I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
Indeed, ECS might not be a good fit for turn-based games. We explored the topic quite thoroughly in [0] and came to the conclusion that Roguelikes are more suited for something in-between ECS and OO, named just "EC". ECS is better suited to real-time games, or games which have a lot of iteration over large arrays and parallel (not as in multi-threading, but as in, batchable) computations, where ECS can really shine d…
Maybe Rust the way most people end up writing it, but Rust the language has no issue with these things. I think the idioms come more from the fact that Rust empowers you to avoid these things, not that it's poorly-suited to them.