12 Commits

Author SHA1 Message Date
1c6e5d26d0 Show manual
extract playing the game and the manual from main
2024-01-23 09:56:31 +01:00
4a31994ac9 add a basic manual 2024-01-22 20:47:35 +01:00
a7195b9c3d adjust monster speed 2024-01-19 10:39:15 +01:00
970904c411 Monsters move after the player moved
this allows direct counter attack or fleeing
2024-01-19 10:39:05 +01:00
32fffd492d Fog of War can be disabled in dev builds 2024-01-19 10:10:52 +01:00
119a3d314a clean up some warnings 2024-01-14 13:31:40 +01:00
5265682c53 Show last message on death 2024-01-14 13:21:20 +01:00
efe531f6ce movement depends on monster class now 2024-01-10 16:40:46 +01:00
0b08cb41c2 more work on dungeon slayer 2024-01-10 11:00:23 +01:00
cad08bd300 Player and monster attacks follow the dungeon slayer rules 2024-01-06 13:02:31 +01:00
0431d872e4 using character and monster sheets 2024-01-06 10:38:34 +01:00
1f02ffc36e update ratatui 2024-01-06 10:35:37 +01:00
13 changed files with 1005 additions and 611 deletions

358
Cargo.lock generated
View File

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version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "09ec2a7bb152e2252b53fa7803150007879548bc709c039df7627cabbd05d469"
checksum = "bbaa0368d4f1d2aaefc55b6fcfee13f41544ddf36801e793edbbfd7d7df075ef"
[[package]]
name = "windows_i686_gnu"
@@ -730,15 +756,9 @@ checksum = "a75915e7def60c94dcef72200b9a8e58e5091744960da64ec734a6c6e9b3743e"
[[package]]
name = "windows_i686_gnu"
version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8e9b5ad5ab802e97eb8e295ac6720e509ee4c243f69d781394014ebfe8bbfa0b"
[[package]]
name = "windows_i686_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0eee52d38c090b3caa76c563b86c3a4bd71ef1a819287c19d586d7334ae8ed66"
checksum = "a28637cb1fa3560a16915793afb20081aba2c92ee8af57b4d5f28e4b3e7df313"
[[package]]
name = "windows_i686_msvc"
@@ -748,9 +768,9 @@ checksum = "8f55c233f70c4b27f66c523580f78f1004e8b5a8b659e05a4eb49d4166cca406"
[[package]]
name = "windows_i686_msvc"
version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "240948bc05c5e7c6dabba28bf89d89ffce3e303022809e73deaefe4f6ec56c66"
checksum = "ffe5e8e31046ce6230cc7215707b816e339ff4d4d67c65dffa206fd0f7aa7b9a"
[[package]]
name = "windows_x86_64_gnu"
@@ -760,9 +780,9 @@ checksum = "53d40abd2583d23e4718fddf1ebec84dbff8381c07cae67ff7768bbf19c6718e"
[[package]]
name = "windows_x86_64_gnu"
version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "147a5c80aabfbf0c7d901cb5895d1de30ef2907eb21fbbab29ca94c5b08b1a78"
checksum = "3d6fa32db2bc4a2f5abeacf2b69f7992cd09dca97498da74a151a3132c26befd"
[[package]]
name = "windows_x86_64_gnullvm"
@@ -772,9 +792,9 @@ checksum = "0b7b52767868a23d5bab768e390dc5f5c55825b6d30b86c844ff2dc7414044cc"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "24d5b23dc417412679681396f2b49f3de8c1473deb516bd34410872eff51ed0d"
checksum = "1a657e1e9d3f514745a572a6846d3c7aa7dbe1658c056ed9c3344c4109a6949e"
[[package]]
name = "windows_x86_64_msvc"
@@ -784,9 +804,9 @@ checksum = "ed94fce61571a4006852b7389a063ab983c02eb1bb37b47f8272ce92d06d9538"
[[package]]
name = "windows_x86_64_msvc"
version = "0.52.6"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec"
checksum = "dff9641d1cd4be8d1a070daf9e3773c5f67e78b4d9d42263020c057706765c04"
[[package]]
name = "zerocopy"
@@ -805,5 +825,5 @@ checksum = "56feebc4664bdb37f39c0b1b8fc8fa2f5648e3ec5f9cf4344978b4b7ca561fff"
dependencies = [
"proc-macro2",
"quote",
"syn",
"syn 2.0.38",
]

View File

@@ -6,8 +6,9 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
ratatui = "0.28.1"
crossterm = "0.28.1"
ratatui = "0.25.0"
crossterm = "0.27.0"
rand = "0.8.5"
petgraph = "0.6.5"
whoami = "1.5.2"
petgraph = "0.6.4"
whoami = "1.4.1"
clap = { version = "4.4.11", features = ["derive"] }

View File

@@ -1,10 +1,7 @@
use std::process::Command;
fn main() {
let output = Command::new("git")
.args(["rev-parse", "--short", "HEAD"])
.output()
.unwrap();
let output = Command::new("git").args(&["rev-parse", "--short", "HEAD"]).output().unwrap();
let git_hash = String::from_utf8(output.stdout).unwrap();
println!("cargo:rustc-env=GIT_HASH={}", git_hash);
}

View File

@@ -36,15 +36,10 @@ impl Artifact for Chest {
("C", Color::Blue)
}
fn get_immutable_position(&self) -> &Position {
&self.position
}
fn get_immutable_position(&self) -> &Position { &self.position }
fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
player.retrieve_gold(self.gold);
messages.insert(
0,
format!("opened chest and collected {} gold.", self.gold).to_string(),
);
messages.insert(0, format!("opened chest and collected {} gold.", self.gold).to_string());
self.gold = 0;
}
@@ -72,25 +67,17 @@ impl Artifact for Potion {
fn get_representation(&self) -> (&str, Color) {
("P", Color::Green)
}
fn get_immutable_position(&self) -> &Position {
&self.position
}
fn get_immutable_position(&self) -> &Position { &self.position }
fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
// only consume potion of the player can gain at least one health point
if !player.is_healthy() {
let old = player.get_life();
player.change_life(self.health.try_into().unwrap());
player.increase_life(self.health.try_into().unwrap());
let new = player.get_life();
messages.insert(
0,
format!("picked up potion and gained {} hp.", new - old).to_string(),
);
messages.insert(0, format!("picked up potion and gained {} hp.", new - old).to_string());
self.health = 0;
} else {
messages.insert(
0,
"not using the potion because you're healthy.".to_string(),
);
messages.insert(0, "not using the potion because you're healthy.".to_string());
}
}

150
src/dungeon_slayer.rs Normal file
View File

@@ -0,0 +1,150 @@
use rand::Rng;
pub fn do_challenge(stat: u8) -> (bool, u8) {
if stat <= 20 {
let mut rng = rand::thread_rng();
let dice_roll = rng.gen_range(1..21);
return match dice_roll {
20 => { (false, 0) }
1 => { (true, dice_roll) }
_ => {
if dice_roll <= stat {
(true, stat - dice_roll)
} else {
(false, 0)
}
}
};
}
(false, 0)
}
#[allow(dead_code)]
pub struct PlayerStats {
// dungeon slayer attributes
pub(crate) body: u8,
pub(crate) agility: u8,
pub(crate) mind: u8,
// dungeon slayer properties
// for body
pub(crate) strength: u8,
pub(crate) toughness: u8,
// for agility
pub(crate) movement: u8,
pub(crate) dexterity: u8,
// for mind
pub(crate) wisdom: u8,
// TODO maybe the wrong translation of Verstand
pub(crate) aura: u8,
}
impl PlayerStats {
/// create random values for the 3 attributes of the dungeon slayer character
/// Each attribute is between 4 and 8, not over 20 in sum.
fn create_random_attributes() -> (u8, u8, u8) {
let mut values: [u8; 3] = [8, 8, 8];
let mut rng = rand::thread_rng();
while values[0] + values[1] + values[2] > 20 {
let i = rng.gen_range(0..3);
values[i] = values[i].saturating_sub(1);
}
(values[0], values[1], values[2])
}
/// create random values for the 6 properties of the dungeon slayer character
/// Each property is between 0 and 4, not over 8 in sum.
fn create_random_properties() -> (u8, u8, u8, u8, u8, u8) {
let mut values: [u8; 6] = [4, 4, 4, 4, 4, 4];
let mut rng = rand::thread_rng();
while values[0] + values[1] + values[2] + values[3] + values[4] + values[5] > 8 {
let i = rng.gen_range(0..6);
values[i] = values[i].saturating_sub(1);
}
(values[0], values[1], values[2], values[3], values[4], values[5])
}
/// create a set of player stats containing attributes and properties according to the
/// dungeon slayer rules.
pub fn create_random() -> PlayerStats {
let attributes = PlayerStats::create_random_attributes();
let properties = PlayerStats::create_random_properties();
PlayerStats {
body: attributes.0,
agility: attributes.1,
mind: attributes.2,
strength: properties.0,
toughness: properties.1,
movement: properties.2,
dexterity: properties.3,
wisdom: properties.4,
aura: properties.5,
}
}
/// calculate the max life based on this player stats.
pub fn get_max_life(&self) -> u8 {
self.body + self.toughness + 10
}
pub fn get_defense(&self) -> u8 {
self.body + self.toughness // TODO + self.armor
}
pub fn get_hit(&self) -> u8 {
self.body + self.strength // TODO + self.weapon
}
}
#[allow(dead_code)]
pub struct MonsterStats {
// dungeon slayer attributes
pub(crate) body: u8,
pub(crate) agility: u8,
pub(crate) mind: u8,
// dungeon slayer properties
// for body
pub(crate) strength: u8,
pub(crate) toughness: u8,
// for agility
pub(crate) movement: u8,
pub(crate) dexterity: u8,
// for mind
pub(crate) wisdom: u8,
// TODO maybe the wrong translation of Verstand
pub(crate) aura: u8,
pub(crate) max_life: u8,
pub(crate) defense: u8,
pub(crate) initiative: u8,
pub(crate) walk: u8,
pub(crate) hit: u8,
pub(crate) shoot: u8,
pub(crate) cast: u8,
pub(crate) targeted_cast: u8,
}
#[test]
fn test_create_random_attributes() {
for _ in 0..1000 {
let attributes = PlayerStats::create_random_attributes();
assert!(attributes.0 <= 8);
assert!(attributes.1 <= 8);
assert!(attributes.2 <= 8);
assert_eq!(attributes.0 + attributes.1 + attributes.2, 20);
}
}
#[test]
fn test_create_random_properties() {
for _ in 0..1000 {
let properties = PlayerStats::create_random_properties();
assert!(properties.0 <= 4);
assert!(properties.1 <= 4);
assert!(properties.2 <= 4);
assert!(properties.3 <= 4);
assert!(properties.4 <= 4);
assert!(properties.5 <= 4);
assert_eq!(properties.0 + properties.1 + properties.2 + properties.3 + properties.4 + properties.5, 8);
}
}

View File

@@ -1,3 +1,6 @@
use crate::dungeon_slayer::do_challenge;
#[cfg(test)]
use crate::dungeon_slayer::PlayerStats;
use crate::level::{Level, StructureElement};
use crate::level_generator::LevelGenerator;
use crate::player::Player;
@@ -9,13 +12,14 @@ pub const LEVELS: usize = 10;
/// represents a state of a game
pub enum GameState {
/// the game is ongoing (neither won or lost)
Running,
RUNNING,
/// the player died
Lost,
LOST,
/// the player reached the Ω
Won,
WON,
}
/// the main structure to hold all information about the ongoing game
pub struct Game {
/// the player
@@ -23,6 +27,7 @@ pub struct Game {
/// the levels of the game
levels: Vec<Level>,
pub messages: Vec<String>,
use_fog_of_war: bool,
}
impl Game {
@@ -35,13 +40,13 @@ impl Game {
player: p,
levels: v,
messages: Vec::with_capacity(10),
use_fog_of_war: true,
};
let start = { g.get_level(0).start };
g.get_mutable_player()
.get_position()
.set(0, start.0, start.1);
g.get_mutable_level(0)
.discover(&Position::new(0, start.0, start.1));
let start = {
g.get_level(0).start
};
g.get_mutable_player().get_position().set(0, start.0, start.1);
g.get_mutable_level(0).discover(&Position::new(0, start.0, start.1));
g
}
@@ -50,8 +55,9 @@ impl Game {
match self.next_element(0, 0) {
None => {}
Some(a) => {
if a == StructureElement::End {
return true;
match a {
StructureElement::End => { return true; }
_ => {}
}
}
};
@@ -60,25 +66,23 @@ impl Game {
/// returns the state of the game (depending on player's life and position)
pub fn get_game_state(&mut self) -> GameState {
if self.player.is_dead() {
return GameState::Lost;
return GameState::LOST;
}
if self.player_reached_goal() {
return GameState::Won;
return GameState::WON;
}
GameState::Running
GameState::RUNNING
}
pub fn get_player(&self) -> &Player {
&self.player
}
pub fn toggle_fog_of_war(&mut self) { self.use_fog_of_war = !self.use_fog_of_war; }
pub fn uses_fog_of_war(&self) -> bool { self.use_fog_of_war }
pub fn get_mutable_player(&mut self) -> &mut Player {
&mut self.player
}
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_level(&self, level: usize) -> &Level { &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 {
@@ -105,7 +109,7 @@ impl Game {
let new_y: i16 = player_pos.get_y() as i16 + dy;
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
level.get_element(new_x, new_y).0
level.get_element(new_x, new_y, self.use_fog_of_war).0
}
/// move the game's player into the given direction. If on the target field there is a stair,
@@ -123,66 +127,59 @@ impl Game {
let structure = self.next_element(dx, dy);
// use stairs if walked onto one
if let Some(e) = structure {
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.messages
.insert(0, format!("you climb down to level {}.", next_level));
self.get_mutable_player()
.get_position()
.set(next_level, x, y);
self.messages.insert(0, format!("You climb down to 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.messages
.insert(0, format!("you climb up to level {}.", next_level));
self.get_mutable_player()
.get_position()
.set(next_level, x, y);
self.messages.insert(0, format!("You climb up to level {}.", next_level));
self.get_mutable_player().get_position().set(next_level, x, y);
}
_ => {}
}
}
_ => {}
}
};
// 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));
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);
let (_, m, _) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16, true);
match m {
None => {}
Some(m) => {
// TODO fight the monster
let monster_dmg = m.damage() as i16;
let player_dmg = self.player.damage();
self.player.change_life(-monster_dmg);
m.decrease_life(player_dmg);
// inform player
self.messages.insert(
0,
format!("{} hits you for {} damage.", m.get_name(), monster_dmg).to_string(),
);
self.messages.insert(
0,
format!("you hit {} for {} damage.", m.get_name(), player_dmg).to_string(),
);
// Player attacks monster
let attack = do_challenge(self.player.player_stats.get_hit());
if attack.0 {
let mut damage = attack.1;
let defense = do_challenge(m.get_defense());
if defense.0 {
damage = damage.saturating_sub(defense.1);
}
self.messages.insert(0, format!("Attack on {} successful with {} damage.", m.get_name(), damage).to_string());
m.decrease_life(damage as usize);
} else {
self.messages.insert(0, format!("Attack on {} failed.", m.get_name()).to_string());
}
// monster died, player gains experience
if m.is_dead() {
self.player.gain_experience(m.get_experience_gain());
self.messages.insert(0, format!("You killed the {}.", m.get_name()).to_string());
}
return m.is_dead();
}
@@ -193,7 +190,7 @@ impl Game {
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);
let (_, _, a) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16, true);
match a {
None => {}
Some(a) => {
@@ -202,24 +199,48 @@ impl Game {
}
}
/// updates the player's current level. This will remove collected artifacts and dead monsters.
pub fn update_level(&mut self, ticks: u128) {
/// ticks is measuring the progress of the game even if the player is not moving, player_moved
/// indicates the player moved
pub fn update_level(&mut self, ticks: u128, player_moved: bool) {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
level.update(ticks, &mut self.player, &mut self.messages);
level.update(ticks, player_moved, &mut self.player, &mut self.messages);
}
}
#[test]
fn game_has_correct_number_of_levels() {
let p = Player::new("foo", 42);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let p = Player::new("foo", player_stats);
let g = Game::new(p);
assert_eq!(g.levels.len(), LEVELS);
}
#[test]
fn game_has_player() {
let p = Player::new("foo", 42);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let p = Player::new("foo", player_stats);
let g = Game::new(p);
assert_eq!(g.get_player().get_name(), "foo");
assert_eq!(g.get_player().get_immutable_position().get_level(), 0);
@@ -227,16 +248,38 @@ fn game_has_player() {
#[test]
fn game_has_mutable_player() {
let p = Player::new("foo", 42);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let p = Player::new("foo", player_stats);
let mut g = Game::new(p);
assert_eq!(g.get_player().get_name(), "foo");
g.get_mutable_player().change_life(-1);
assert_eq!(g.get_player().get_life(), 41);
g.get_mutable_player().decrease_life(1);
assert_eq!(g.get_player().get_life(), 20);
}
#[test]
fn game_get_level() {
let p = Player::new("foo", 42);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let p = Player::new("foo", player_stats);
let mut g = Game::new(p);
g.get_level(0);
assert_ne!(g.get_level(0).start, (0, 0));

View File

@@ -1,14 +1,12 @@
use std::cmp::{max, min};
use rand::rngs::ThreadRng;
use rand::Rng;
use crate::artifacts::Artifact;
#[cfg(test)]
use crate::artifacts::{Chest, Potion};
use crate::monster::Monster;
use crate::artifacts::Artifact;
use crate::dungeon_slayer::do_challenge;
#[cfg(test)]
use crate::monster::{Orc, Rat};
use crate::monster::Monster;
use crate::player::Player;
use crate::position::HasPosition;
use crate::position::Position;
@@ -27,9 +25,6 @@ pub enum StructureElement {
Unknown,
}
type PossibleArtifact<'a> = Option<&'a mut Box<(dyn Artifact + 'static)>>;
type PossibleMonster<'a> = Option<&'a mut Box<(dyn Monster + 'static)>>;
pub struct Level {
pub(crate) level: usize,
pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
@@ -40,15 +35,10 @@ pub struct Level {
pub(crate) start: (usize, usize),
/// the position of the end in the level (either stair down or end point)
pub(crate) end: (usize, usize),
pub(crate) rng: ThreadRng,
}
impl Level {
pub fn get_element(
&mut self,
x: i16,
y: i16,
) -> (Option<StructureElement>, PossibleMonster, PossibleArtifact) {
pub fn get_element(&mut self, x: i16, y: i16, use_fog_of_war: bool) -> (Option<StructureElement>, Option<&mut Box<(dyn Monster + 'static)>>, Option<&mut Box<(dyn Artifact + 'static)>>) {
if x < 0 || y < 0 {
return (None, None, None);
}
@@ -57,7 +47,7 @@ impl Level {
if x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT {
return (None, None, None);
}
if !self.discovered[x][y] {
if use_fog_of_war && !self.discovered[x][y] {
return (Some(StructureElement::Unknown), None, None);
}
let search_pos = &Position::new(self.level, x, y);
@@ -119,7 +109,7 @@ impl Level {
}
}
}
pub fn update(&mut self, ticks: u128, player: &mut Player, messages: &mut Vec<String>) {
pub fn update(&mut self, ticks: u128, player_moved: bool, player: &mut Player, messages: &mut Vec<String>) {
for (index, a) in &mut self.artifacts.iter().enumerate() {
if a.was_collected() {
self.artifacts.remove(index);
@@ -130,48 +120,33 @@ impl Level {
if self.monsters[index].is_dead() {
continue;
}
if ticks % self.monsters[index].get_ticks_between_steps() != 0 {
// if the player moved, the monsters move as well all the time
if !player_moved && ticks % self.monsters[index].get_ticks_between_steps() != 0 {
continue;
}
loop {
// calculate the direction the monster will try to walk
let (dx, dy) = match self.rng.gen_range(0..5) {
1 => (1, 0),
2 => (-1, 0),
3 => (0, 1),
4 => (0, -1),
_ => (0, 0),
};
let (dx, dy) = self.monsters[index].get_next_move(&self, player.get_immutable_position());
if self.can_monster_move(self.monsters[index].as_ref(), dx, dy) {
let (new_x, new_y) = self.monsters[index].get_position().change(dx, dy);
if player.get_immutable_position().get_x() == new_x
&& player.get_immutable_position().get_y() == new_y
{
// TODO handle fight between monster and player
let monster_dmg = self.monsters[index].damage() as i16;
let player_dmg = player.damage();
self.monsters[index].decrease_life(player_dmg);
player.change_life(-monster_dmg);
messages.insert(
0,
format!(
"{} hits you for {} damage.",
self.monsters[index].get_name(),
monster_dmg
)
.to_string(),
);
messages.insert(
0,
format!(
"you hit {} for {} damage.",
self.monsters[index].get_name(),
player_dmg
)
.to_string(),
);
// if the attack did not kill the opponent, back down
if player.get_immutable_position().get_x() == new_x && player.get_immutable_position().get_y() == new_y {
// TODO monster attacks
let attack = do_challenge(self.monsters[index].get_hit());
if attack.0 {
let mut damage = attack.1;
let defense = do_challenge(player.player_stats.get_defense());
if defense.0 {
damage = damage.saturating_sub(defense.1);
}
player.decrease_life(damage);
if player.is_dead() {
messages.insert(0, format!("Attack from {} killed you.", self.monsters[index].get_name()).to_string());
} else {
messages.insert(0, format!("Attack from {} successful with {} damage.", self.monsters[index].get_name(), damage).to_string());
}
} else {
messages.insert(0, format!("Attack from {} failed.", self.monsters[index].get_name()).to_string());
}
if !player.is_dead() {
self.monsters[index].get_position().change(-dx, -dy);
}
@@ -200,9 +175,7 @@ impl Level {
for index in 0..self.monsters.len() {
let pos = self.monsters[index].get_immutable_position();
if pos.get_x() == new_x && pos.get_y() == new_y {
return false;
}
if pos.get_x() == new_x && pos.get_y() == new_y { return false; }
}
self.structure[new_x][new_y] != StructureElement::Wall
}
@@ -234,7 +207,6 @@ impl Level {
artifacts: Vec::with_capacity(10),
start: (0, 0),
end: (0, 0),
rng: rand::thread_rng(),
}
}
#[cfg(test)]
@@ -268,31 +240,23 @@ impl Level {
#[test]
fn test_get_element() {
let mut l = Level::new(0);
assert_eq!(l.get_element(-1, -1).0, None);
assert_eq!(l.get_element(0, 0).0.unwrap(), StructureElement::Unknown);
assert_eq!(
l.get_element(LEVEL_WIDTH as i16 - 1, LEVEL_HEIGHT as i16 - 1)
.0
.unwrap(),
StructureElement::Unknown
);
assert_eq!(
l.get_element(LEVEL_WIDTH as i16, LEVEL_HEIGHT as i16).0,
None
);
assert_eq!(l.get_element(-1, -1, true).0, None);
assert_eq!(l.get_element(0, 0, true).0.unwrap(), StructureElement::Unknown);
assert_eq!(l.get_element(LEVEL_WIDTH as i16 - 1, LEVEL_HEIGHT as i16 - 1, true).0.unwrap(), StructureElement::Unknown);
assert_eq!(l.get_element(LEVEL_WIDTH as i16, LEVEL_HEIGHT as i16, true).0, None);
}
#[test]
fn test_discover_get_element() {
let mut l = Level::new(0);
assert_eq!(l.get_element(10, 10).0.unwrap(), StructureElement::Unknown);
assert_eq!(l.get_element(10, 10, true).0.unwrap(), StructureElement::Unknown);
let p = Position::new(0, 10, 10);
l.discover(&p);
assert_eq!(l.get_element(10, 10).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(9, 10).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(10, 9).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(11, 10).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(10, 11).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(10, 10, true).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(9, 10, true).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(10, 9, true).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(11, 10, true).0.unwrap(), StructureElement::Floor);
assert_eq!(l.get_element(10, 11, true).0.unwrap(), StructureElement::Floor);
}
#[test]
@@ -333,20 +297,20 @@ fn test_discover_get_monster() {
let mut l = Level::new(0);
let p = Position::new(0, 10, 10);
l.discover(&p);
assert_eq!(l.get_element(10, 10).0.unwrap(), StructureElement::Floor);
assert!(l.get_element(10, 10).1.is_none());
assert_eq!(l.get_element(10, 10, true).0.unwrap(), StructureElement::Floor);
assert!(l.get_element(10, 10, true).1.is_none());
let m = Rat::new_with_position(Position::new(0, 10, 10));
assert_eq!(l.add_monster(m), Ok(()));
let elem = l.get_element(10, 10);
let elem = l.get_element(10, 10, true);
assert_eq!(elem.0.unwrap(), StructureElement::Floor);
assert!(elem.1.is_some());
let m = elem.1.unwrap();
assert_eq!(m.get_life(), 2);
assert_eq!(m.get_life(), 3);
m.decrease_life(2);
assert_eq!(l.get_element(10, 10).1.unwrap().get_life(), 0);
m.decrease_life(3);
assert_eq!(l.get_element(10, 10, true).1.unwrap().get_life(), 0);
}
#[test]
@@ -354,13 +318,13 @@ fn test_discover_get_artifact() {
let mut l = Level::new(0);
let p = Position::new(0, 10, 10);
l.discover(&p);
assert_eq!(l.get_element(10, 10).0.unwrap(), StructureElement::Floor);
assert!(l.get_element(10, 10).2.is_none());
assert_eq!(l.get_element(10, 10, true).0.unwrap(), StructureElement::Floor);
assert!(l.get_element(10, 10, true).2.is_none());
let a = Chest::new(Position::new(0, 10, 10));
assert_eq!(l.add_artifact(a), Ok(()));
let elem = l.get_element(10, 10);
let elem = l.get_element(10, 10, true);
assert_eq!(elem.0.unwrap(), StructureElement::Floor);
assert!(elem.2.is_some());
}
@@ -374,12 +338,12 @@ fn test_discover_get_monster_can_move() {
let m = Rat::new_with_position(Position::new(0, 10, 10));
l.add_monster(m).expect("Panic because of");
let m = l.get_element(10, 10).1.unwrap();
let m = l.get_element(10, 10, true).1.unwrap();
m.get_position().change(1, 1);
let m = l.get_element(10, 10).1;
let m = l.get_element(10, 10, true).1;
assert!(m.is_none());
let m = l.get_element(11, 11).1;
let m = l.get_element(11, 11, true).1;
assert!(m.is_some());
assert_eq!(m.unwrap().get_life(), 2);
assert_eq!(m.unwrap().get_life(), 3);
}

View File

@@ -6,12 +6,12 @@ use petgraph::data::*;
use petgraph::graph::Graph;
use petgraph::graph::UnGraph;
use rand::prelude::SliceRandom;
use rand::rngs::ThreadRng;
use rand::Rng;
use rand::rngs::ThreadRng;
use crate::artifacts::{Artifact, Chest, Potion};
use crate::level::{Level, StructureElement};
use crate::monster::{Monster, Orc, Rat, Snake};
use crate::monster::{LowerDaemon, Monster, Rat};
use crate::position::Position;
const ROOMS_VERTICAL: usize = 7;
@@ -93,8 +93,7 @@ impl LevelGenerator {
rooms[0][0].kind = RoomType::BasicRoom;
while !LevelGenerator::rooms_connectable(&rooms) {
let mut room_types: Vec<RoomType> =
Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
// level 0 contains a start room, all others contain a stair up
if first {
room_types.push(RoomType::Start);
@@ -113,21 +112,21 @@ impl LevelGenerator {
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
match rng.gen_range(1..=100) {
// TODO tune room type distribution
1..=33 => room_types.push(RoomType::EmptyRoom),
34..=66 => room_types.push(RoomType::TreasureRoom),
67..=90 => room_types.push(RoomType::MonsterRoom),
_ => room_types.push(RoomType::BasicRoom),
1..=33 => { room_types.push(RoomType::EmptyRoom) }
34..=66 => { room_types.push(RoomType::TreasureRoom) }
67..=90 => { room_types.push(RoomType::MonsterRoom) }
_ => { room_types.push(RoomType::BasicRoom) }
}
}
room_types.shuffle(&mut rng);
graph.clear();
// place the rooms in the array an add nodes to the graph for every non empty room
for (c, rs) in rooms.iter_mut().enumerate().take(ROOMS_VERTICAL) {
for (r, room) in rs.iter_mut().enumerate().take(ROOMS_HORIZONTAL) {
room.kind = room_types.pop().unwrap();
if room.kind != RoomType::EmptyRoom {
room.random(&mut rng);
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
rooms[c][r].kind = room_types.pop().unwrap();
if rooms[c][r].kind != RoomType::EmptyRoom {
rooms[c][r].random(&mut rng);
graph.add_node((c, r));
}
}
@@ -143,21 +142,15 @@ impl LevelGenerator {
let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
for r_1 in r + 1..ROOMS_HORIZONTAL {
if rooms[c][r_1].kind != RoomType::EmptyRoom {
let tgt_index = graph
.node_indices()
.find(|i| graph[*i] == (c, r_1))
.unwrap();
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
// todo use random weight for edge
graph.add_edge(src_index, tgt_index, 1);
break;
}
}
for (c_1, rs) in rooms.iter().enumerate().take(ROOMS_VERTICAL).skip(c + 1) {
if rs[r].kind != RoomType::EmptyRoom {
let tgt_index = graph
.node_indices()
.find(|i| graph[*i] == (c_1, r))
.unwrap();
for c_1 in c + 1..ROOMS_VERTICAL {
if rooms[c_1][r].kind != RoomType::EmptyRoom {
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
// todo use random weight for edge
graph.add_edge(src_index, tgt_index, 1);
break;
@@ -167,8 +160,7 @@ impl LevelGenerator {
}
// 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> = Graph::from_elements(min_spanning_tree(&graph));
for edge in mst.raw_edges() {
let src = mst[edge.source()];
let tgt = mst[edge.target()];
@@ -178,31 +170,24 @@ impl LevelGenerator {
// cols are the same, either up or down
if src.0 == tgt.0 {
let range =
LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
let position: usize = if range.is_empty() {
range.start
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;
} else {
rng.gen_range(range)
};
position = 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;
@@ -214,21 +199,18 @@ 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> {
@@ -242,8 +224,8 @@ impl LevelGenerator {
for r in 0..ROOMS_HORIZONTAL {
if rooms[c][r].kind != RoomType::EmptyRoom {
let mut connected = 0;
for room in rooms.iter().take(ROOMS_VERTICAL) {
if room[r].kind != RoomType::EmptyRoom {
for c1 in 0..ROOMS_VERTICAL {
if rooms[c1][r].kind != RoomType::EmptyRoom {
connected += 1;
}
}
@@ -258,12 +240,11 @@ impl LevelGenerator {
}
}
}
true
return 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;
@@ -277,8 +258,7 @@ 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 {
@@ -286,14 +266,8 @@ 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 {
@@ -301,20 +275,11 @@ impl LevelGenerator {
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
// TODO randomize enemies here
match rng.gen_range(1..=100) {
1..=30 => {
enemies.push(Box::new(Orc::new_with_position(Position::new(
self.level, t_x, t_y,
))));
}
31..=60 => {
enemies.push(Box::new(Snake::new_with_position(Position::new(
self.level, t_x, t_y,
))));
1..=50 => {
enemies.push(Box::new(LowerDaemon::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))));
}
};
}
@@ -350,10 +315,7 @@ 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;
@@ -365,11 +327,10 @@ 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 room in structure.iter_mut().take(right).skip(left) {
if room[top] == StructureElement::Wall {
room[top] = StructureElement::Floor;
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;
}
}
}
@@ -378,13 +339,11 @@ 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),
end: (end_x, end_y),
rng: rand::thread_rng(),
}
}
}

View File

@@ -9,11 +9,22 @@ use crate::position::HasPosition;
const FG_BROWN: Color = Color::Rgb(186, 74, 0);
pub struct LevelWidget {}
pub struct LevelWidget {
use_fog_of_war: bool,
}
impl LevelWidget {
pub fn new(use_fog_of_war: bool) -> Self {
LevelWidget {
use_fog_of_war
}
}
fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg);
buf.
get_mut(x, y).
set_symbol(symbol).
set_bg(bg).
set_fg(fg);
}
}
@@ -35,7 +46,7 @@ impl StatefulWidget for LevelWidget {
let level = state.get_mutable_level(player_level);
let level_x = (x - al) as i16;
let level_y = (y - at) as i16;
match level.get_element(level_x, level_y) {
match level.get_element(level_x, level_y, self.use_fog_of_war) {
(Some(structure_element), None, None) => {
match structure_element {
StructureElement::Start => {

View File

@@ -1,56 +1,80 @@
use std::cmp::min;
use std::io::{Result, Stdout};
use std::io::stdout;
use std::io::Result;
use std::string::ToString;
use std::time::Instant;
use clap::Parser;
use crossterm::{
event::{self, KeyCode, KeyEventKind},
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
ExecutableCommand,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
};
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::dungeon_slayer::PlayerStats;
use crate::game::{Game, GameState};
use crate::level_widget::LevelWidget;
use crate::player::Player;
use crate::position::HasPosition;
mod artifacts;
mod game;
mod level;
mod level_generator;
mod level_widget;
mod monster;
mod player;
mod level;
mod position;
mod level_widget;
mod level_generator;
mod artifacts;
mod monster;
mod dungeon_slayer;
/// length of a game frame in ms
pub const FRAME_LENGTH: u64 = 100;
#[derive(Parser)]
#[command(author, version, about = "A small game in the tradition of rogue.", long_about = None)]
struct CliOptions {
#[arg(short, long, action)]
manual: bool,
}
//
fn main() -> Result<()> {
let mut game = Game::new(Player::new(realname().as_str(), 30));
let cli_options = CliOptions::parse();
stdout().execute(EnterAlternateScreen)?;
enable_raw_mode()?;
let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
terminal.clear()?;
if cli_options.manual {
show_manual(&mut terminal);
} else {
play_game(&mut terminal)?;
}
stdout().execute(LeaveAlternateScreen)?;
disable_raw_mode()?;
Ok(())
}
/// play the game ;)
fn play_game(terminal: &mut Terminal<CrosstermBackend<Stdout>>) -> Result<()> {
let player_stats = PlayerStats::create_random();
let mut game = Game::new(Player::new(realname().as_str(), player_stats));
let start_time = Instant::now();
let mut ticks = 0;
loop {
terminal.draw(|frame| {
let mut area = frame.area();
frame.render_widget(
Block::default().style(Style::default().bg(Color::Green)),
area,
);
let mut area = frame.size();
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.
@@ -83,7 +107,7 @@ fn main() -> Result<()> {
width: level::LEVEL_WIDTH as u16,
height: level::LEVEL_HEIGHT as u16,
};
frame.render_stateful_widget(LevelWidget {}, map_area, &mut game);
frame.render_stateful_widget(LevelWidget::new(game.uses_fog_of_war()), map_area, &mut game);
let stats_area = Rect {
x: area.x + 50,
@@ -93,25 +117,23 @@ 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: {}",
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()+1
))
.block(block)
.wrap(Wrap { trim: true }),
game.get_player().get_immutable_position().get_level()))
.block(block).wrap(Wrap { trim: true }),
stats_area,
);
let messages_area = Rect {
@@ -122,46 +144,53 @@ 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,
);
})?;
let mut player_moved = false;
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());
}
// disabling the d key (disable fog of war) in release builds!
#[cfg(debug_assertions)]
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('d') {
game.messages.insert(0, "toggle fog of war!".to_string());
game.toggle_fog_of_war();
}
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 => {
player_moved = true;
game.move_player(-1, 0)
}
KeyCode::Right => {
player_moved = true;
game.move_player(1, 0)
}
KeyCode::Up => {
player_moved = true;
game.move_player(0, -1)
}
KeyCode::Down => {
player_moved = true;
game.move_player(0, 1)
}
_ => { (0, 0) }
};
if !game.player_fights_monster() {
// player attacked monster but did not kill it
@@ -171,8 +200,8 @@ fn main() -> Result<()> {
}
}
}
game.update_level(ticks);
if game.get_game_state() != GameState::Running {
game.update_level(ticks, player_moved);
if game.get_game_state() != GameState::RUNNING {
break;
}
ticks += 1;
@@ -180,7 +209,7 @@ fn main() -> Result<()> {
let playtime = start_time.elapsed();
loop {
let _ = terminal.draw(|frame| {
let mut area = frame.area();
let mut area = frame.size();
let w = area.width / 2;
let h = area.height / 2;
area.x += w - 20;
@@ -188,33 +217,24 @@ 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 => {
"Sorry, you died in the dungeon. Better luck next time!".to_string()
GameState::LOST => {
format!("Sorry, you died in the dungeon. Better luck next time!\nLast message:\n{}", game.messages[0]).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!("\n\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 });
@@ -228,7 +248,51 @@ fn main() -> Result<()> {
}
}
}
stdout().execute(LeaveAlternateScreen)?;
disable_raw_mode()?;
Ok(())
}
/// this function shows some manual text
fn show_manual(terminal: &mut Terminal<CrosstermBackend<Stdout>>) {
let mut page = 0;
let pages = [
"Background story\n\n\
You are a traveller and on your journey....
".to_string(),
"To control your character (depicted by the 8) you can use the cursor keys (←, ↑, →, ↓). \n\n\
To interact simply walk into the entity to interact with. Possible entities are creates \
(depicted by C), potions (depicted by P) or enemies.".to_string(),
];
loop {
let _ = terminal.draw(|frame| {
let mut area = frame.size();
let w = area.width / 2;
let h = area.height / 2;
area.x += w - 20;
area.y += h - 10;
area.width = 40;
area.height = 20;
let block = Block::default()
.title(Title::from(format!(" Manual ({}/{})", page + 1, pages.len())).alignment(Alignment::Center).position(Position::Top))
.title(Title::from("`q` to quit, `↑` and `↓` to scroll.").position(Position::Bottom))
.borders(Borders::ALL)
.border_style(Style::default().fg(Color::White))
.border_type(BorderType::Rounded)
.style(Style::default().bg(Color::Black));
let paragraph = Paragraph::new(pages[page].as_str()).block(block).wrap(Wrap { trim: true });
frame.render_widget(paragraph, area);
});
if event::poll(std::time::Duration::from_millis(16)).unwrap_or(false) {
if let event::Event::Key(key) = event::read().unwrap() {
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
break;
}
if key.kind == KeyEventKind::Press && key.code == KeyCode::Up {
page = page.saturating_sub(1);
}
if key.kind == KeyEventKind::Press && key.code == KeyCode::Down {
page = min(pages.len() - 1, page + 1);
}
}
}
}
}

View File

@@ -1,9 +1,10 @@
use std::ops::RangeInclusive;
use rand::Rng;
use ratatui::prelude::Color;
use crate::dungeon_slayer::MonsterStats;
use crate::level::Level;
use crate::position::{HasPosition, Position};
use rand::Rng;
pub trait Monster: HasPosition {
fn get_name(&self) -> &str;
@@ -13,23 +14,15 @@ pub trait Monster: HasPosition {
// fn get_immutable_position(&self) -> &Position;
fn get_experience_gain(&self) -> usize;
fn get_ticks_between_steps(&self) -> u128;
fn get_defense(&self) -> u8;
fn get_hit(&self) -> u8;
fn get_next_move(&self, level: &Level, player_pos: &Position) -> (i16, i16);
#[cfg(test)]
fn get_life(&self) -> usize;
fn damage(&self) -> usize;
}
macro_rules! create_monster {
($($t:ident),+ $(,)?) => ($(
pub struct $t {
name: String,
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
damage_range: RangeInclusive<usize>,
}
macro_rules! default_monster {
($($t:ty),+ $(,)?) => ($(
impl Monster for $t {
fn get_name(&self) -> &str { &self.name }
fn is_dead(&self) -> bool { self.life <= 0 }
@@ -39,8 +32,11 @@ macro_rules! create_monster {
self.life = self.life.saturating_sub(by);
}
fn get_ticks_between_steps(&self) -> u128 { self.ticks_between_steps }
fn damage(&self) -> usize { rand::thread_rng().gen_range(self.damage_range.clone()) }
fn get_defense(&self) -> u8 { self.monster_stats.defense }
fn get_hit(&self) -> u8 { self.monster_stats.hit }
fn get_next_move(&self, level: &Level, player_pos: &Position) -> (i16, i16) {
self.calc_move(level, player_pos)
}
#[cfg(test)]
fn get_life(&self) -> usize { self.life }
}
@@ -55,53 +51,186 @@ macro_rules! create_monster {
)+)
}
/// Lower Daemon
/// Page: 107
/// GH: 1
pub struct LowerDaemon {
name: String,
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
monster_stats: MonsterStats,
}
impl crate::monster::LowerDaemon {
pub fn new_with_position(position: Position) -> Self {
let monster_stats = MonsterStats {
body: 5,
agility: 5,
mind: 5,
strength: 2,
toughness: 2,
movement: 2,
dexterity: 2,
wisdom: 2,
aura: 2,
max_life: 9,
defense: 9,
initiative: 7,
walk: 3,
hit: 8,
shoot: 0,
cast: 0,
targeted_cast: 0,
};
Self {
name: "lower daemon".to_string(),
life: monster_stats.max_life as usize,
position,
symbol: String::from("d"),
color: Color::Black,
experience_gain: 104,
ticks_between_steps: 30,
monster_stats,
}
}
fn calc_move(&self, _level: &Level, player_pos: &Position) -> (i16, i16) {
let d = self.position.distance(player_pos);
if d == 1 {
return self.position.get_direction(player_pos);
}
match rand::thread_rng().gen_range(0..5) {
1 => { (1, 0) }
2 => { (-1, 0) }
3 => { (0, 1) }
4 => { (0, -1) }
_ => { (0, 0) }
}
}
}
default_monster!(LowerDaemon);
/// Rat
/// Page: 119
/// GH: 1
pub struct Rat {
name: String,
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
monster_stats: MonsterStats,
}
impl Rat {
pub fn new_with_position(position: Position) -> Self {
let monster_stats = MonsterStats {
body: 2,
agility: 4,
mind: 1,
strength: 1,
toughness: 0,
movement: 2,
dexterity: 0,
wisdom: 0,
aura: 0,
max_life: 3,
defense: 2,
initiative: 6,
walk: 3,
hit: 4,
shoot: 0,
cast: 0,
targeted_cast: 0,
};
Self {
name: "rat".to_string(),
life: 2,
life: monster_stats.max_life as usize,
position,
symbol: String::from("R"),
color: Color::Black,
experience_gain: 5,
ticks_between_steps: 5,
damage_range: 1..=2,
experience_gain: 26,
ticks_between_steps: 25,
monster_stats,
}
}
fn calc_move(&self, _level: &Level, _player_pos: &Position) -> (i16, i16) {
match rand::thread_rng().gen_range(0..5) {
1 => { (1, 0) }
2 => { (-1, 0) }
3 => { (0, 1) }
4 => { (0, -1) }
_ => { (0, 0) }
}
}
}
create_monster!(Rat);
default_monster!(Rat);
/// Orc
/// Page: 118
/// GH: 2
pub struct Orc {
name: String,
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
monster_stats: MonsterStats,
}
impl Orc {
pub fn new_with_position(position: Position) -> Self {
let monster_stats = MonsterStats {
body: 10,
agility: 6,
mind: 2,
strength: 2,
toughness: 3,
movement: 0,
dexterity: 3,
wisdom: 1,
aura: 0,
max_life: 23,
defense: 14,
initiative: 1,
walk: 4,
hit: 13,
shoot: 10,
cast: 0,
targeted_cast: 0,
};
Self {
name: "orc".to_string(),
life: 4,
life: monster_stats.max_life as usize,
position,
symbol: String::from("O"),
color: Color::DarkGray,
experience_gain: 10,
ticks_between_steps: 10,
damage_range: 2..=3,
experience_gain: 63,
ticks_between_steps: 50,
monster_stats,
}
}
fn calc_move(&self, _level: &Level, _player_pos: &Position) -> (i16, i16) {
match rand::thread_rng().gen_range(0..5) {
1 => { (1, 0) }
2 => { (-1, 0) }
3 => { (0, 1) }
4 => { (0, -1) }
_ => { (0, 0) }
}
}
}
create_monster!(Orc);
impl Snake {
pub fn new_with_position(position: Position) -> Self {
Self {
name: "snake".to_string(),
life: 3,
position,
symbol: String::from("S"),
color: Color::DarkGray,
experience_gain: 10,
ticks_between_steps: 20,
damage_range: 1..=4,
}
}
}
create_monster!(Snake);
default_monster!(Orc);
#[test]
fn monsters_can_move() {
@@ -119,11 +248,17 @@ fn monsters_can_move() {
#[test]
fn monsters_can_die() {
let mut m = Rat::new_with_position(Position::new(0, 0, 0));
assert_eq!(m.get_life(), 2);
assert_eq!(m.get_life(), 3);
assert_eq!(m.is_dead(), false);
m.decrease_life(1);
assert_eq!(m.get_life(), 1);
m.decrease_life(2);
assert_eq!(m.get_life(), 2);
m.decrease_life(3);
assert_eq!(m.get_life(), 0);
assert_eq!(m.is_dead(), true);
}
#[test]
fn test_rat_values() {
let m = Rat::new_with_position(Position::new(0, 0, 0));
assert_eq!(m.monster_stats.max_life, 3);
}

View File

@@ -1,70 +1,57 @@
use rand::Rng;
use std::cmp::{max, min};
use crate::dungeon_slayer::PlayerStats;
use crate::position::{HasPosition, Position};
pub struct Player {
name: String,
position: Position,
life: i16,
max_life: i16,
gold: usize,
experience: usize,
pub(crate) player_stats: PlayerStats,
}
impl Player {
pub fn new(name: &str, max_life: i16) -> Player {
pub fn new(name: &str, player_stats: PlayerStats) -> Player {
Player {
name: name.to_string(),
position: Position::new(0, 0, 0),
life: max_life,
max_life,
life: player_stats.get_max_life() as i16,
gold: 0,
experience: 0,
player_stats,
}
}
pub fn get_name(&self) -> String {
self.name.clone()
return self.name.clone();
}
pub fn change_life(&mut self, by: i16) {
self.life = max(0, min(self.max_life, self.life + by));
pub fn decrease_life(&mut self, by: u8) {
self.life = max(0, self.life.saturating_sub(by as i16));
}
pub fn increase_life(&mut self, by: u8) {
self.life = min(self.life.saturating_add(by as i16), self.get_max_life());
}
pub fn get_life(&self) -> i16 {
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.get_max_life() }
pub fn get_max_life(&self) -> i16 {
self.max_life
self.player_stats.get_max_life() as i16
}
/// 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 damage(&self) -> usize {
rand::thread_rng().gen_range(1..4)
}
pub fn get_experience(&self) -> usize { self.experience }
}
impl HasPosition for Player {
@@ -82,16 +69,37 @@ fn test_get_name() {
name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1),
life: 5,
max_life: 10,
gold: 0,
experience: 0,
player_stats: PlayerStats {
body: 0,
agility: 0,
mind: 0,
strength: 0,
toughness: 0,
movement: 0,
dexterity: 0,
wisdom: 0,
aura: 0,
},
};
assert_eq!(p.get_name(), "Teddy Tester");
}
#[test]
fn test_can_receive_gold() {
let mut p = Player::new("Teddy Tester", 10);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let mut p = Player::new("Teddy Tester", player_stats);
assert_eq!(p.get_gold(), 0);
p.retrieve_gold(13);
@@ -105,22 +113,43 @@ fn test_change_life() {
name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1),
life: 5,
max_life: 10,
gold: 0,
experience: 0,
player_stats: PlayerStats {
body: 0,
agility: 0,
mind: 0,
strength: 0,
toughness: 0,
movement: 0,
dexterity: 0,
wisdom: 0,
aura: 0,
},
};
assert_eq!(p.get_life(), 5);
p.change_life(-2);
p.decrease_life(2);
assert_eq!(p.get_life(), 3);
p.change_life(10);
p.increase_life(10);
assert_eq!(p.get_life(), 10);
p.change_life(-12);
p.decrease_life(12);
assert_eq!(p.get_life(), 0);
}
#[test]
fn player_can_move() {
let mut p = Player::new("Teddy Tester", 10);
let player_stats = PlayerStats {
body: 8,
agility: 8,
mind: 4,
strength: 3,
toughness: 3,
movement: 1,
dexterity: 1,
wisdom: 0,
aura: 0,
};
let mut p = Player::new("Teddy Tester", player_stats);
assert_eq!(p.get_position(), &Position::new(0, 0, 0));
p.get_position().change(1, 2);
assert_eq!(p.get_position(), &Position::new(0, 1, 2));
@@ -138,9 +167,19 @@ fn test_max_life() {
name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1),
life: 5,
max_life: 10,
gold: 0,
experience: 0,
player_stats: PlayerStats {
body: 0,
agility: 0,
mind: 0,
strength: 0,
toughness: 0,
movement: 0,
dexterity: 0,
wisdom: 0,
aura: 0,
},
};
assert_eq!(p.get_max_life(), 10);
}

View File

@@ -1,4 +1,4 @@
use std::cmp::max;
use std::cmp::{max, min};
/// describes an character (PC or NPC) in the dungeon that has a position.
pub trait HasPosition {
@@ -17,7 +17,11 @@ 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;
@@ -38,9 +42,29 @@ impl Position {
self.x
}
pub fn get_y(&self) -> usize {
self.y
pub fn get_y(&self) -> usize { self.y }
/// calculate the distance to the other position using the manhattan metric
pub fn distance(&self, other: &Self) -> usize {
self.x.abs_diff(other.x) + self.y.abs_diff(other.y)
}
/// get the direction (step size 1) towards the other position
pub fn get_direction(&self, other: &Self) -> (i16, i16) {
(
max(min(other.x as i16 - self.x as i16, 1), -1),
max(min(other.y as i16 - self.y as i16, 1), -1)
)
}
}
#[test]
fn test_get_direction() {
let p1 = Position::new(0, 10, 10);
let p2 = Position::new(0, 8, 8);
assert_eq!(p1.get_direction(&p2), (-1, -1));
let p2 = Position::new(0, 11, 10);
assert_eq!(p1.get_direction(&p2), (1, 0));
}
#[test]