updated deps
fixed clippy remarks
This commit is contained in:
@@ -36,10 +36,15 @@ impl Artifact for Chest {
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("C", Color::Blue)
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}
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fn get_immutable_position(&self) -> &Position { &self.position }
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fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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player.retrieve_gold(self.gold);
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messages.insert(0, format!("opened chest and collected {} gold.", self.gold).to_string());
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messages.insert(
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0,
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format!("opened chest and collected {} gold.", self.gold).to_string(),
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);
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self.gold = 0;
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}
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@@ -67,21 +72,29 @@ impl Artifact for Potion {
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fn get_representation(&self) -> (&str, Color) {
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("P", Color::Green)
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}
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fn get_immutable_position(&self) -> &Position { &self.position }
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fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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// only consume potion of the player can gain at least one health point
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if !player.is_healthy() {
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let old = player.get_life();
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player.change_life(self.health.try_into().unwrap());
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let new = player.get_life();
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messages.insert(0, format!("picked up potion and gained {} hp.", new - old).to_string());
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messages.insert(
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0,
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format!("picked up potion and gained {} hp.", new - old).to_string(),
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);
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self.health = 0;
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} else {
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messages.insert(0, "not using the potion because you're healthy.".to_string());
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messages.insert(
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0,
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"not using the potion because you're healthy.".to_string(),
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);
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}
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}
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fn was_collected(&self) -> bool {
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self.health == 0
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}
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}
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}
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91
src/game.rs
91
src/game.rs
@@ -9,14 +9,13 @@ pub const LEVELS: usize = 10;
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/// represents a state of a game
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pub enum GameState {
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/// the game is ongoing (neither won or lost)
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RUNNING,
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Running,
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/// the player died
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LOST,
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Lost,
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/// the player reached the Ω
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WON,
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Won,
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}
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/// the main structure to hold all information about the ongoing game
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pub struct Game {
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/// the player
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@@ -37,11 +36,12 @@ impl Game {
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levels: v,
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messages: Vec::with_capacity(10),
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};
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let start = {
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g.get_level(0).start
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};
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g.get_mutable_player().get_position().set(0, start.0, start.1);
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g.get_mutable_level(0).discover(&Position::new(0, start.0, start.1));
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let start = { g.get_level(0).start };
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g.get_mutable_player()
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.get_position()
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.set(0, start.0, start.1);
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g.get_mutable_level(0)
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.discover(&Position::new(0, start.0, start.1));
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g
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}
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@@ -49,11 +49,8 @@ impl Game {
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fn player_reached_goal(&mut self) -> bool {
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match self.next_element(0, 0) {
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None => {}
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Some(a) => {
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match a {
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StructureElement::End => { return true; }
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_ => {}
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}
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Some(a) => if a == StructureElement::End {
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return true
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}
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};
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false
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@@ -61,12 +58,12 @@ impl Game {
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/// returns the state of the game (depending on player's life and position)
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pub fn get_game_state(&mut self) -> GameState {
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if self.player.is_dead() {
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return GameState::LOST;
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return GameState::Lost;
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}
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if self.player_reached_goal() {
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return GameState::WON;
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return GameState::Won;
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}
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GameState::RUNNING
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GameState::Running
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}
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pub fn get_player(&self) -> &Player {
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&self.player
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@@ -74,8 +71,12 @@ impl Game {
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pub fn get_mutable_player(&mut self) -> &mut Player {
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&mut self.player
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}
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pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
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pub fn get_level(&self, level: usize) -> &Level {
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&self.levels[level]
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}
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level {
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&mut self.levels[level]
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}
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/// check if the player can move in the given direction. This only checks for structure element
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/// limitation as walls.
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fn can_move(&mut self, dx: i16, dy: i16) -> bool {
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@@ -120,32 +121,36 @@ impl Game {
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let structure = self.next_element(dx, dy);
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// use stairs if walked onto one
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match structure {
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Some(e) => {
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match e {
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StructureElement::StairDown => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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self.messages.insert(0, format!("you climb down to level {}.", next_level));
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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StructureElement::StairUp => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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self.messages.insert(0, format!("you climb up to level {}.", next_level));
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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_ => {}
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if let Some(e) = structure {
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match e {
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StructureElement::StairDown => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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self.messages
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.insert(0, format!("you climb down to level {}.", next_level));
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self.get_mutable_player()
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.get_position()
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.set(next_level, x, y);
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}
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StructureElement::StairUp => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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self.messages
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.insert(0, format!("you climb up to level {}.", next_level));
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self.get_mutable_player()
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.get_position()
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.set(next_level, x, y);
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}
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_ => {}
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}
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_ => {}
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}
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};
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// update position and discover area on new position
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let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
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self.get_mutable_level(player_level).discover(&Position::new(player_level, new_x, new_y));
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self.get_mutable_level(player_level)
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.discover(&Position::new(player_level, new_x, new_y));
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(-dx, -dy)
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}
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pub fn player_fights_monster(&mut self) -> bool {
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@@ -159,8 +164,10 @@ impl Game {
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// TODO fight the monster
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self.player.change_life(-1);
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m.decrease_life(1);
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self.messages.insert(0, format!("{} hits you.", m.get_name()).to_string());
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self.messages.insert(0, format!("you hit {}.", m.get_name()).to_string());
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self.messages
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.insert(0, format!("{} hits you.", m.get_name()).to_string());
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self.messages
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.insert(0, format!("you hit {}.", m.get_name()).to_string());
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// monster died, player gains experience
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if m.is_dead() {
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self.player.gain_experience(m.get_experience_gain());
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61
src/level.rs
61
src/level.rs
@@ -1,14 +1,14 @@
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use std::cmp::{max, min};
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use rand::Rng;
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use rand::rngs::ThreadRng;
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use rand::Rng;
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#[cfg(test)]
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use crate::artifacts::{Chest, Potion};
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use crate::artifacts::Artifact;
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#[cfg(test)]
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use crate::monster::{Orc, Rat};
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use crate::artifacts::{Chest, Potion};
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use crate::monster::Monster;
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#[cfg(test)]
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use crate::monster::{Orc, Rat};
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use crate::player::Player;
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use crate::position::HasPosition;
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use crate::position::Position;
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@@ -27,6 +27,9 @@ pub enum StructureElement {
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Unknown,
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}
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type PossibleArtifact<'a> = Option<&'a mut Box<(dyn Artifact + 'static)>>;
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type PossibleMonster<'a> = Option<&'a mut Box<(dyn Monster + 'static)>>;
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pub struct Level {
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pub(crate) level: usize,
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pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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@@ -41,7 +44,15 @@ pub struct Level {
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}
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impl Level {
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pub fn get_element(&mut self, x: i16, y: i16) -> (Option<StructureElement>, Option<&mut Box<(dyn Monster + 'static)>>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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pub fn get_element(
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&mut self,
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x: i16,
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y: i16,
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) -> (
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Option<StructureElement>,
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PossibleMonster,
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PossibleArtifact
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) {
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if x < 0 || y < 0 {
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return (None, None, None);
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}
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@@ -129,19 +140,27 @@ impl Level {
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loop {
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// calculate the direction the monster will try to walk
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let (dx, dy) = match self.rng.gen_range(0..5) {
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1 => { (1, 0) }
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2 => { (-1, 0) }
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3 => { (0, 1) }
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4 => { (0, -1) }
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_ => { (0, 0) }
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1 => (1, 0),
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2 => (-1, 0),
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3 => (0, 1),
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4 => (0, -1),
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_ => (0, 0),
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};
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if self.can_monster_move(self.monsters[index].as_ref(), dx, dy) {
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let (new_x, new_y) = self.monsters[index].get_position().change(dx, dy);
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if player.get_immutable_position().get_x() == new_x && player.get_immutable_position().get_y() == new_y {
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if player.get_immutable_position().get_x() == new_x
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&& player.get_immutable_position().get_y() == new_y
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{
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self.monsters[index].decrease_life(1);
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player.change_life(-1);
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messages.insert(0, format!("{} hits you.", self.monsters[index].get_name()).to_string());
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messages.insert(0, format!("you hit {}.", self.monsters[index].get_name()).to_string());
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messages.insert(
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0,
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format!("{} hits you.", self.monsters[index].get_name()).to_string(),
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);
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messages.insert(
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0,
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format!("you hit {}.", self.monsters[index].get_name()).to_string(),
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);
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// if the attack did not kill the opponent, back down
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if !player.is_dead() {
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self.monsters[index].get_position().change(-dx, -dy);
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@@ -171,7 +190,9 @@ impl Level {
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for index in 0..self.monsters.len() {
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let pos = self.monsters[index].get_immutable_position();
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if pos.get_x() == new_x && pos.get_y() == new_y { return false; }
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if pos.get_x() == new_x && pos.get_y() == new_y {
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return false;
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}
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}
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self.structure[new_x][new_y] != StructureElement::Wall
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}
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@@ -239,8 +260,16 @@ fn test_get_element() {
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let mut l = Level::new(0);
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assert_eq!(l.get_element(-1, -1).0, None);
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assert_eq!(l.get_element(0, 0).0.unwrap(), StructureElement::Unknown);
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assert_eq!(l.get_element(LEVEL_WIDTH as i16 - 1, LEVEL_HEIGHT as i16 - 1).0.unwrap(), StructureElement::Unknown);
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assert_eq!(l.get_element(LEVEL_WIDTH as i16, LEVEL_HEIGHT as i16).0, None);
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assert_eq!(
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l.get_element(LEVEL_WIDTH as i16 - 1, LEVEL_HEIGHT as i16 - 1)
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.0
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.unwrap(),
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StructureElement::Unknown
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);
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assert_eq!(
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l.get_element(LEVEL_WIDTH as i16, LEVEL_HEIGHT as i16).0,
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None
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);
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}
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#[test]
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@@ -6,8 +6,8 @@ use petgraph::data::*;
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use petgraph::graph::Graph;
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use petgraph::graph::UnGraph;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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use rand::Rng;
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use crate::artifacts::{Artifact, Chest, Potion};
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use crate::level::{Level, StructureElement};
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@@ -93,7 +93,8 @@ impl LevelGenerator {
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rooms[0][0].kind = RoomType::BasicRoom;
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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let mut room_types: Vec<RoomType> =
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Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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if first {
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room_types.push(RoomType::Start);
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@@ -112,21 +113,21 @@ impl LevelGenerator {
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=100) {
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// TODO tune room type distribution
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1..=33 => { room_types.push(RoomType::EmptyRoom) }
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34..=66 => { room_types.push(RoomType::TreasureRoom) }
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67..=90 => { room_types.push(RoomType::MonsterRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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1..=33 => room_types.push(RoomType::EmptyRoom),
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34..=66 => room_types.push(RoomType::TreasureRoom),
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67..=90 => room_types.push(RoomType::MonsterRoom),
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_ => room_types.push(RoomType::BasicRoom),
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}
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}
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room_types.shuffle(&mut rng);
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graph.clear();
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// place the rooms in the array an add nodes to the graph for every non empty room
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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rooms[c][r].kind = room_types.pop().unwrap();
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if rooms[c][r].kind != RoomType::EmptyRoom {
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rooms[c][r].random(&mut rng);
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for (c, rs) in rooms.iter_mut().enumerate().take(ROOMS_VERTICAL) {
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for (r, room) in rs.iter_mut().enumerate().take(ROOMS_HORIZONTAL) {
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room.kind = room_types.pop().unwrap();
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if room.kind != RoomType::EmptyRoom {
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room.random(&mut rng);
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graph.add_node((c, r));
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}
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}
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@@ -142,15 +143,21 @@ impl LevelGenerator {
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let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
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for r_1 in r + 1..ROOMS_HORIZONTAL {
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if rooms[c][r_1].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
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let tgt_index = graph
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.node_indices()
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.find(|i| graph[*i] == (c, r_1))
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||||
.unwrap();
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||||
// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
|
||||
}
|
||||
}
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||||
for c_1 in c + 1..ROOMS_VERTICAL {
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||||
if rooms[c_1][r].kind != RoomType::EmptyRoom {
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||||
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
|
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for (c_1, rs) in rooms.iter().enumerate().take(ROOMS_VERTICAL).skip(c + 1) {
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||||
if rs[r].kind != RoomType::EmptyRoom {
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let tgt_index = graph
|
||||
.node_indices()
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||||
.find(|i| graph[*i] == (c_1, r))
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||||
.unwrap();
|
||||
// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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@@ -160,7 +167,8 @@ impl LevelGenerator {
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||||
}
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||||
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||||
// calculate a minimum spanning tree
|
||||
let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
|
||||
let mst: Graph<(usize, usize), u16, petgraph::Undirected> =
|
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Graph::from_elements(min_spanning_tree(&graph));
|
||||
for edge in mst.raw_edges() {
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||||
let src = mst[edge.source()];
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||||
let tgt = mst[edge.target()];
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||||
@@ -170,24 +178,31 @@ impl LevelGenerator {
|
||||
|
||||
// cols are the same, either up or down
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||||
if src.0 == tgt.0 {
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||||
let range = LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
|
||||
let position: usize;
|
||||
if range.is_empty() {
|
||||
position = range.start;
|
||||
let range =
|
||||
LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
|
||||
let position: usize = if range.is_empty() {
|
||||
range.start
|
||||
} else {
|
||||
position = rng.gen_range(range);
|
||||
}
|
||||
rng.gen_range(range)
|
||||
};
|
||||
if src.1 < tgt.1 {
|
||||
// src to tgt
|
||||
rooms[src.0][src.1].connection_down = Some(ConnectionInfo { offset: position, distance: tgt.1 - src.1 });
|
||||
rooms[src.0][src.1].connection_down = Some(ConnectionInfo {
|
||||
offset: position,
|
||||
distance: tgt.1 - src.1,
|
||||
});
|
||||
} else {
|
||||
// tgt to src
|
||||
tgt_room.connection_down = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
|
||||
tgt_room.connection_down = Some(ConnectionInfo {
|
||||
offset: position,
|
||||
distance: src.1 - tgt.1,
|
||||
});
|
||||
}
|
||||
}
|
||||
// rows are the same, either left or right
|
||||
if src.1 == tgt.1 {
|
||||
let range = LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
|
||||
let range =
|
||||
LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
|
||||
let mut position: usize;
|
||||
if range.is_empty() {
|
||||
position = range.start;
|
||||
@@ -199,18 +214,21 @@ impl LevelGenerator {
|
||||
}
|
||||
if src.0 < tgt.0 {
|
||||
// src to tgt
|
||||
rooms[src.0][src.1].connection_right = Some(ConnectionInfo { offset: position, distance: tgt.0 - src.0 });
|
||||
rooms[src.0][src.1].connection_right = Some(ConnectionInfo {
|
||||
offset: position,
|
||||
distance: tgt.0 - src.0,
|
||||
});
|
||||
} else {
|
||||
// tgt to src
|
||||
tgt_room.connection_right = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
|
||||
tgt_room.connection_right = Some(ConnectionInfo {
|
||||
offset: position,
|
||||
distance: src.1 - tgt.1,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LevelGenerator {
|
||||
rooms,
|
||||
level,
|
||||
}
|
||||
LevelGenerator { rooms, level }
|
||||
}
|
||||
|
||||
fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
|
||||
@@ -224,8 +242,8 @@ impl LevelGenerator {
|
||||
for r in 0..ROOMS_HORIZONTAL {
|
||||
if rooms[c][r].kind != RoomType::EmptyRoom {
|
||||
let mut connected = 0;
|
||||
for c1 in 0..ROOMS_VERTICAL {
|
||||
if rooms[c1][r].kind != RoomType::EmptyRoom {
|
||||
for room in rooms.iter().take(ROOMS_VERTICAL) {
|
||||
if room[r].kind != RoomType::EmptyRoom {
|
||||
connected += 1;
|
||||
}
|
||||
}
|
||||
@@ -240,11 +258,12 @@ impl LevelGenerator {
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
true
|
||||
}
|
||||
pub fn render(&self) -> Level {
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut structure = [[StructureElement::Wall; 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: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
|
||||
let mut enemies: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
|
||||
let mut start_x: usize = 0;
|
||||
@@ -258,7 +277,8 @@ impl LevelGenerator {
|
||||
let room = self.rooms[c][r];
|
||||
for x in 0..room.width {
|
||||
for y in 0..room.height {
|
||||
structure[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 {
|
||||
@@ -266,8 +286,14 @@ impl LevelGenerator {
|
||||
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||||
// TODO randomize artifacts
|
||||
match rng.gen_range(1..=100) {
|
||||
1..=50 => { artifacts.push(Box::new(Chest::new(Position::new(self.level, t_x, t_y)))); }
|
||||
_ => { artifacts.push(Box::new(Potion::new(Position::new(self.level, t_x, t_y)))); }
|
||||
1..=50 => {
|
||||
artifacts
|
||||
.push(Box::new(Chest::new(Position::new(self.level, t_x, t_y))));
|
||||
}
|
||||
_ => {
|
||||
artifacts
|
||||
.push(Box::new(Potion::new(Position::new(self.level, t_x, t_y))));
|
||||
}
|
||||
};
|
||||
}
|
||||
if room.kind == RoomType::MonsterRoom {
|
||||
@@ -276,10 +302,14 @@ impl LevelGenerator {
|
||||
// TODO randomize enemies here
|
||||
match rng.gen_range(1..=100) {
|
||||
1..=50 => {
|
||||
enemies.push(Box::new(Orc::new_with_position(Position::new(self.level, t_x, t_y))));
|
||||
enemies.push(Box::new(Orc::new_with_position(Position::new(
|
||||
self.level, t_x, t_y,
|
||||
))));
|
||||
}
|
||||
_ => {
|
||||
enemies.push(Box::new(Rat::new_with_position(Position::new(self.level, t_x, t_y))));
|
||||
enemies.push(Box::new(Rat::new_with_position(Position::new(
|
||||
self.level, t_x, t_y,
|
||||
))));
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -315,7 +345,10 @@ impl LevelGenerator {
|
||||
let tgt_room = self.rooms[c][r + x_conn.distance];
|
||||
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y;
|
||||
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;
|
||||
let bottom = 1
|
||||
+ (r + x_conn.distance) * ROOM_HEIGHT
|
||||
+ tgt_room.offset_y
|
||||
+ tgt_room.height;
|
||||
for i in top..bottom {
|
||||
if structure[left][i] == StructureElement::Wall {
|
||||
structure[left][i] = StructureElement::Floor;
|
||||
@@ -327,10 +360,11 @@ impl LevelGenerator {
|
||||
|
||||
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y + y_conn.offset - 1;
|
||||
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 structure[i][top] == StructureElement::Wall {
|
||||
structure[i][top] = StructureElement::Floor;
|
||||
let right =
|
||||
1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
|
||||
for room in structure.iter_mut().take(right).skip(left) {
|
||||
if room[top] == StructureElement::Wall {
|
||||
room[top] = StructureElement::Floor;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -339,7 +373,8 @@ impl LevelGenerator {
|
||||
Level {
|
||||
level: self.level,
|
||||
structure,
|
||||
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH],
|
||||
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT];
|
||||
1 + ROOMS_VERTICAL * ROOM_WIDTH],
|
||||
monsters: enemies,
|
||||
artifacts,
|
||||
start: (start_x, start_y),
|
||||
|
||||
@@ -13,11 +13,7 @@ pub struct LevelWidget {}
|
||||
|
||||
impl LevelWidget {
|
||||
fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
|
||||
buf.
|
||||
get_mut(x, y).
|
||||
set_symbol(symbol).
|
||||
set_bg(bg).
|
||||
set_fg(fg);
|
||||
buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
107
src/main.rs
107
src/main.rs
@@ -1,19 +1,19 @@
|
||||
use std::io::Result;
|
||||
use std::io::stdout;
|
||||
use std::io::Result;
|
||||
use std::time::Instant;
|
||||
|
||||
use crossterm::{
|
||||
event::{self, KeyCode, KeyEventKind},
|
||||
ExecutableCommand,
|
||||
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
|
||||
ExecutableCommand,
|
||||
};
|
||||
use ratatui::prelude::*;
|
||||
use ratatui::widgets::block::{Position, Title};
|
||||
use ratatui::widgets::{Block, BorderType, Borders, Wrap};
|
||||
use ratatui::{
|
||||
prelude::{CrosstermBackend, Terminal},
|
||||
widgets::Paragraph,
|
||||
};
|
||||
use ratatui::prelude::*;
|
||||
use ratatui::widgets::{Block, Borders, BorderType, Wrap};
|
||||
use ratatui::widgets::block::{Position, Title};
|
||||
use whoami::realname;
|
||||
|
||||
use crate::game::{Game, GameState};
|
||||
@@ -21,14 +21,14 @@ use crate::level_widget::LevelWidget;
|
||||
use crate::player::Player;
|
||||
use crate::position::HasPosition;
|
||||
|
||||
mod game;
|
||||
mod player;
|
||||
mod level;
|
||||
mod position;
|
||||
mod level_widget;
|
||||
mod level_generator;
|
||||
mod artifacts;
|
||||
mod game;
|
||||
mod level;
|
||||
mod level_generator;
|
||||
mod level_widget;
|
||||
mod monster;
|
||||
mod player;
|
||||
mod position;
|
||||
|
||||
/// length of a game frame in ms
|
||||
pub const FRAME_LENGTH: u64 = 100;
|
||||
@@ -46,8 +46,11 @@ fn main() -> Result<()> {
|
||||
let mut ticks = 0;
|
||||
loop {
|
||||
terminal.draw(|frame| {
|
||||
let mut area = frame.size();
|
||||
frame.render_widget(Block::default().style(Style::default().bg(Color::Green)), area);
|
||||
let mut area = frame.area();
|
||||
frame.render_widget(
|
||||
Block::default().style(Style::default().bg(Color::Green)),
|
||||
area,
|
||||
);
|
||||
|
||||
// don't draw stuff except an info box if the terminal is too small (less than 80x25)
|
||||
// to prevent the read drawing code from crashing the game.
|
||||
@@ -90,23 +93,25 @@ fn main() -> Result<()> {
|
||||
};
|
||||
let block = Block::default()
|
||||
.title(
|
||||
Title::from(
|
||||
format!(" {} ", game.get_player().get_name()))
|
||||
Title::from(format!(" {} ", game.get_player().get_name()))
|
||||
.alignment(Alignment::Center)
|
||||
.position(Position::Top)
|
||||
.position(Position::Top),
|
||||
)
|
||||
.borders(Borders::TOP)
|
||||
.border_style(Style::default().fg(Color::White))
|
||||
.border_type(BorderType::Rounded)
|
||||
.style(Style::default().bg(Color::Blue));
|
||||
frame.render_widget(
|
||||
Paragraph::new(format!("Health: {}/{}\nExp: {}\nGold: {}\nLevel: {}",
|
||||
game.get_player().get_life(),
|
||||
game.get_player().get_max_life(),
|
||||
game.get_player().get_experience(),
|
||||
game.get_player().get_gold(),
|
||||
game.get_player().get_immutable_position().get_level()))
|
||||
.block(block).wrap(Wrap { trim: true }),
|
||||
Paragraph::new(format!(
|
||||
"Health: {}/{}\nExp: {}\nGold: {}\nLevel: {}",
|
||||
game.get_player().get_life(),
|
||||
game.get_player().get_max_life(),
|
||||
game.get_player().get_experience(),
|
||||
game.get_player().get_gold(),
|
||||
game.get_player().get_immutable_position().get_level()
|
||||
))
|
||||
.block(block)
|
||||
.wrap(Wrap { trim: true }),
|
||||
stats_area,
|
||||
);
|
||||
let messages_area = Rect {
|
||||
@@ -117,33 +122,46 @@ fn main() -> Result<()> {
|
||||
};
|
||||
// Display the latest messages from the game to the user
|
||||
let block = Block::default()
|
||||
.title(Title::from(" messages ").alignment(Alignment::Center).position(Position::Top))
|
||||
.title(
|
||||
Title::from(" messages ")
|
||||
.alignment(Alignment::Center)
|
||||
.position(Position::Top),
|
||||
)
|
||||
.borders(Borders::TOP)
|
||||
.border_style(Style::default().fg(Color::White))
|
||||
.border_type(BorderType::Rounded)
|
||||
.style(Style::default().bg(Color::Blue));
|
||||
|
||||
let paragraph1 = if game.messages.is_empty() { "".to_string() } else { format!("> {}", game.messages.join("\n> ")) };
|
||||
let paragraph1 = if game.messages.is_empty() {
|
||||
"".to_string()
|
||||
} else {
|
||||
format!("> {}", game.messages.join("\n> "))
|
||||
};
|
||||
frame.render_widget(
|
||||
Paragraph::new(paragraph1).block(block).wrap(Wrap { trim: true }),
|
||||
Paragraph::new(paragraph1)
|
||||
.block(block)
|
||||
.wrap(Wrap { trim: true }),
|
||||
messages_area,
|
||||
);
|
||||
})?;
|
||||
if event::poll(std::time::Duration::from_millis(FRAME_LENGTH))? {
|
||||
if let event::Event::Key(key) = event::read()? {
|
||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('v') {
|
||||
game.messages.insert(0, format!("You are playing version '{}'.", env!("GIT_HASH")).to_string());
|
||||
game.messages.insert(
|
||||
0,
|
||||
format!("You are playing version '{}'.", env!("GIT_HASH")).to_string(),
|
||||
);
|
||||
}
|
||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
|
||||
break;
|
||||
}
|
||||
if key.kind == KeyEventKind::Press {
|
||||
let new_pos = match key.code {
|
||||
KeyCode::Left => { game.move_player(-1, 0) }
|
||||
KeyCode::Right => { game.move_player(1, 0) }
|
||||
KeyCode::Up => { game.move_player(0, -1) }
|
||||
KeyCode::Down => { game.move_player(0, 1) }
|
||||
_ => { (0, 0) }
|
||||
KeyCode::Left => game.move_player(-1, 0),
|
||||
KeyCode::Right => game.move_player(1, 0),
|
||||
KeyCode::Up => game.move_player(0, -1),
|
||||
KeyCode::Down => game.move_player(0, 1),
|
||||
_ => (0, 0),
|
||||
};
|
||||
if !game.player_fights_monster() {
|
||||
// player attacked monster but did not kill it
|
||||
@@ -154,7 +172,7 @@ fn main() -> Result<()> {
|
||||
}
|
||||
}
|
||||
game.update_level(ticks);
|
||||
if game.get_game_state() != GameState::RUNNING {
|
||||
if game.get_game_state() != GameState::Running {
|
||||
break;
|
||||
}
|
||||
ticks += 1;
|
||||
@@ -162,7 +180,7 @@ fn main() -> Result<()> {
|
||||
let playtime = start_time.elapsed();
|
||||
loop {
|
||||
let _ = terminal.draw(|frame| {
|
||||
let mut area = frame.size();
|
||||
let mut area = frame.area();
|
||||
let w = area.width / 2;
|
||||
let h = area.height / 2;
|
||||
area.x += w - 20;
|
||||
@@ -170,24 +188,33 @@ fn main() -> Result<()> {
|
||||
area.width = 40;
|
||||
area.height = 20;
|
||||
let block = Block::default()
|
||||
.title(Title::from(" Game ended ").alignment(Alignment::Center).position(Position::Top))
|
||||
.title(
|
||||
Title::from(" Game ended ")
|
||||
.alignment(Alignment::Center)
|
||||
.position(Position::Top),
|
||||
)
|
||||
.title(Title::from("Press `q` to quit!").position(Position::Bottom))
|
||||
.borders(Borders::ALL)
|
||||
.border_style(Style::default().fg(Color::White))
|
||||
.border_type(BorderType::Rounded)
|
||||
.style(Style::default().bg(Color::Black));
|
||||
let mut text = match game.get_game_state() {
|
||||
GameState::RUNNING => {
|
||||
GameState::Running => {
|
||||
"Quitting is for cowards! You'll better try again!".to_string()
|
||||
}
|
||||
GameState::LOST => {
|
||||
GameState::Lost => {
|
||||
"Sorry, you died in the dungeon. Better luck next time!".to_string()
|
||||
}
|
||||
GameState::WON => {
|
||||
"Congratulation! You mastered your way through the dungeon and won the game.".to_string()
|
||||
GameState::Won => {
|
||||
"Congratulation! You mastered your way through the dungeon and won the game."
|
||||
.to_string()
|
||||
}
|
||||
};
|
||||
text += format!("\nYou gained {} experience.", game.get_player().get_experience()).as_str();
|
||||
text += format!(
|
||||
"\nYou gained {} experience.",
|
||||
game.get_player().get_experience()
|
||||
)
|
||||
.as_str();
|
||||
text += format!("\nYou collected {} gold.", game.get_player().get_gold()).as_str();
|
||||
text += format!("\nYou played {} seconds.", playtime.as_secs()).as_str();
|
||||
let paragraph = Paragraph::new(text).block(block).wrap(Wrap { trim: true });
|
||||
|
||||
@@ -91,7 +91,6 @@ impl Orc {
|
||||
|
||||
default_monster!(Orc);
|
||||
|
||||
|
||||
#[test]
|
||||
fn monsters_can_move() {
|
||||
let mut m = Rat::new_with_position(Position::new(0, 0, 0));
|
||||
@@ -115,4 +114,4 @@ fn monsters_can_die() {
|
||||
m.decrease_life(2);
|
||||
assert_eq!(m.get_life(), 0);
|
||||
assert_eq!(m.is_dead(), true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ impl Player {
|
||||
}
|
||||
}
|
||||
pub fn get_name(&self) -> String {
|
||||
return self.name.clone();
|
||||
self.name.clone()
|
||||
}
|
||||
pub fn change_life(&mut self, by: i16) {
|
||||
self.life = max(0, min(self.max_life, self.life + by));
|
||||
@@ -32,22 +32,34 @@ impl Player {
|
||||
self.life
|
||||
}
|
||||
/// returns true if the player is dead (life <= 0)
|
||||
pub fn is_dead(&self) -> bool { self.life <= 0 }
|
||||
pub fn is_dead(&self) -> bool {
|
||||
self.life <= 0
|
||||
}
|
||||
/// returns true if the player's life is at maximum
|
||||
pub fn is_healthy(&self) -> bool { self.life == self.max_life }
|
||||
pub fn is_healthy(&self) -> bool {
|
||||
self.life == self.max_life
|
||||
}
|
||||
pub fn get_max_life(&self) -> i16 {
|
||||
self.max_life
|
||||
}
|
||||
|
||||
/// add the given amount to the players gold stash
|
||||
pub fn retrieve_gold(&mut self, amount: usize) { self.gold += amount }
|
||||
pub fn retrieve_gold(&mut self, amount: usize) {
|
||||
self.gold += amount
|
||||
}
|
||||
|
||||
/// return the size of the players gold stash
|
||||
pub fn get_gold(&self) -> usize { self.gold }
|
||||
pub fn get_gold(&self) -> usize {
|
||||
self.gold
|
||||
}
|
||||
|
||||
pub fn gain_experience(&mut self, amount: usize) { self.experience += amount }
|
||||
pub fn gain_experience(&mut self, amount: usize) {
|
||||
self.experience += amount
|
||||
}
|
||||
|
||||
pub fn get_experience(&self) -> usize { self.experience }
|
||||
pub fn get_experience(&self) -> usize {
|
||||
self.experience
|
||||
}
|
||||
}
|
||||
|
||||
impl HasPosition for Player {
|
||||
|
||||
@@ -17,11 +17,7 @@ pub struct Position {
|
||||
|
||||
impl Position {
|
||||
pub fn new(level: usize, x: usize, y: usize) -> Self {
|
||||
Self {
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
}
|
||||
Self { level, x, y }
|
||||
}
|
||||
pub fn change(&mut self, dx: i16, dy: i16) -> (usize, usize) {
|
||||
self.x = max((self.x as i16) + dx, 0) as usize;
|
||||
@@ -42,7 +38,9 @@ impl Position {
|
||||
self.x
|
||||
}
|
||||
|
||||
pub fn get_y(&self) -> usize { self.y }
|
||||
pub fn get_y(&self) -> usize {
|
||||
self.y
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -73,4 +71,4 @@ fn test_position_set() {
|
||||
assert_eq!(p.get_level(), 1);
|
||||
assert_eq!(p.get_x(), 2);
|
||||
assert_eq!(p.get_y(), 3);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user