add some documentation

This commit is contained in:
Joachim Lusiardi 2023-12-17 22:00:42 +01:00
parent f87712e8d2
commit 7ac3b76e6c
2 changed files with 19 additions and 7 deletions

View File

@ -9,6 +9,7 @@ pub trait Artifact {
fn get_immutable_position(&self) -> &Position; fn get_immutable_position(&self) -> &Position;
/// call to apply the effects of the artifact to the player /// call to apply the effects of the artifact to the player
fn collect(&mut self, player: &mut Player); fn collect(&mut self, player: &mut Player);
/// returns if the artifact was collected and can be removed from the level
fn was_collected(&self) -> bool; fn was_collected(&self) -> bool;
} }

View File

@ -1,15 +1,16 @@
use crate::artifacts::Artifact;
use crate::level::{Level, StructureElement}; use crate::level::{Level, StructureElement};
use crate::level_generator::LevelGenerator; use crate::level_generator::LevelGenerator;
use crate::monster::Monster;
use crate::player::Player; use crate::player::Player;
use crate::position::Position; use crate::position::Position;
pub const LEVELS: usize = 2; pub const LEVELS: usize = 2;
/// the main structure to hold all information about the ongoing game
pub struct Game { pub struct Game {
pub player: Player, /// the player
pub levels: Vec<Level>, player: Player,
/// the levels of the game
levels: Vec<Level>,
} }
impl Game { impl Game {
@ -38,6 +39,8 @@ impl Game {
} }
pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] } pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] } pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
/// check if the player can move in the given direction. This only checks for structure element
/// limitation as walls.
fn can_move(&mut self, dx: i16, dy: i16) -> bool { fn can_move(&mut self, dx: i16, dy: i16) -> bool {
let player_pos = &self.player.get_position(); let player_pos = &self.player.get_position();
let new_x: i16 = player_pos.get_x() as i16 + dx; let new_x: i16 = player_pos.get_x() as i16 + dx;
@ -54,25 +57,32 @@ impl Game {
}; };
true true
} }
/// returns the position (as tuple) of the next level's start point.
fn next_start(&self) -> (usize, usize, usize) { fn next_start(&self) -> (usize, usize, usize) {
let level = self.player.get_immutable_position().get_level() + 1; let level = self.player.get_immutable_position().get_level() + 1;
let (x, y) = self.levels[level].start; let (x, y) = self.levels[level].start;
(level, x, y) (level, x, y)
} }
/// returns the position (as tuple) of the previous level's end point.
fn prev_end(&self) -> (usize, usize, usize) { fn prev_end(&self) -> (usize, usize, usize) {
let level = self.player.get_immutable_position().get_level() - 1; let level = self.player.get_immutable_position().get_level() - 1;
let (x, y) = self.levels[level].end; let (x, y) = self.levels[level].end;
(level, x, y) (level, x, y)
} }
fn next_element(&mut self, dx: i16, dy: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) { /// get the next structure element sen from the player's position into the given direction.
fn next_element(&mut self, dx: i16, dy: i16) -> Option<StructureElement> {
let player_pos = &self.player.get_position(); let player_pos = &self.player.get_position();
let new_x: i16 = player_pos.get_x() as i16 + dx; let new_x: i16 = player_pos.get_x() as i16 + dx;
let new_y: i16 = player_pos.get_y() as i16 + dy; let new_y: i16 = player_pos.get_y() as i16 + dy;
let player_level = player_pos.get_level(); let player_level = player_pos.get_level();
let level = &mut self.levels[player_level]; let level = &mut self.levels[player_level];
level.get_element(new_x, new_y) level.get_element(new_x, new_y).0
} }
/// move the game's player into the given direction. If on the target field there is a stair,
/// the player follows the stair up/down to the next level.
/// Discovery is performed on the new location of the player.
/// The returned value is the direction that will bring the player back to his original field.
pub fn move_player(&mut self, mut dx: i16, mut dy: i16) -> (i16, i16) { pub fn move_player(&mut self, mut dx: i16, mut dy: i16) -> (i16, i16) {
// verify the player can do the move // verify the player can do the move
if !self.can_move(dx, dy) { if !self.can_move(dx, dy) {
@ -81,7 +91,7 @@ impl Game {
let player_pos = &self.player.get_position(); let player_pos = &self.player.get_position();
let mut player_level = player_pos.get_level(); let mut player_level = player_pos.get_level();
let (structure, _, _) = self.next_element(dx, dy); let structure = self.next_element(dx, dy);
// use stairs if walked onto one // use stairs if walked onto one
match structure { match structure {
@ -138,6 +148,7 @@ impl Game {
} }
} }
} }
/// updates the player's current level. This will remove collected artifacts and dead monsters.
pub fn update_level(&mut self) { pub fn update_level(&mut self) {
let player_pos = &self.player.get_immutable_position(); let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level(); let player_level = player_pos.get_level();