Victory
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4fbb2a881a
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@ -35,3 +35,12 @@ pub struct Health {
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#[derive(Clone, PartialEq)]
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pub struct Name(pub String);
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct ChasingPlayer;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Item;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct AmuletOfYala;
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68
src/main.rs
68
src/main.rs
@ -40,6 +40,7 @@ impl State {
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let map_builder = MapBuilder::new(&mut rng);
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spawn_player(&mut ecs, map_builder.player_start);
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spawn_amulet_of_yala(&mut ecs, map_builder.amulet_start);
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map_builder
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.rooms
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.iter()
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@ -58,6 +59,71 @@ impl State {
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monster_systems: monster_build_scheduler(),
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}
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}
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fn game_over(&mut self, ctx: &mut BTerm) {
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ctx.set_active_console(2);
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ctx.print_color_centered(2, RED, BLACK, "Your quest has ended");
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ctx.print_color_centered(
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4,
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WHITE,
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BLACK,
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"Slain by a monster, your hero's journey has come to a premature end.",
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);
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ctx.print_color_centered(
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5,
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WHITE,
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BLACK,
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"The Amulet of Yala remains unclaimed, and your home town is not saved.",
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);
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ctx.print_color_centered(
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8,
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YELLOW,
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BLACK,
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"Don't worry, you can always try again with a new hero.",
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);
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ctx.print_color_centered(9, GREEN, BLACK, "Press 1 to play again.");
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if let Some(VirtualKeyCode::Key1) = ctx.key {
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self.reset_game_state()
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}
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}
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fn reset_game_state(&mut self) {
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self.ecs = World::default();
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self.resources = Resources::default();
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let mut rng = RandomNumberGenerator::new();
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let map_builder = MapBuilder::new(&mut rng);
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spawn_player(&mut self.ecs, map_builder.player_start);
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spawn_amulet_of_yala(&mut self.ecs, map_builder.amulet_start);
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map_builder
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.rooms
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.iter()
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.skip(1)
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.map(|r| r.center())
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.for_each(|pos| spawn_monster(&mut self.ecs, &mut rng, pos));
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self.resources.insert(map_builder.map);
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self.resources.insert(Camera::new(map_builder.player_start));
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self.resources.insert(TurnState::AwaitingInput);
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}
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fn victory(&mut self, ctx: &mut BTerm) {
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ctx.set_active_console(2);
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ctx.print_color_centered(2, GREEN, BLACK, "You have won!");
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ctx.print_color_centered(
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4,
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WHITE,
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BLACK,
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"You put on the Amulet of Yala and feel its power course through your veins.",
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);
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ctx.print_color_centered(
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5,
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WHITE,
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BLACK,
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"Your town is saved, and you can return to your normal life.",
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);
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ctx.print_color_centered(7, GREEN, BLACK, "Press 1 to play again");
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if let Some(VirtualKeyCode::Key1) = ctx.key {
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self.reset_game_state()
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}
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut BTerm) {
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@ -82,6 +148,8 @@ impl GameState for State {
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TurnState::MonsterTurn => self
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.monster_systems
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.execute(&mut self.ecs, &mut self.resources),
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TurnState::GameOver => self.game_over(ctx),
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TurnState::Victory => self.victory(ctx),
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}
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render_draw_buffer(ctx).expect("Render error");
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}
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47
src/map.rs
47
src/map.rs
@ -37,4 +37,51 @@ impl Map {
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Some(map_idx(point.x, point.y))
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}
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}
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fn valid_exit(&self, loc: Point, delta: Point) -> Option<usize> {
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let destinaton = loc + delta;
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if self.in_bounds(destinaton) {
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if self.can_enter_tile(destinaton) {
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let idx = self.point2d_to_index(destinaton);
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Some(idx)
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} else {
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None
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}
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} else {
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None
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}
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}
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}
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impl Algorithm2D for Map {
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fn dimensions(&self) -> Point {
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Point::new(SCREEN_WIDTH, SCREEN_HEIGHT)
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}
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fn in_bounds(&self, pos: Point) -> bool {
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self.in_bounds(pos)
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}
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}
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impl BaseMap for Map {
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fn get_available_exits(&self, idx: usize) -> SmallVec<[(usize, f32); 10]> {
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let mut exits = SmallVec::new();
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let location = self.index_to_point2d(idx);
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if let Some(idx) = self.valid_exit(location, Point::new(-1, 0)) {
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exits.push((idx, 1.0))
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}
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if let Some(idx) = self.valid_exit(location, Point::new(1, 0)) {
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exits.push((idx, 1.0))
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}
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if let Some(idx) = self.valid_exit(location, Point::new(0, -1)) {
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exits.push((idx, 1.0))
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}
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if let Some(idx) = self.valid_exit(location, Point::new(0, 1)) {
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exits.push((idx, 1.0))
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}
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exits
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}
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fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 {
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DistanceAlg::Pythagoras.distance2d(self.index_to_point2d(idx1), self.index_to_point2d(idx2))
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}
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}
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@ -5,6 +5,7 @@ pub struct MapBuilder {
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pub map: Map,
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pub rooms: Vec<Rect>,
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pub player_start: Point,
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pub amulet_start: Point,
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}
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impl MapBuilder {
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@ -13,11 +14,32 @@ impl MapBuilder {
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map: Map::new(),
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rooms: Vec::new(),
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player_start: Point::zero(),
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amulet_start: Point::zero(),
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};
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mb.fill(TileType::Wall);
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mb.build_random_rooms(rng);
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mb.build_corridors(rng);
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mb.player_start = mb.rooms[0].center();
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let dijkstra_map = DijkstraMap::new(
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SCREEN_WIDTH,
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SCREEN_HEIGHT,
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&vec![mb.map.point2d_to_index(mb.player_start)],
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&mb.map,
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1024.0,
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);
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const UNREACHABLE: &f32 = &f32::MAX;
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mb.amulet_start = mb.map.index_to_point2d(
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dijkstra_map
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.map
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.iter()
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.enumerate()
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.filter(|(_, dist)| *dist < UNREACHABLE)
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.max_by(|a, b| a.1.partial_cmp(b.1).unwrap())
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.unwrap()
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.0,
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);
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mb
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}
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@ -28,7 +28,7 @@ pub fn spawn_monster(ecs: &mut World, rng: &mut RandomNumberGenerator, pos: Poin
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color: ColorPair::new(WHITE, BLACK),
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glyph,
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},
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MovingRandomly {},
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ChasingPlayer {},
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Health {
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current: hp,
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max: hp,
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@ -43,3 +43,16 @@ fn goblin() -> (i32, String, FontCharType) {
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fn orc() -> (i32, String, FontCharType) {
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(2, "orc".to_string(), to_cp437('o'))
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}
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pub fn spawn_amulet_of_yala(ecs: &mut World, pos: Point) {
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ecs.push((
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Item,
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AmuletOfYala,
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pos,
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Render {
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color: ColorPair::new(WHITE, BLACK),
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glyph: to_cp437('|'),
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},
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Name("Amulet of Yala".to_string()),
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));
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}
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60
src/systems/chasing.rs
Normal file
60
src/systems/chasing.rs
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@ -0,0 +1,60 @@
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use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[read_component(ChasingPlayer)]
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#[read_component(Health)]
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#[read_component(Player)]
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pub fn chasing(#[resource] map: &Map, ecs: &SubWorld, commands: &mut CommandBuffer) {
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let mut movers = <(Entity, &Point, &ChasingPlayer)>::query();
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let mut positions = <(Entity, &Point, &Health)>::query();
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let mut player = <(&Point, &Player)>::query();
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let player_pos = player.iter(ecs).nth(0).unwrap().0;
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let player_idx = map_idx(player_pos.x, player_pos.y);
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let search_targets = vec![player_idx];
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let dijkstra_map = DijkstraMap::new(SCREEN_WIDTH, SCREEN_HEIGHT, &search_targets, map, 1024.0);
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movers.iter(ecs).for_each(|(entity, pos, _)| {
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let idx = map_idx(pos.x, pos.y);
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if let Some(destination) = DijkstraMap::find_lowest_exit(&dijkstra_map, idx, map) {
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let distance = DistanceAlg::Pythagoras.distance2d(*pos, *player_pos);
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let destination = if distance > 1.2 {
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map.index_to_point2d(destination)
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} else {
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*player_pos
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};
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let mut attacked = false;
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positions
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.iter(ecs)
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.filter(|(_, target_pos, _)| **target_pos == destination)
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.for_each(|(victim, _, _)| {
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if ecs
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.entry_ref(*victim)
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.unwrap()
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.get_component::<Player>()
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.is_ok()
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{
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commands.push((
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(),
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WantsToAttack {
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attacker: *entity,
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victim: *victim,
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},
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));
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}
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attacked = true;
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});
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if !attacked {
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commands.push((
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(),
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WantsToMove {
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entity: *entity,
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destination,
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},
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));
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}
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}
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})
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}
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@ -2,6 +2,7 @@ use crate::prelude::*;
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#[system]
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#[read_component(WantsToAttack)]
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#[read_component(Player)]
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#[write_component(Health)]
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pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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let mut attackers = <(Entity, &WantsToAttack)>::query();
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@ -10,6 +11,11 @@ pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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.map(|(entity, attack)| (*entity, attack.victim))
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.collect();
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victims.iter().for_each(|(message, victim)| {
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let is_player = ecs
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.entry_ref(*victim)
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.unwrap()
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.get_component::<Player>()
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.is_ok();
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if let Ok(mut health) = ecs
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.entry_mut(*victim)
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.unwrap()
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@ -17,7 +23,7 @@ pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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{
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println!("Health before attack: {}", health.current);
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health.current -= 1;
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if health.current < 1 {
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if health.current < 1 && !is_player {
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commands.remove(*victim);
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}
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println!("Health after attack: {}", health.current);
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@ -1,11 +1,29 @@
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use crate::prelude::*;
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#[system]
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pub fn end_turn(#[resource] turn_state: &mut TurnState) {
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let new_state = match turn_state {
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#[read_component(Health)]
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#[read_component(Point)]
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#[read_component(Player)]
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#[read_component(AmuletOfYala)]
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pub fn end_turn(ecs: &SubWorld, #[resource] turn_state: &mut TurnState) {
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let mut player_hp = <(&Health, &Point)>::query().filter(component::<Player>());
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let mut amulet = <&Point>::query().filter(component::<AmuletOfYala>());
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let amulet_pos = amulet.iter(ecs).nth(0).unwrap();
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let current_state = turn_state.clone();
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let mut new_state = match turn_state {
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TurnState::AwaitingInput => return,
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TurnState::PlayerTurn => TurnState::MonsterTurn,
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TurnState::MonsterTurn => TurnState::AwaitingInput,
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_ => current_state,
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};
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player_hp.iter(ecs).for_each(|(hp, pos)| {
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if hp.current < 1 {
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new_state = TurnState::GameOver;
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}
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if pos == amulet_pos {
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new_state = TurnState::Victory;
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}
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});
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*turn_state = new_state;
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}
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@ -1,4 +1,5 @@
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use crate::prelude::*;
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mod chasing;
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mod combat;
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mod end_turn;
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mod entity_render;
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@ -34,6 +35,7 @@ pub fn player_build_scheduler() -> Schedule {
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pub fn monster_build_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(random_move::random_move_system())
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.add_system(chasing::chasing_system())
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.flush()
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.add_system(combat::combat_system())
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.flush()
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@ -3,4 +3,6 @@ pub enum TurnState {
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AwaitingInput,
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PlayerTurn,
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MonsterTurn,
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GameOver,
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Victory,
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}
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