Implement chest experiment one
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849749b6bb
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7a8fa84942
15
src/game.rs
15
src/game.rs
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@ -24,22 +24,31 @@ impl Game {
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}
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};
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if can_go {
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if level.get_element(new_x, new_y).unwrap() == LevelElement::StairDown {
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match level.get_element(new_x, new_y).unwrap() {
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LevelElement::StairDown => {
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let next_level = player_pos.get_level() + 1;
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let start_x: usize = self.levels[next_level].start_x;
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let start_y: usize = self.levels[next_level].start_y;
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self.player.set_position(next_level, start_x, start_y);
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self.levels[next_level].discover(self.player.get_position());
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} else if level.get_element(new_x, new_y).unwrap() == LevelElement::StairUp {
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}
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LevelElement::StairUp => {
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self.player.set_position(
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player_pos.get_level() - 1,
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self.levels[player_pos.get_level() - 1].end_x,
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self.levels[player_pos.get_level() - 1].end_y,
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);
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} else {
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}
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LevelElement::Chest {gold} => {
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self.player.add_gold(gold);
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self.player.change_position(dx, dy);
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self.levels[player_pos.get_level()].discover(self.player.get_position());
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}
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_ => {
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self.player.change_position(dx, dy);
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self.levels[player_pos.get_level()].discover(self.player.get_position());
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}
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};
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}
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}
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}
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@ -10,6 +10,9 @@ pub enum LevelElement {
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Floor,
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StairDown,
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StairUp,
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Start,
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End,
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Chest { gold: usize },
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Unknown,
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}
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@ -20,6 +23,7 @@ pub enum RoomType {
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StairUp,
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StairDown,
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BasicRoom,
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TreasureRoom,
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EmptyRoom,
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}
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@ -91,6 +91,7 @@ impl LevelGenerator {
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} else {
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room_types.push(RoomType::StairDown);
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}
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room_types.push(RoomType::TreasureRoom);
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// generate a random set of rooms and shuffle them
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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@ -239,11 +240,21 @@ impl LevelGenerator {
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s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor;
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}
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}
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if room.kind == RoomType::TreasureRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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s[t_x][t_y] = LevelElement::Chest{gold: rng.gen_range(2..100)};
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}
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if room.kind == RoomType::StairDown {
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end_x = left + room.offset_x + rng.gen_range(0..room.width);
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end_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairDown {
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s[end_x][end_y] = LevelElement::StairDown;
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}
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if room.kind == RoomType::End {
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s[end_x][end_y] = LevelElement::End;
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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@ -251,6 +262,9 @@ impl LevelGenerator {
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if room.kind == RoomType::StairUp {
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s[start_x][start_y] = LevelElement::StairUp;
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}
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if room.kind == RoomType::Start {
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s[start_x][start_y] = LevelElement::Start;
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}
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}
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}
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//
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@ -104,6 +104,15 @@ impl<'a> Widget for LevelWidget<'a> {
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LevelElement::Unknown => {
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self.set_cell(buf, x, y, "▒", Color::DarkGray, Color::Gray);
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}
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LevelElement::Chest{gold} => {
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self.set_cell(buf, x, y, "⌂", Color::Black, Color::Gray);
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}
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LevelElement::Start => {
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self.set_cell(buf, x, y, "α", Color::Black, Color::Gray);
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}
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LevelElement::End => {
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self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
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}
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}
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}
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}
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@ -72,10 +72,11 @@ fn main() -> Result<()> {
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height: 25,
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};
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frame.render_widget(
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Paragraph::new(format!("{}\nHealth: {}/{}\n{}/{}/{}",
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Paragraph::new(format!("{}\nHealth: {}/{}\nGold: {}\n{}/{}/{}",
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g.player.get_name(),
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g.player.get_life(),
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g.player.get_max_life(),
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g.player.get_gold(),
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g.player.get_position().get_level(),
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g.player.get_position().get_x(),
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g.player.get_position().get_y()))
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@ -5,6 +5,7 @@ use crate::position::Position;
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pub struct Player {
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name: String,
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position: Position,
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gold: usize,
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life: usize,
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max_life: usize,
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}
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@ -14,6 +15,7 @@ impl Player {
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Player {
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name: name.to_string(),
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position: Position::new(0, 0, 0),
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gold: 0,
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life: max_life,
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max_life,
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}
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@ -23,6 +25,8 @@ impl Player {
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}
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pub fn get_life(&self) -> usize { self.life }
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pub fn get_max_life(&self) -> usize { self.max_life }
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pub fn get_gold(&self) -> usize { self.gold }
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pub fn add_gold(&mut self, amount: usize) { self.gold += amount; }
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pub fn change_life(&mut self, by: i16) {
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self.life = max(0,
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min(self.max_life,
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