diff --git a/src/game.rs b/src/game.rs index 6cfdd53..001307b 100644 --- a/src/game.rs +++ b/src/game.rs @@ -15,8 +15,8 @@ impl Game { let new_x: i16 = player_pos.get_x() as i16 + dx; let new_y: i16 = player_pos.get_y() as i16 + dy; let can_go: bool = match level.get_element(new_x, new_y) { - (None, _) => { false } - (Some(t), _) => { + (None, _, _) => { false } + (Some(t), _, _) => { match t { StructureElement::Wall => { false } _ => { true } @@ -52,6 +52,15 @@ impl Game { } _ => {} } + match tmp.2 { + Some() => { + + + self.levels[player_pos.get_level()].remove_artifact(new_x, new_y); + self.player.add_gold(gold); + } + _ => {} + } } } } \ No newline at end of file diff --git a/src/level.rs b/src/level.rs index fd88ec4..eb05dbe 100644 --- a/src/level.rs +++ b/src/level.rs @@ -20,12 +20,18 @@ pub enum Artifact { Chest { gold: usize }, } +#[derive(Copy, Clone, Debug, PartialEq)] +pub enum Enemy { + Rat +} + #[derive(Copy, Clone, Debug, PartialEq)] pub struct Level { pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH], pub(crate) discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH], pub(crate) artifacts: [[Option; LEVEL_HEIGHT]; LEVEL_WIDTH], + pub(crate) enemies: [[Option; LEVEL_HEIGHT]; LEVEL_WIDTH], pub(crate) start_x: usize, pub(crate) start_y: usize, pub(crate) end_x: usize, @@ -39,6 +45,7 @@ impl Level { structure: s, discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH], artifacts: [[None; LEVEL_HEIGHT]; LEVEL_WIDTH], + enemies: [[None; LEVEL_HEIGHT]; LEVEL_WIDTH], start_x: 1, start_y: 1, end_x: 1, @@ -56,47 +63,57 @@ impl Level { } self.artifacts[x][y] = None; } - pub fn get_element(&self, x: i16, y: i16) -> (Option, Option) { + pub fn get_element(&self, x: i16, y: i16) -> (Option, Option, Option) { if x < 0 || y < 0 { - return (None, None); + return (None, None, None); } let x = x as usize; let y = y as usize; if x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT { - return (None, None); + return (None, None, None); } if !self.discovered[x][y] { - return (Some(StructureElement::Unknown), None); + return (Some(StructureElement::Unknown), None, None); } - return (Some(self.structure[x][y]), self.artifacts[x][y]); + return (Some(self.structure[x][y]), self.artifacts[x][y], self.enemies[x][y]); } /// discover the area with in the level around the given position pub fn discover(&mut self, pos: Position) { let x = pos.get_x(); let y = pos.get_y(); + + // uncover fields directly next to the player for x_r in max(x - 1, 0)..=min(x + 1, LEVEL_WIDTH - 1) { for y_r in max(y - 1, 0)..=min(y + 1, LEVEL_HEIGHT - 1) { self.discovered[x_r][y_r] = true; } } + + // uncover fields up to 2 fields right of the player for x_r in x..=min(x + 2, LEVEL_WIDTH - 1) { self.discovered[x_r][y] = true; if self.structure[x_r][y] == StructureElement::Wall { break; } } + + // uncover fields up to 2 fields below of the player for y_r in y..=min(y + 2, LEVEL_HEIGHT - 1) { self.discovered[x][y_r] = true; if self.structure[x][y_r] == StructureElement::Wall { break; } } + + // uncover fields up to 2 fields left of the player for x_r in (max(x, 2)..x + 2).rev() { self.discovered[x_r - 2][y] = true; if self.structure[x_r - 2][y] == StructureElement::Wall { break; } } + + // uncover fields up to 2 fields above of the player for y_r in (max(y, 2)..y + 2).rev() { self.discovered[x][y_r - 2] = true; if self.structure[x][y_r - 2] == StructureElement::Wall { diff --git a/src/level_generator.rs b/src/level_generator.rs index 03ab335..68995e0 100644 --- a/src/level_generator.rs +++ b/src/level_generator.rs @@ -9,7 +9,7 @@ use rand::prelude::SliceRandom; use rand::Rng; use rand::rngs::ThreadRng; -use crate::level::{Artifact, Level, StructureElement}; +use crate::level::{Artifact, Enemy, Level, StructureElement}; const ROOMS_VERTICAL: usize = 7; const ROOMS_HORIZONTAL: usize = 4; @@ -24,6 +24,7 @@ pub enum RoomType { StairDown, BasicRoom, TreasureRoom, + MonsterRoom, EmptyRoom, } @@ -102,12 +103,13 @@ impl LevelGenerator { } else { room_types.push(RoomType::StairDown); } - room_types.push(RoomType::TreasureRoom); + room_types.push(RoomType::MonsterRoom); // generate a random set of rooms and shuffle them for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL { - match rng.gen_range(1..=6) { + match rng.gen_range(1..=100) { // TODO tune room type distribution - 1..=3 => { room_types.push(RoomType::EmptyRoom) } + 1..=33 => { room_types.push(RoomType::EmptyRoom) } + 34..=66 => { room_types.push(RoomType::TreasureRoom) } _ => { room_types.push(RoomType::BasicRoom) } } } @@ -236,8 +238,9 @@ impl LevelGenerator { } pub fn render(&self) -> Level { let mut rng = rand::thread_rng(); - let mut s = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; - let mut d = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; + let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; + let mut artifacts = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; + let mut enemies = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; let mut start_x: usize = 0; let mut start_y: usize = 0; let mut end_x: usize = 0; @@ -249,33 +252,39 @@ impl LevelGenerator { let room = self.rooms[c][r]; for x in 0..room.width { for y in 0..room.height { - s[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor; + structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor; } } if room.kind == RoomType::TreasureRoom { let t_x = left + room.offset_x + rng.gen_range(0..room.width); let t_y = top + room.offset_y + rng.gen_range(0..room.height); - d[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..100) }); + artifacts[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..30) }); + } + if room.kind == RoomType::MonsterRoom { + let t_x = left + room.offset_x + rng.gen_range(0..room.width); + let t_y = top + room.offset_y + rng.gen_range(0..room.height); + // TODO randomize enemies here + enemies[t_x][t_y] = Some(Enemy::Rat); } if room.kind == RoomType::StairDown { end_x = left + room.offset_x + rng.gen_range(0..room.width); end_y = top + room.offset_y + rng.gen_range(0..room.height); } if room.kind == RoomType::StairDown { - s[end_x][end_y] = StructureElement::StairDown; + structure[end_x][end_y] = StructureElement::StairDown; } if room.kind == RoomType::End { - s[end_x][end_y] = StructureElement::End; + structure[end_x][end_y] = StructureElement::End; } if room.kind == RoomType::Start || room.kind == RoomType::StairUp { start_x = left + room.offset_x + rng.gen_range(0..room.width); start_y = top + room.offset_y + rng.gen_range(0..room.height); } if room.kind == RoomType::StairUp { - s[start_x][start_y] = StructureElement::StairUp; + structure[start_x][start_y] = StructureElement::StairUp; } if room.kind == RoomType::Start { - s[start_x][start_y] = StructureElement::Start; + structure[start_x][start_y] = StructureElement::Start; } } } @@ -289,8 +298,8 @@ impl LevelGenerator { let left = 1 + c * ROOM_WIDTH + x_conn.offset; let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height; for i in top..bottom { - if s[left][i] == StructureElement::Wall { - s[left][i] = StructureElement::Floor; + if structure[left][i] == StructureElement::Wall { + structure[left][i] = StructureElement::Floor; } } } @@ -301,17 +310,18 @@ impl LevelGenerator { let left = 1 + c * ROOM_WIDTH + src_room.offset_x; let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width; for i in left..right { - if s[i][top] == StructureElement::Wall { - s[i][top] = StructureElement::Floor; + if structure[i][top] == StructureElement::Wall { + structure[i][top] = StructureElement::Floor; } } } } } Level { - structure: s, + structure, discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH], - artifacts: d, + artifacts, + enemies, start_x, start_y, end_x, diff --git a/src/level_widget.rs b/src/level_widget.rs index bad251e..17e2471 100644 --- a/src/level_widget.rs +++ b/src/level_widget.rs @@ -82,15 +82,22 @@ impl<'a> Widget for LevelWidget<'a> { let level_x = (x - al) as i16; let level_y = (y - at) as i16; match level.get_element(level_x, level_y) { - (None, _) => {} - (_, Some(e)) => { + (None, _, _) => {} + (_, Some(e), _) => { match e { Artifact::Chest { gold: _ } => { self.set_cell(buf, x, y, "⌂", Color::Black, Color::Gray); } } } - (Some(e), _) => { + (_, _, Some(e)) => { + match e { + Ene => { + self.set_cell(buf, x, y, "R", Color::Black, Color::Gray); + } + } + } + (Some(e), _, _) => { match e { StructureElement::Wall => { let top = level.get_element(level_x, level_y - 1).0;