movement depends on monster class now
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@ -129,13 +129,7 @@ impl Level {
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}
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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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};
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let (dx, dy) = self.monsters[index].get_next_move(&self, player.get_immutable_position());
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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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@ -1,7 +1,10 @@
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use ratatui::prelude::Color;
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use crate::dungeon_slayer::MonsterStats;
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use crate::level::Level;
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use crate::position::{HasPosition, Position};
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use rand::Rng;
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pub trait Monster: HasPosition {
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fn get_name(&self) -> &str;
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@ -13,6 +16,7 @@ pub trait Monster: HasPosition {
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fn get_ticks_between_steps(&self) -> u128;
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fn get_defense(&self) -> u8;
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fn get_hit(&self) -> u8;
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fn get_next_move(&self, level: &Level, player_pos: &Position) -> (i16, i16);
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#[cfg(test)]
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fn get_life(&self) -> usize;
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}
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@ -30,6 +34,9 @@ macro_rules! default_monster {
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fn get_ticks_between_steps(&self) -> u128 { self.ticks_between_steps }
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fn get_defense(&self) -> u8 { self.monster_stats.defense }
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fn get_hit(&self) -> u8 { self.monster_stats.hit }
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fn get_next_move(&self, level: &Level, player_pos: &Position) -> (i16, i16) {
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self.calc_move(level, player_pos)
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}
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#[cfg(test)]
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fn get_life(&self) -> usize { self.life }
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}
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@ -90,6 +97,20 @@ impl crate::monster::LowerDaemon {
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monster_stats,
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}
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}
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fn calc_move(&self, level: &Level, player_pos: &Position) -> (i16, i16) {
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let d = self.position.distance(player_pos);
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if d == 1 {
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return self.position.get_direction(player_pos);
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}
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match rand::thread_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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}
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}
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}
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default_monster!(LowerDaemon);
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@ -139,6 +160,15 @@ impl Rat {
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monster_stats,
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}
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}
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fn calc_move(&self, level: &Level, player_pos: &Position) -> (i16, i16) {
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match rand::thread_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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}
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}
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}
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default_monster!(Rat);
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@ -188,6 +218,15 @@ impl Orc {
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monster_stats,
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}
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}
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fn calc_move(&self, level: &Level, player_pos: &Position) -> (i16, i16) {
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match rand::thread_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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}
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}
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}
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default_monster!(Orc);
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@ -1,4 +1,4 @@
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use std::cmp::max;
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use std::cmp::{max, min};
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/// describes an character (PC or NPC) in the dungeon that has a position.
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pub trait HasPosition {
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@ -43,6 +43,28 @@ impl Position {
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}
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pub fn get_y(&self) -> usize { self.y }
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/// calculate the distance to the other position using the manhattan metric
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pub fn distance(&self, other: &Self) -> usize {
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self.x.abs_diff(other.x) + self.y.abs_diff(other.y)
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}
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/// get the direction (step size 1) towards the other position
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pub fn get_direction(&self, other: &Self) -> (i16, i16) {
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(
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max(min(other.x as i16 - self.x as i16, 1), -1),
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max(min(other.y as i16 - self.y as i16, 1), -1)
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)
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}
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}
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#[test]
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fn test_get_direction() {
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let p1 = Position::new(0, 10, 10);
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let p2 = Position::new(0, 8, 8);
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assert_eq!(p1.get_direction(&p2), (-1, -1));
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let p2 = Position::new(0, 11, 10);
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assert_eq!(p1.get_direction(&p2), (1, 0));
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}
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#[test]
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