Add ECS stuff

This commit is contained in:
Alex Bethel 2022-01-02 12:56:42 -06:00
parent b5ddf09bb9
commit 50024fa8fa
6 changed files with 418 additions and 10 deletions

295
Cargo.lock generated
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@ -2,6 +2,29 @@
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@ -6,8 +6,11 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
specs = "0.17.0"
specs-derive = "0.4.1"
lazy_static = "1"
pancurses = "0.17.0" pancurses = "0.17.0"
rand = "0.8.4" rand = "0.8.4"
grid = "0.6.0" grid = "0.6.0"
float-ord = "0.3.2" float-ord = "0.3.2"
pathfinding = "3.0.5" pathfinding = "3"

23
src/components.rs Normal file
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@ -0,0 +1,23 @@
//! ECS components.
use specs::prelude::*;
use specs_derive::Component;
/// Entities that have a physical position in the world.
#[derive(Component)]
pub struct Position {
pub x: usize,
pub y: usize,
}
/// Entities that need to be drawn as a single character.
#[derive(Component)]
pub struct CharRender {
pub glyph: char,
}
/// Registers every existing component with the given ECS world.
pub fn register_all(world: &mut World) {
world.register::<Position>();
world.register::<CharRender>();
}

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@ -57,9 +57,6 @@ impl DungeonLevel {
win.addch(self.render_tile(x, y)); win.addch(self.render_tile(x, y));
} }
} }
// Leave the cursor at the lower-left.
win.mv(0, 0);
} }
/// Renders the tile at the given coordinates. /// Renders the tile at the given coordinates.

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@ -1,19 +1,36 @@
use components::{register_all, Position, CharRender};
use game::{BranchConfig, DungeonLevel}; use game::{BranchConfig, DungeonLevel};
use pancurses::{endwin, initscr};
use specs::prelude::*;
use systems::IOSystem;
mod components;
mod game; mod game;
mod rooms; mod rooms;
mod systems;
mod util; mod util;
fn main() { fn main() {
let window = initscr(); let mut world = World::new();
register_all(&mut world);
let cfg = BranchConfig; let cfg = BranchConfig;
let level = DungeonLevel::new(&cfg); let level = DungeonLevel::new(&cfg);
level.draw(&window); world.insert(level);
window.refresh();
window.getch();
endwin(); world
.create_entity()
.with(Position { x: 5, y: 6 })
.with(CharRender { glyph: '@' })
.build();
let mut dispatcher = DispatcherBuilder::new()
.with(IOSystem::new(), "render_system", &[])
.build();
loop {
dispatcher.dispatch(&mut world);
}
} }

73
src/systems.rs Normal file
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@ -0,0 +1,73 @@
//! ECS systems.
use std::sync::Mutex;
use lazy_static::lazy_static;
use pancurses::{Window, endwin, initscr};
use specs::prelude::*;
use crate::{components::{Position, CharRender}, game::DungeonLevel};
/// System for drawing the state of the game, and potentially waiting
/// (blocking) for user input.
pub struct IOSystem {
window: Window,
}
lazy_static! {
static ref WINDOW_INITIALIZED: Mutex<bool> = Mutex::new(false);
}
impl IOSystem {
pub fn new() -> Self {
let mut init = WINDOW_INITIALIZED.lock().unwrap();
if *init {
// See the note on `impl Send for IOSystem`.
panic!("Refusing to initialize the renderer twice");
}
*init = true;
Self { window: initscr() }
}
}
impl Drop for IOSystem {
fn drop(&mut self) {
endwin();
*WINDOW_INITIALIZED.lock().unwrap() = false;
}
}
// The `Window` type from pancurses contains a raw pointer, and as a
// result Rust isn't convinced that it's safe to send between threads.
// Since we guarantee that only one `Window` object is ever created at
// a time, it is in fact safe to send the render system's data between
// threads.
unsafe impl Send for IOSystem {}
impl<'a> System<'a> for IOSystem {
type SystemData = (
ReadExpect<'a, DungeonLevel>,
ReadStorage<'a, CharRender>,
ReadStorage<'a, Position>,
);
fn run(&mut self, (level, renderables, positions): Self::SystemData) {
// Draw the base level.
level.draw(&self.window);
// Draw all renderable entities in the ECS.
for (render, pos) in (&renderables, &positions).join() {
self.window.mvaddch(pos.y as _, pos.x as _, render.glyph);
}
// Leave the cursor at the lower-left.
self.window.mv(0, 0);
self.window.refresh();
// For now, just get a character to avoid redrawing over and
// over.
self.window.getch();
}
}