https://git.spwbk.site/swatson/rs-rl/raw/master/src/main.rs
___________________________________
use rltk::{GameState, Rltk, Point};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};

extern crate serde;

mod components;
pub use components::*;
mod map;
pub use map::*;
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;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod damage_system;
use damage_system::DamageSystem;
mod gui;
mod gamelog;
use gamelog::GameLog;
mod spawner;
mod inventory_system;
use inventory_system::*;
mod saveload_system;
mod random_table;
use random_table::*;
mod particle_system;
use particle_system::ParticleBuilder;

// ***** //
// STATE //

#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
   AwaitingInput,
   PreRun,
   PlayerTurn,
   MonsterTurn,
   ShowInventory,
   ShowDropItem,
   ShowTargeting {
       range : i32,
       item : Entity
   },
   MainMenu {
       menu_selection: gui::MainMenuSelection
   },
   SaveGame,
   NextLevel,
   ShowRemoveItem,
   GameOver,
}

pub struct State {
   pub ecs: World,
}

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);
       let mut mapindex = MapIndexingSystem{};
       mapindex.run_now(&self.ecs);
       let mut mcs = MeleeCombatSystem{};
       mcs.run_now(&self.ecs);
       let mut dmgs = DamageSystem{};
       dmgs.run_now(&self.ecs);
       let mut pickup = ItemCollectionSystem{};
       pickup.run_now(&self.ecs);
       let mut items = ItemUseSystem{};
       items.run_now(&self.ecs);
       let mut drop_items = ItemDropSystem{};
       drop_items.run_now(&self.ecs);
       let mut item_remove = ItemRemoveSystem{};
       item_remove.run_now(&self.ecs);
       let mut particles = particle_system::ParticleSpawnSystem{};
       particles.run_now(&self.ecs);
       self.ecs.maintain();
   }

   fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
       let entities = self.ecs.entities();
       let player = self.ecs.read_storage::<Player>();
       let backpack = self.ecs.read_storage::<InBackpack>();
       let player_entity = self.ecs.fetch::<Entity>();
       let equipped = self.ecs.read_storage::<Equipped>();

       let mut to_delete : Vec<Entity> = Vec::new();
       for entity in entities.join() {
           let mut should_delete = true;

           // Don't delete the player
           let p = player.get(entity);
           if let Some(_p) = p {
               should_delete = false;
           }

           // Don't delete the player's equipment
           let bp = backpack.get(entity);
           if let Some(bp) = bp {
               if bp.owner == *player_entity {
                   should_delete = false;
               }
           }

           // Don't delete items currently equipped by the player
           let eq = equipped.get(entity);
           if let Some(eq) = eq {
               if eq.owner == *player_entity {
                   should_delete = false;
               }
           }

           if should_delete {
               to_delete.push(entity);
           }
       }

       to_delete
   }

   fn goto_next_level(&mut self) {
       // Delete entities that aren't the player or his/her equipment
       let to_delete = self.entities_to_remove_on_level_change();
       for target in to_delete {
           self.ecs.delete_entity(target).expect("Unable to delete entity");
       }

       // Build a new map and place the player
       let worldmap;
       let current_depth;
       {
           let mut worldmap_resource = self.ecs.write_resource::<Map>();
           current_depth = worldmap_resource.depth;
           *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
           worldmap = worldmap_resource.clone();
       }

       // Spawn bad guys
       for room in worldmap.rooms.iter().skip(1) {
           spawner::spawn_room(&mut self.ecs, room, current_depth);
       }

       // Place the player and update resources
       let (player_x, player_y) = worldmap.rooms[0].center();
       let mut player_position = self.ecs.write_resource::<Point>();
       *player_position = Point::new(player_x, player_y);
       let mut position_components = self.ecs.write_storage::<Position>();
       let player_entity = self.ecs.fetch::<Entity>();
       let player_pos_comp = position_components.get_mut(*player_entity);
       if let Some(player_pos_comp) = player_pos_comp {
           player_pos_comp.x = player_x;
           player_pos_comp.y = player_y;
       }

       // Mark the player's visibility as dirty
       let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
       let vs = viewshed_components.get_mut(*player_entity);
       if let Some(vs) = vs {
           vs.dirty = true;
       }

       // Notify the player and give them some health
       let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
       gamelog.entries.push("You descend to the next level, and take a moment to heal.".to_string());
       let mut player_health_store = self.ecs.write_storage::<CombatStats>();
       let player_health = player_health_store.get_mut(*player_entity);
       if let Some(player_health) = player_health {
           player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
       }
   }

   fn game_over_cleanup(&mut self) {
       // Delete everything
       let mut to_delete = Vec::new();
       for e in self.ecs.entities().join() {
           to_delete.push(e);
       }
       for del in to_delete.iter() {
           self.ecs.delete_entity(*del).expect("Deletion failed");
       }

       // Build a new map and place the player
       let worldmap;
       {
           let mut worldmap_resource = self.ecs.write_resource::<Map>();
           *worldmap_resource = Map::new_map_rooms_and_corridors(1);
           worldmap = worldmap_resource.clone();
       }

       // Spawn bad guys
       for room in worldmap.rooms.iter().skip(1) {
           spawner::spawn_room(&mut self.ecs, room, 1);
       }

       // Place the player and update resources
       let (player_x, player_y) = worldmap.rooms[0].center();
       let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
       let mut player_position = self.ecs.write_resource::<Point>();
       *player_position = Point::new(player_x, player_y);
       let mut position_components = self.ecs.write_storage::<Position>();
       let mut player_entity_writer = self.ecs.write_resource::<Entity>();
       *player_entity_writer = player_entity;
       let player_pos_comp = position_components.get_mut(player_entity);
       if let Some(player_pos_comp) = player_pos_comp {
           player_pos_comp.x = player_x;
           player_pos_comp.y = player_y;
       }

       // Mark the player's visibility as dirty
       let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
       let vs = viewshed_components.get_mut(player_entity);
       if let Some(vs) = vs {
           vs.dirty = true;
       }
   }
}

impl GameState for State {
   fn tick(&mut self, ctx : &mut Rltk) {
       let mut newrunstate;
       {
           let runstate = self.ecs.fetch::<RunState>();
           newrunstate = *runstate;
       }

       ctx.cls();
       particle_system::cull_dead_particles(&mut self.ecs, ctx);

       match newrunstate {
           RunState::MainMenu{..} => {}
           _ => {
               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>();

                   let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
                   data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
                   for (pos, render) in data.iter() {
                       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) }
                   }

                   gui::draw_ui(&self.ecs, ctx);
               }
           }
       }

       match newrunstate {
           RunState::PreRun => {
               self.run_systems();
               self.ecs.maintain();
               newrunstate = RunState::AwaitingInput;
           }
           RunState::AwaitingInput => {
               newrunstate = player_input(self, ctx);
           }
           RunState::PlayerTurn => {
               self.run_systems();
               self.ecs.maintain();
               newrunstate = RunState::MonsterTurn;
           }
           RunState::MonsterTurn => {
               self.run_systems();
               self.ecs.maintain();
               newrunstate = RunState::AwaitingInput;
           }
           RunState::ShowInventory => {
               let result = gui::show_inventory(self, ctx);
               match result.0 {
                   gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
                   gui::ItemMenuResult::NoResponse => {}
                   gui::ItemMenuResult::Selected => {
                       let item_entity = result.1.unwrap();
                       let is_ranged = self.ecs.read_storage::<Ranged>();
                       let is_item_ranged = is_ranged.get(item_entity);
                       if let Some(is_item_ranged) = is_item_ranged {
                           newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
                       } else {
                           let mut intent = self.ecs.write_storage::<WantsToUseItem>();
                           intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
                           newrunstate = RunState::PlayerTurn;
                       }
                   }
               }
           }
           RunState::ShowTargeting{range, item} => {
               let result = gui::ranged_target(self, ctx, range);
               match result.0 {
                   gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
                   gui::ItemMenuResult::NoResponse => {}
                   gui::ItemMenuResult::Selected => {
                       let mut intent = self.ecs.write_storage::<WantsToUseItem>();
                       intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
                       newrunstate = RunState::PlayerTurn;
                   }
               }
           }
           RunState::ShowDropItem => {
               let result = gui::drop_item_menu(self, ctx);
               match result.0 {
                   gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
                   gui::ItemMenuResult::NoResponse => {}
                   gui::ItemMenuResult::Selected => {
                       let item_entity = result.1.unwrap();
                       let mut intent = self.ecs.write_storage::<WantsToDropItem>();
                       intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
                       newrunstate = RunState::PlayerTurn;
                   }
               }
           }
           RunState::MainMenu{ .. } => {
               let result = gui::main_menu(self, ctx);
               match result {
                   gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
                   gui::MainMenuResult::Selected{ selected } => {
                       match selected {
                           gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
                           gui::MainMenuSelection::LoadGame => {
                               saveload_system::load_game(&mut self.ecs);
                               newrunstate = RunState::AwaitingInput;
                               saveload_system::delete_save();
                           }
                           gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
                       }
                   }
               }
           }
           RunState::SaveGame => {
               saveload_system::save_game(&mut self.ecs);
               newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
           }
           RunState::NextLevel => {
               self.goto_next_level();
               newrunstate = RunState::PreRun;
           }
           RunState::ShowRemoveItem => {
               let result = gui::remove_item_menu(self, ctx);
               match result.0 {
                   gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
                   gui::ItemMenuResult::NoResponse => {}
                   gui::ItemMenuResult::Selected => {
                       let item_entity = result.1.unwrap();
                       let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
                       intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
                       newrunstate = RunState::PlayerTurn;
                   }
               }
           }
           RunState::GameOver => {
               let result = gui::game_over(ctx);
               match result {
                   gui::GameOverResult::NoSelection => {}
                   gui::GameOverResult::QuitToMenu => {
                       self.game_over_cleanup();
                       newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
                   }
               }
           }
       }

       {
           let mut runwriter = self.ecs.write_resource::<RunState>();
           *runwriter = newrunstate;
       }

       damage_system::delete_the_dead(&mut self.ecs);

   }
}

// ********
// MAIN

fn main() -> rltk::BError {
   use rltk::RltkBuilder;
   let context = RltkBuilder::simple80x50()
       .with_title("Saint Antony's Fire")
       .build()?;
   // Add scanlines
   //context.with_post_scanlines(true);

   let mut gs = State{
       ecs: World::new(),
   };

   gs.ecs.register::<Position>();
   gs.ecs.register::<Renderable>();
   gs.ecs.register::<Player>();
   gs.ecs.register::<Viewshed>();
   gs.ecs.register::<Monster>();
   gs.ecs.register::<Name>();
   gs.ecs.register::<BlocksTile>();
   gs.ecs.register::<CombatStats>();
   gs.ecs.register::<WantsToMelee>();
   gs.ecs.register::<SufferDamage>();
   gs.ecs.register::<Item>();
   gs.ecs.register::<InBackpack>();
   gs.ecs.register::<WantsToPickupItem>();
   gs.ecs.register::<WantsToUseItem>();
   gs.ecs.register::<ProvidesHealing>();
   gs.ecs.register::<WantsToDropItem>();
   gs.ecs.register::<Consumable>();
   gs.ecs.register::<Ranged>();
   gs.ecs.register::<InflictsDamage>();
   gs.ecs.register::<AreaOfEffect>();
   gs.ecs.register::<SimpleMarker<SerializeMe>>();
   gs.ecs.register::<SerializationHelper>();
   gs.ecs.register::<Equippable>();
   gs.ecs.register::<Equipped>();
   gs.ecs.register::<MeleePowerBonus>();
   gs.ecs.register::<DefenseBonus>();
   gs.ecs.register::<WantsToRemoveItem>();
   gs.ecs.register::<ParticleLifetime>();

   // Resource to dispatch particle effects requests
   gs.ecs.insert(particle_system::ParticleBuilder::new());

   gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());

   let map = Map::new_map_rooms_and_corridors(1);
   let (player_x, player_y) = map.rooms[0].center();

   let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);

   gs.ecs.insert(player_entity);

   let rng = rltk::RandomNumberGenerator::new();
   gs.ecs.insert(rng);

   for room in map.rooms.iter().skip(1) {
       spawner::spawn_room(&mut gs.ecs, room, 1);
   }

   gs.ecs.insert(map);
   gs.ecs.insert(Point::new(player_x, player_y));
   gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });

   gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });

   rltk::main_loop(context, gs)
}