fight monsters, collect artifacts

This commit is contained in:
2023-12-17 16:14:17 +01:00
parent 643f3b76f9
commit 8b21e179c2
5 changed files with 105 additions and 52 deletions

View File

@@ -1,3 +1,4 @@
use std::ops::Deref;
use crate::artifacts::Artifact;
use crate::level::{Level, StructureElement};
use crate::level_generator::LevelGenerator;
@@ -16,7 +17,7 @@ impl Game {
pub fn new(p: Player) -> Game {
let mut v: Vec<Level> = Vec::with_capacity(LEVELS);
for d in 0..LEVELS {
v.push(LevelGenerator::generate(d, d==0, d==LEVELS-1).render());
v.push(LevelGenerator::generate(d, d == 0, d == LEVELS - 1).render());
}
let mut g = Game {
player: p,
@@ -72,53 +73,77 @@ impl Game {
let level = &mut self.levels[player_level];
level.get_element(new_x, new_y)
}
pub fn move_player(&mut self, mut dx: i16, mut dy: i16) {
pub fn move_player(&mut self, mut dx: i16, mut dy: i16) -> (i16, i16) {
// verify the player can do the move
if !self.can_move(dx, dy) {
return;
return (-dx, -dy);
}
let player_pos = &self.player.get_position();
// // let new_x: i16 = player_pos.get_x() as i16 + dx;
// // let new_y: i16 = player_pos.get_y() as i16 + dy;
let mut player_level = player_pos.get_level();
// // let level = &mut self.levels[player_level];
let element = self.next_element(dx, dy);
//
// // use stairs if walked onto one
match element {
(Some(e), None, None) => {
match e {
StructureElement::StairDown => {
(dx, dy) = (0, 0);
let (next_level, x, y) = self.next_start();
player_level = next_level;
self.get_mutable_player().get_position().set(next_level, x, y);
}
StructureElement::StairUp => {
(dx, dy) = (0, 0);
let (next_level, x, y) = self.prev_end();
player_level = next_level;
self.get_mutable_player().get_position().set(next_level, x, y);
}
_ => {}
}
}
(_, _, _) => {}
let (structure, _, _) = self.next_element(dx, dy);
// use stairs if walked onto one
match structure {
Some(e) => {
match e {
StructureElement::StairDown => {
(dx, dy) = (0, 0);
let (next_level, x, y) = self.next_start();
player_level = next_level;
self.get_mutable_player().get_position().set(next_level, x, y);
}
StructureElement::StairUp => {
(dx, dy) = (0, 0);
let (next_level, x, y) = self.prev_end();
player_level = next_level;
self.get_mutable_player().get_position().set(next_level, x, y);
}
_ => {}
}
}
_ => {}
}
//
// // interact with monsters / artifacts
// match element {
// (_, _, Some(a)) => {
// // a.collect(&mut self.player);
// // level.remove_artifact(&Position::new(player_level, new_x as usize, new_y as usize)).expect("Could not collect artifact");
// }
// (_, _, _) => {}
// }
// update position and discover area on new position
let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
self.get_mutable_level(player_level).discover(&Position::new(player_level, new_x, new_y));
(-dx, -dy)
}
pub fn player_fights_monster(&mut self) -> bool {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
let (_, m, _) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16);
match m {
None => {}
Some(m) => {
// TODO fight the monster
self.player.change_life(-1);
m.decrease_life(1);
return m.is_dead();
}
};
true
}
pub fn player_collects_artifact(&mut self) {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
let (_, _, a) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16);
match a {
None => {}
Some(a) => {
a.collect(&mut self.player);
}
}
}
pub fn update_level(&mut self) {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
level.update();
}
}