_run_state = player_input(self, ctx),
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RunState::PlayerTurn => {
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self.run_systems();
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newrunstate = RunState::MonsterTurn;
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new_run_state = RunState::MonsterTurn;
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}
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RunState::MonsterTurn => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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new_run_state = RunState::AwaitingInput;
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let is_ranged = self.ecs.read_storage::<Ranged>();
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let is_item_ranged = is_ranged.get(item_entity);
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if let Some(is_item_ranged) = is_item_ranged {
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newrunstate = RunState::ShowTargeting {
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new_run_state = RunState::ShowTargeting {
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range: is_item_ranged.range,
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item: item_entity,
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}
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@@ -135,10 +147,13 @@ impl GameState for State {
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToUseItem { item: item_entity, target: None },
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WantsToUseItem {
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item: item_entity,
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target: None,
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},
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)
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.expect("Unable to insert intent");
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newrunstate = RunState::PlayerTurn;
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new_run_state = RunState::PlayerTurn;
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}
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}
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}
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@@ -146,7 +161,7 @@ impl GameState for State {
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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@@ -157,27 +172,56 @@ impl GameState for State {
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WantsToDropItem { item: item_entity },
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)
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.expect("Unable to insert intent");
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newrunstate = RunState::PlayerTurn;
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new_run_state = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowTargeting { range, item } => {
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let result = gui::ranged_target(self, ctx, range);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::Cancel => new_run_state = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let mut intent = self.ecs.write_storage::<WantsToUseItem>();
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intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 }).expect("Unable to insert intent");
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newrunstate = RunState::PlayerTurn;
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToUseItem {
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item,
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target: result.1,
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},
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)
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.expect("Unable to insert intent");
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new_run_state = RunState::PlayerTurn;
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}
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}
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}
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RunState::MainMenu { .. } => {
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let result = gui::main_menu(self, ctx);
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match result {
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gui::MainMenuResult::NoSelection { selected } => {
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new_run_state = RunState::MainMenu {
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menu_selection: selected,
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}
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}
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gui::MainMenuResult::Selected { selected } => match selected {
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gui::MainMenuSelection::NewGame => new_run_state = RunState::PreRun,
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gui::MainMenuSelection::LoadGame => new_run_state = RunState::PreRun,
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gui::MainMenuSelection::Quit => ::std::process::exit(0),
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},
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}
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}
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RunState::SaveGame => {
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save_load_system::save_game(&mut self.ecs);
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new_run_state = RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::LoadGame,
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};
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}
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}
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{
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let mut runwriter = self.ecs.write_resource::<RunState>();
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*runwriter = newrunstate;
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let mut run_writer = self.ecs.write_resource::<RunState>();
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*run_writer = new_run_state;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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}
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@@ -193,7 +237,6 @@ fn main() -> rltk::BError {
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context.with_post_scanlines(true);
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let mut gs = State { ecs: World::new() };
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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gs.ecs.insert(gamelog::GameLog {
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entries: vec!["Welcome to Rusty Roguelike".to_string()],
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@@ -220,6 +263,9 @@ fn main() -> rltk::BError {
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gs.ecs.register::<InflictsDamage>();
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gs.ecs.register::<AreaOfEffect>();
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gs.ecs.register::<Confusion>();
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gs.ecs.register::<SimpleMarker<SerializeMe>>();
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gs.ecs.register::<SerializationHelper>();
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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 (player_x, player_y) = map.rooms[0].center();
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@@ -232,6 +278,9 @@ fn main() -> rltk::BError {
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}
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gs.ecs.insert(map);
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gs.ecs.insert(RunState::MainMenu {
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menu_selection: gui::MainMenuSelection::NewGame,
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});
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rltk::main_loop(context, gs)
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}
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