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use std::{thread, time};
use crate::{floor::Floor, unit::UnitType, Player};
pub mod systems;
pub mod world;
use systems::{player_system, shooter_system, sludge_system, ui_system};
use world::World;
pub fn start(
player_name: String,
warrior_level: usize,
floor: Floor,
player_generator: fn() -> Box<dyn Player + Send + Sync>,
) -> Result<(), String> {
let player = player_generator();
floor.draw();
let mut step = 0;
let mut warrior = None;
let mut other_units = Vec::new();
for unit in &floor.units {
match unit.unit_type {
UnitType::Warrior => {
warrior = Some(unit.clone());
}
_ => {
other_units.push(unit.clone());
}
}
}
let warrior = warrior.unwrap();
let mut world = World::new(
player_name,
warrior_level,
floor,
player,
warrior,
other_units,
);
loop {
step += 1;
if step > 100 {
return Err(format!(
"{} seems to have gotten lost...",
&world.player_name
));
}
let (current, _) = world.warrior.hp;
if current == 0 {
return Err(format!("{} died!", &world.player_name));
}
if world.warrior.position == world.floor.stairs {
return Ok(());
}
player_system(&mut world);
sludge_system(&mut world);
shooter_system(&mut world);
ui_system(&mut world);
thread::sleep(time::Duration::from_millis(500));
}
}