commit 9db5941af8d82054cccfc7c7c3fc31d2a21ab6fa
Author: Simon Watson <spw01@protonmail.com>
Date: Sat Oct 1 14:25:47 2022 -0400
Chapter5/monsters
diff --git a/src/components.rs b/src/components.rs
index bfc2987..a124f16 100644
--- a/src/components.rs
+++ b/src/components.rs
@@ -4,7 +4,15 @@ use rltk::{RGB};
// COMPONENTS
+#[derive(Component, Debug)]
+pub struct Monster {}
+#[derive(Component)]
+pub struct Viewshed {
+ pub visible_tiles : Vec<rltk::Point>,
+ pub range : i32,
+ pub dirty: bool
+}
#[derive(Component)]
pub struct Position {
diff --git a/src/main.rs b/src/main.rs
index b51d3ce..7935308 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -9,27 +9,55 @@ mod player;
use player::*;
mod rect;
pub use rect::Rect;
+mod visibility_system;
+use visibility_system::VisibilitySystem;
+mod monster_ai_system;
+use monster_ai_system::MonsterAI;
// ***** //
// STATE //
+
+#[derive(PartialEq, Copy, Clone)]
+pub enum RunState {
+ Paused,
+ Running
+}
+
pub struct State {
- pub ecs: World
+ pub ecs: World,
+ pub runstate: RunState
+}
+
+impl State {
+ fn run_systems(&mut self) {
+ let mut vis = VisibilitySystem{};
+ vis.run_now(&self.ecs);
+ let mut mob = MonsterAI{};
+ mob.run_now(&self.ecs);
+ self.ecs.maintain();
+ }
}
impl GameState for State {
fn tick(&mut self, ctx : &mut Rltk) {
ctx.cls();
- player_input(self, ctx);
+ if self.runstate == RunState::Running {
+ self.run_systems();
+ self.runstate = RunState::Paused;
+ } else {
+ self.runstate = player_input(self, ctx);
+ }
- let map = self.ecs.fetch::<Vec<map::TileType>>();
- draw_map(&map, ctx);
+ 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>();
for (pos, render) in (&positions, &renderables).join() {
- ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
+ 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) }
}
}
@@ -44,22 +72,56 @@ fn main() -> rltk::BError {
.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State{
- ecs: World::new()
+ ecs: World::new(),
+ runstate: RunState::Running
};
+
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
+ gs.ecs.register::<Viewshed>();
+ gs.ecs.register::<Monster>();
+
+ let map = Map::new_map_rooms_and_corridors();
+ let (player_x, player_y) = map.rooms[0].center();
+
+ let mut rng = rltk::RandomNumberGenerator::new();
+ for room in map.rooms.iter().skip(1) {
+ let (x,y) = room.center();
+
+ let glyph : rltk::FontCharType;
+ let roll = rng.roll_dice(1, 2);
+ match roll {
+ 1 => { glyph = rltk::to_cp437('g') }
+ _ => { glyph = rltk::to_cp437('o') }
+ }
+
+ gs.ecs.create_entity()
+ .with(Position{ x, y })
+ .with(Renderable{
+ glyph: glyph,
+ fg: RGB::named(rltk::RED),
+ bg: RGB::named(rltk::BLACK),
+ })
+ .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
+ .with(Monster{})
+ .build();
+ }
+
+ gs.ecs.insert(map);
+
gs.ecs
.create_entity()
- .with(Position { x: 40, y: 25 })
+ .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 })
.build();
- gs.ecs.insert(new_map_rooms_and_corridors());
+
rltk::main_loop(context, gs)
}
\ No newline at end of file
diff --git a/src/map.rs b/src/map.rs
index e1f7df4..d01dc64 100644
--- a/src/map.rs
+++ b/src/map.rs
@@ -1,6 +1,7 @@
-use rltk::{ RGB, Rltk};
+use rltk::{RandomNumberGenerator, RGB, Rltk, Algorithm2D, Point, BaseMap};
use super::{Rect};
use std::cmp::{max, min};
+use specs::prelude::*;
#[derive(PartialEq, Copy, Clone)]
pub enum TileType {
@@ -8,73 +9,161 @@ pub enum TileType {
Floor
}
-pub fn xy_idx(x: i32, y: i32) -> usize {
- (y as usize * 80) + x as usize
+pub struct Map {
+ pub tiles: Vec<TileType>,
+ pub rooms: Vec<Rect>,
+ pub width: i32,
+ pub height: i32,
+ pub revealed_tiles : Vec<bool>,
+ pub visible_tiles: Vec<bool>
}
-
-/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
-/// look awful.
-pub fn new_map_test() -> Vec<TileType> {
- let mut map = vec![TileType::Floor; 80*50];
-
- // Make the boundaries walls
- for x in 0..80 {
- map[xy_idx(x, 0)] = TileType::Wall;
- map[xy_idx(x, 49)] = TileType::Wall;
- }
- for y in 0..50 {
- map[xy_idx(0, y)] = TileType::Wall;
- map[xy_idx(79, y)] = TileType::Wall;
+impl Map {
+ pub fn xy_idx(&self, x: i32, y: i32) -> usize {
+ (y as usize * self.width as usize) + x as usize
}
- // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
- // First, obtain the thread-local RNG:
- let mut rng = rltk::RandomNumberGenerator::new();
+ fn apply_room_to_map(&mut self, room: &Rect) {
+ for y in room.y1 +1 ..= room.y2 {
+ for x in room.x1 + 1 ..= room.x2 {
+ let idx = self.xy_idx(x,y);
+ self.tiles[idx] = TileType::Floor;
+ }
+ }
+ }
- for _i in 0..400 {
- let x = rng.roll_dice(1, 79);
- let y = rng.roll_dice(1, 49);
- let idx = xy_idx(x, y);
- if idx != xy_idx(40, 25) {
- map[idx] = TileType::Wall;
+ fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
+ for x in min(x1,x2) ..= max(x1,x2) {
+ let idx = self.xy_idx(x, y);
+ if idx > 0 && idx < self.width as usize * self.height as usize {
+ self.tiles[idx as usize] = TileType::Floor;
+ }
}
}
- return map
-}
+ fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
+ for y in min(y1,y2) ..= max(y1,y2) {
+ let idx = self.xy_idx(x, y);
+ if idx > 0 && idx < self.width as usize * self.height as usize {
+ self.tiles[idx as usize] = TileType::Floor;
+ }
+ }
+ }
-pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
- let mut map = vec![TileType::Wall; 80*50];
+ pub fn new_map_rooms_and_corridors() -> Map {
+ let mut map = Map{
+ tiles : vec![TileType::Wall; 80*50],
+ rooms : Vec::new(),
+ width : 80,
+ height: 50,
+ revealed_tiles : vec![false; 80*50],
+ visible_tiles : vec![false; 80*50],
+ };
+
+ const MAX_ROOMS : i32 = 30;
+ const MIN_SIZE : i32 = 6;
+ const MAX_SIZE : i32 = 10;
+
+ let mut rng = RandomNumberGenerator::new();
+
+ for _ in 0..MAX_ROOMS {
+ let w = rng.range(MIN_SIZE, MAX_SIZE);
+ let h = rng.range(MIN_SIZE, MAX_SIZE);
+ let x = rng.roll_dice(1, map.width - w - 1) - 1;
+ let y = rng.roll_dice(1, map.height - h - 1) - 1;
+ let new_room = Rect::new(x, y, w, h);
+ let mut ok = true;
+ for other_room in map.rooms.iter() {
+ if new_room.intersect(other_room) { ok = false }
+ }
+ if ok {
+ map.apply_room_to_map(&new_room);
+
+ if !map.rooms.is_empty() {
+ let (new_x, new_y) = new_room.center();
+ let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
+ if rng.range(0,2) == 1 {
+ map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
+ map.apply_vertical_tunnel(prev_y, new_y, new_x);
+ } else {
+ map.apply_vertical_tunnel(prev_y, new_y, prev_x);
+ map.apply_horizontal_tunnel(prev_x, new_x, new_y);
+ }
+ }
+
+ map.rooms.push(new_room);
+ }
+ }
+
+ map
+ }
- let room1 = Rect::new(20, 15, 10, 15);
- let room2 = Rect::new(35, 15, 10, 15);
- apply_room_to_map(&room1, &mut map);
- apply_room_to_map(&room2, &mut map);
- map
}
-
-fn apply_room_to_map(room : &Rect, map: &mut [TileType]) {
- for y in room.y1 +1 ..= room.y2 {
- for x in room.x1 + 1 ..= room.x2 {
- map[xy_idx(x, y)] = TileType::Floor;
- }
+impl Algorithm2D for Map {
+ fn dimensions(&self) -> Point {
+ Point::new(self.width, self.height)
}
}
+impl BaseMap for Map {
+ fn is_opaque(&self, idx:usize) -> bool {
+ self.tiles[idx as usize] == TileType::Wall
+ }
+}
+
+// /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
+// /// look awful.
+// pub fn new_map_test() -> Vec<TileType> {
+// let mut map = vec![TileType::Floor; 80*50];
+
+// // Make the boundaries walls
+// for x in 0..80 {
+// map[xy_idx(x, 0)] = TileType::Wall;
+// map[xy_idx(x, 49)] = TileType::Wall;
+// }
+// for y in 0..50 {
+// map[xy_idx(0, y)] = TileType::Wall;
+// map[xy_idx(79, y)] = TileType::Wall;
+// }
+
+// // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
+// // First, obtain the thread-local RNG:
+// let mut rng = rltk::RandomNumberGenerator::new();
+
+// for _i in 0..400 {
+// let x = rng.roll_dice(1, 79);
+// let y = rng.roll_dice(1, 49);
+// let idx = xy_idx(x, y);
+// if idx != xy_idx(40, 25) {
+// map[idx] = TileType::Wall;
+// }
+// }
+
+// return map
+// }
+
+pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
+ let map = ecs.fetch::<Map>();
-pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
let mut y = 0;
let mut x = 0;
- for tile in map.iter() {
+ for (idx,tile) in map.tiles.iter().enumerate() {
// Render a tile depending upon the tile type
- match tile {
- TileType::Floor => {
- ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'));
- }
- TileType::Wall => {
- ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'));
+ if map.revealed_tiles[idx] {
+ let glyph;
+ let mut fg;
+ match tile {
+ TileType::Floor => {
+ glyph = rltk::to_cp437('.');
+ fg = RGB::from_f32(0.0, 0.5, 0.5);
+ }
+ TileType::Wall => {
+ glyph = rltk::to_cp437('#');
+ fg = RGB::from_f32(0., 1.0, 0.);
+ }
}
+ if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
+ ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
}
// Move the coordinates
@@ -87,3 +176,4 @@ pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
}
+
diff --git a/src/monster_ai_system.rs b/src/monster_ai_system.rs
new file mode 100644
index 0000000..fc49af9
--- /dev/null
+++ b/src/monster_ai_system.rs
@@ -0,0 +1,19 @@
+use specs::prelude::*;
+use super::{Viewshed, Position, Map, Monster};
+use rltk::{field_of_view, Point, console};
+
+pub struct MonsterAI {}
+
+impl<'a> System<'a> for MonsterAI {
+ type SystemData = ( ReadStorage<'a, Viewshed>,
+ ReadStorage<'a, Position>,
+ ReadStorage<'a, Monster>);
+
+ fn run(&mut self, data : Self::SystemData) {
+ let (viewshed, pos, monster) = data;
+
+ for (viewshed,pos,_monster) in (&viewshed, &pos, &monster).join() {
+ console::log("Monster considers their own existence");
+ }
+ }
+}
\ No newline at end of file
diff --git a/src/player.rs b/src/player.rs
index c315dfe..a27b082 100644
--- a/src/player.rs
+++ b/src/player.rs
@@ -1,32 +1,52 @@
use rltk::{VirtualKeyCode, Rltk};
use specs::prelude::*;
-use super::{Position, Player, TileType, xy_idx, State};
+use super::{Position, Player, TileType, Map, State, Viewshed, RunState};
use std::cmp::{min, max};
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 map = ecs.fetch::<Vec<TileType>>();
+ let mut viewsheds = ecs.write_storage::<Viewshed>();
+ let map = ecs.fetch::<Map>();
- for (_player, pos) in (&mut players, &mut positions).join() {
- let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
- if map[destination_idx] != TileType::Wall {
+ for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
+ let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
+ if map.tiles[destination_idx] != TileType::Wall {
pos.x = min(79 , max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
+
+ viewshed.dirty = true;
}
}
}
-pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
+pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// Player movement
match ctx.key {
None => {} // Nothing happened
Some(key) => match key {
- VirtualKeyCode::A => try_move_player(-1, 0, &mut gs.ecs),
- VirtualKeyCode::D => try_move_player(1, 0, &mut gs.ecs),
- VirtualKeyCode::W => try_move_player(0, -1, &mut gs.ecs),
- VirtualKeyCode::S => try_move_player(0, 1, &mut gs.ecs),
+ VirtualKeyCode::Left |
+ VirtualKeyCode::Numpad4 |
+ VirtualKeyCode::A |
+ VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
+
+ VirtualKeyCode::Right |
+ VirtualKeyCode::Numpad6 |
+ VirtualKeyCode::D |
+ VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
+
+ VirtualKeyCode::Up |
+ VirtualKeyCode::Numpad8 |
+ VirtualKeyCode::W |
+ VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
+
+ VirtualKeyCode::Down |
+ VirtualKeyCode::Numpad2 |
+ VirtualKeyCode::S |
+ VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
+
_ => {}
},
}
+ RunState::Running
}
\ No newline at end of file
diff --git a/src/visibility_system.rs b/src/visibility_system.rs
new file mode 100644
index 0000000..e196f6b
--- /dev/null
+++ b/src/visibility_system.rs
@@ -0,0 +1,37 @@
+use specs::prelude::*;
+use super::{Viewshed, Position, Map, Player};
+use rltk::{field_of_view, Point};
+
+pub struct VisibilitySystem {}
+
+impl<'a> System<'a> for VisibilitySystem {
+ type SystemData = ( WriteExpect<'a, Map>,
+ Entities<'a>,
+ WriteStorage<'a, Viewshed>,
+ WriteStorage<'a, Position>,
+ ReadStorage<'a, Player>);
+
+ fn run(&mut self, data : Self::SystemData) {
+ let (mut map, entities, mut viewshed, pos, player) = data;
+
+ for (ent,viewshed,pos) in (&entities, &mut viewshed, &pos).join() {
+ if viewshed.dirty {
+ viewshed.dirty = false;
+ viewshed.visible_tiles.clear();
+ viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
+ viewshed.visible_tiles.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height );
+
+ // If this is the player, reveal what they can see
+ let _p : Option<&Player> = player.get(ent);
+ if let Some(_p) = _p {
+ for t in map.visible_tiles.iter_mut() { *t = false };
+ for vis in viewshed.visible_tiles.iter() {
+ let idx = map.xy_idx(vis.x, vis.y);
+ map.revealed_tiles[idx] = true;
+ map.visible_tiles[idx] = true;
+ }
+ }
+ }
+ }
+ }
+}
\ No newline at end of file