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use std::{thread, time};
use specs::{prelude::*, World};
use crate::{floor::Floor, unit::UnitType, Player};
pub mod components;
pub mod systems;
use components::UnitComponent;
use systems::{PlayerSystem, SludgeSystem, UiSystem};
pub fn start(floor: Floor, player: impl Player + Send + Sync + 'static) -> Result<(), String> {
let mut world = World::new();
let player_system = PlayerSystem::new(player);
let ui_system = UiSystem::new(floor.clone());
let mut dispatcher = DispatcherBuilder::new()
.with(player_system, "player", &[])
.with(SludgeSystem, "sludge", &["player"])
.with(ui_system, "ui", &["player", "sludge"])
.build();
dispatcher.setup(&mut world);
UnitComponent::create(&mut world, *floor.warrior());
for sludge in floor.sludges() {
UnitComponent::create(&mut world, *sludge);
}
floor.draw();
let mut step = 0;
loop {
step += 1;
if step > 100 {
return Err("You seem to have gotten lost...".to_owned());
}
{
let units = world.read_storage::<UnitComponent>();
for entity in world.entities().join() {
match units.get(entity) {
Some(warrior_comp) if warrior_comp.unit.unit_type == UnitType::Warrior => {
let (current, _) = warrior_comp.unit.hp;
if current == 0 {
return Err("You died!".to_owned());
}
if warrior_comp.unit.position == floor.stairs {
return Ok(());
}
}
_ => {}
}
}
}
dispatcher.dispatch(&world);
world.maintain();
thread::sleep(time::Duration::from_millis(500));
}
}