11 Commits

Author SHA1 Message Date
b4122d321b clean up 2023-11-15 21:57:51 +01:00
a9c22f0944 generator except paths 2023-11-15 21:42:20 +01:00
95f5fd4944 working on level generator
rooms work, connections are missing
2023-11-14 10:01:53 +01:00
3df042b0d8 start generating rooms 2023-11-12 18:58:02 +01:00
186e9136c7 use rand crate 2023-11-12 17:19:55 +01:00
ddf206343c start generating 2023-11-12 15:48:03 +01:00
3830f26e92 Check if move would end in a wall first 2023-11-12 09:20:03 +01:00
62040642eb move player 2023-11-11 18:55:31 +01:00
9101e0ae6d Player is drawn 2023-11-11 18:09:12 +01:00
732c68448f forgotten file 2023-11-11 16:01:44 +01:00
51419ff0b8 Wall drawing works 2023-11-11 07:00:29 +01:00
14 changed files with 356 additions and 2255 deletions

11
.idea/el_diabolo.iml generated Normal file
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350
Cargo.lock generated
View File

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source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ffe5e8e31046ce6230cc7215707b816e339ff4d4d67c65dffa206fd0f7aa7b9a"
[[package]] [[package]]
name = "windows_x86_64_gnu" name = "windows_x86_64_gnu"
version = "0.48.5" version = "0.48.5"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "53d40abd2583d23e4718fddf1ebec84dbff8381c07cae67ff7768bbf19c6718e" checksum = "53d40abd2583d23e4718fddf1ebec84dbff8381c07cae67ff7768bbf19c6718e"
[[package]]
name = "windows_x86_64_gnu"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3d6fa32db2bc4a2f5abeacf2b69f7992cd09dca97498da74a151a3132c26befd"
[[package]] [[package]]
name = "windows_x86_64_gnullvm" name = "windows_x86_64_gnullvm"
version = "0.48.5" version = "0.48.5"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0b7b52767868a23d5bab768e390dc5f5c55825b6d30b86c844ff2dc7414044cc" checksum = "0b7b52767868a23d5bab768e390dc5f5c55825b6d30b86c844ff2dc7414044cc"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1a657e1e9d3f514745a572a6846d3c7aa7dbe1658c056ed9c3344c4109a6949e"
[[package]] [[package]]
name = "windows_x86_64_msvc" name = "windows_x86_64_msvc"
version = "0.48.5" version = "0.48.5"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ed94fce61571a4006852b7389a063ab983c02eb1bb37b47f8272ce92d06d9538" checksum = "ed94fce61571a4006852b7389a063ab983c02eb1bb37b47f8272ce92d06d9538"
[[package]]
name = "windows_x86_64_msvc"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dff9641d1cd4be8d1a070daf9e3773c5f67e78b4d9d42263020c057706765c04"
[[package]] [[package]]
name = "zerocopy" name = "zerocopy"
version = "0.7.19" version = "0.7.19"
@@ -825,5 +507,5 @@ checksum = "56feebc4664bdb37f39c0b1b8fc8fa2f5648e3ec5f9cf4344978b4b7ca561fff"
dependencies = [ dependencies = [
"proc-macro2", "proc-macro2",
"quote", "quote",
"syn 2.0.38", "syn",
] ]

View File

@@ -6,9 +6,6 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
ratatui = "0.25.0" ratatui = "0.24.0"
crossterm = "0.27.0" crossterm = "0.27.0"
rand = "0.8.5" rand = "0.8.5"
petgraph = "0.6.4"
whoami = "1.4.1"
clap = { version = "4.4.11", features = ["derive"] }

View File

@@ -1,7 +0,0 @@
use std::process::Command;
fn main() {
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

@@ -1,87 +0,0 @@
use ratatui::style::Color;
use crate::player::Player;
use crate::position::Position;
pub trait Artifact {
//! An artifact that can be collected by the player
fn get_representation(&self) -> (&str, Color);
/// get the position of the artifact in the level
fn get_immutable_position(&self) -> &Position;
/// call to apply the effects of the artifact to the player
fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>);
/// returns if the artifact was collected and can be removed from the level
fn was_collected(&self) -> bool;
}
pub struct Chest {
/// a chest that contains some gold
position: Position,
gold: usize,
}
impl Chest {
pub fn new(position: Position) -> Self {
let level = position.get_level();
Self {
position,
// TODO maybe randomize this?
gold: (level + 1) * 10,
}
}
}
impl Artifact for Chest {
fn get_representation(&self) -> (&str, Color) {
("C", Color::Blue)
}
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());
self.gold = 0;
}
fn was_collected(&self) -> bool {
self.gold == 0
}
}
pub struct Potion {
/// a potion that restores some health
position: Position,
health: usize,
}
impl Potion {
pub fn new(position: Position) -> Self {
Self {
position,
health: 5,
}
}
}
impl Artifact for Potion {
fn get_representation(&self) -> (&str, Color) {
("P", Color::Green)
}
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.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());
self.health = 0;
} else {
messages.insert(0, "not using the potion because you're healthy.".to_string());
}
}
fn was_collected(&self) -> bool {
self.health == 0
}
}

View File

@@ -1,150 +0,0 @@
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

@@ -1,287 +1,30 @@
use crate::dungeon_slayer::do_challenge; use crate::level::{Level, LevelElement};
#[cfg(test)]
use crate::dungeon_slayer::PlayerStats;
use crate::level::{Level, StructureElement};
use crate::level_generator::LevelGenerator;
use crate::player::Player; use crate::player::Player;
use crate::position::{HasPosition, Position};
pub const LEVELS: usize = 10;
#[derive(PartialEq)]
/// represents a state of a game
pub enum GameState {
/// the game is ongoing (neither won or lost)
RUNNING,
/// the player died
LOST,
/// the player reached the Ω
WON,
}
/// the main structure to hold all information about the ongoing game
pub struct Game { pub struct Game {
/// the player pub player: Player,
player: Player, pub levels: [Level; 25],
/// the levels of the game
levels: Vec<Level>,
pub messages: Vec<String>,
use_fog_of_war: bool,
} }
impl Game { impl Game {
pub fn new(p: Player) -> Game { pub fn move_player(&mut self, dx: i8, dy: i8) {
let mut v: Vec<Level> = Vec::with_capacity(LEVELS); // check if move is allowed first
for d in 0..LEVELS { let player = &self.player;
v.push(LevelGenerator::generate(d, d == 0, d == LEVELS - 1).render()); let player_pos = player.get_position();
} let level = &self.levels[player_pos.get_level() as usize];
let mut g = Game { let new_x = ((player_pos.get_x() as i16) + dx as i16) as u16;
player: p, let new_y = ((player_pos.get_y() as i16) + dy as i16) as u16;
levels: v, let can_go: bool = match level.get_element(new_x as i16, new_y as i16) {
messages: Vec::with_capacity(10), None => { false }
use_fog_of_war: true, Some(t) => {
}; match t {
let start = { LevelElement::Wall => { false }
g.get_level(0).start _ => { true }
};
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
}
/// returns true if the player is standing on the End element
fn player_reached_goal(&mut self) -> bool {
match self.next_element(0, 0) {
None => {}
Some(a) => {
match a {
StructureElement::End => { return true; }
_ => {}
} }
} }
}; };
false if can_go {
} self.player.change_position(dx, dy);
/// 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;
}
if self.player_reached_goal() {
return GameState::WON;
}
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] }
/// 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 {
let player_pos = &self.player.get_position();
let level = &mut self.levels[player_pos.get_level()];
level.can_player_move(&self.player, dx, dy)
}
/// returns the position (as tuple) of the next level's start point.
fn next_start(&self) -> (usize, usize, usize) {
let level = self.player.get_immutable_position().get_level() + 1;
let (x, y) = self.levels[level].start;
(level, x, y)
}
/// returns the position (as tuple) of the previous level's end point.
fn prev_end(&self) -> (usize, usize, usize) {
let level = self.player.get_immutable_position().get_level() - 1;
let (x, y) = self.levels[level].end;
(level, x, y)
}
/// get the next structure element sen from the player's position into the given direction.
fn next_element(&mut self, dx: i16, dy: i16) -> Option<StructureElement> {
let player_pos = &self.player.get_position();
let new_x: i16 = player_pos.get_x() as i16 + dx;
let new_y: i16 = player_pos.get_y() as i16 + dy;
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
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,
/// the player follows the stair up/down to the next level.
/// Discovery is performed on the new location of the player.
/// The returned value is the direction that will bring the player back to his original field.
pub fn move_player(&mut self, mut dx: i16, mut dy: i16) -> (i16, i16) {
// verify the player can do the move
if !self.can_move(dx, dy) {
return (-dx, -dy);
}
let player_pos = &self.player.get_position();
let mut player_level = player_pos.get_level();
let structure = self.next_element(dx, dy);
// use stairs if walked onto one
match structure {
Some(e) => {
match e {
StructureElement::StairDown => {
(dx, dy) = (0, 0);
let (next_level, x, y) = self.next_start();
player_level = next_level;
self.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);
}
_ => {}
}
}
_ => {}
}
// update position and discover area on new position
let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
self.get_mutable_level(player_level).discover(&Position::new(player_level, new_x, new_y));
(-dx, -dy)
}
pub fn player_fights_monster(&mut self) -> bool {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
let (_, m, _) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16, true);
match m {
None => {}
Some(m) => {
// 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();
}
};
true
}
pub fn player_collects_artifact(&mut self) {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
let (_, _, a) = level.get_element(player_pos.get_x() as i16, player_pos.get_y() as i16, true);
match a {
None => {}
Some(a) => {
a.collect(&mut self.player, &mut self.messages);
} }
} }
} }
/// updates the player's current level. This will remove collected artifacts and dead monsters.
/// 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, player_moved, &mut self.player, &mut self.messages);
}
}
#[test]
fn game_has_correct_number_of_levels() {
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 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);
}
#[test]
fn game_has_mutable_player() {
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().decrease_life(1);
assert_eq!(g.get_player().get_life(), 20);
}
#[test]
fn game_get_level() {
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));
g.get_mutable_level(0).discover(&Position::new(0, 1, 1));
}

View File

@@ -1,349 +1,56 @@
use std::cmp::{max, min};
#[cfg(test)]
use crate::artifacts::{Chest, Potion};
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;
pub const LEVEL_WIDTH: usize = 50; pub const LEVEL_WIDTH: usize = 50;
pub const LEVEL_HEIGHT: usize = 25; pub const LEVEL_HEIGHT: usize = 25;
#[derive(Copy, Clone, Debug, PartialEq)] #[derive(Copy, Clone, Debug, PartialEq)]
pub enum StructureElement { pub enum LevelElement {
Start,
End,
Wall, Wall,
Floor, Floor,
StairDown, StairDown,
StairUp, StairUp,
Unknown,
} }
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum RoomType {
Start,
End,
StairUp,
StairDown,
BasicRoom,
EmptyRoom,
}
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct Level { pub struct Level {
pub(crate) level: usize, pub(crate) structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH], pub(crate) start_x: usize,
pub(crate) discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH], pub(crate) start_y: usize,
pub(crate) monsters: Vec<Box<dyn Monster>>,
pub(crate) artifacts: Vec<Box<dyn Artifact>>,
/// the position of the start in the level (either stair up or start point)
pub(crate) start: (usize, usize),
/// the position of the end in the level (either stair down or end point)
pub(crate) end: (usize, usize),
} }
impl Level { impl Level {
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)>>) { pub fn new() -> Level {
if x < 0 || y < 0 { let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
return (None, None, None);
}
let x = x as usize;
let y = y as usize;
if x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT {
return (None, None, None);
}
if use_fog_of_war && !self.discovered[x][y] {
return (Some(StructureElement::Unknown), None, None);
}
let search_pos = &Position::new(self.level, x, y);
let mut res_m: Option<&mut Box<dyn Monster>> = None;
for m in &mut self.monsters {
if m.get_immutable_position() == search_pos {
res_m = Some(m);
}
}
let mut res_a: Option<&mut Box<dyn Artifact>> = None;
for a in &mut self.artifacts {
if a.get_immutable_position() == search_pos {
res_a = Some(a);
}
}
(Some(self.structure[x][y]), res_m, res_a)
}
/// discover the area with in the level around the given position
pub fn discover(&mut self, pos: &Position) {
let x = pos.get_x();
let y = pos.get_y();
// uncover fields directly next to the player
for x_r in max(x - 1, 0)..=min(x + 1, LEVEL_WIDTH - 1) {
for y_r in max(y - 1, 0)..=min(y + 1, LEVEL_HEIGHT - 1) {
self.discovered[x_r][y_r] = true;
}
}
// uncover fields up to 2 fields right of the player
for x_r in x..=min(x + 2, LEVEL_WIDTH - 1) {
self.discovered[x_r][y] = true;
if self.structure[x_r][y] == StructureElement::Wall {
break;
}
}
// uncover fields up to 2 fields below of the player
for y_r in y..=min(y + 2, LEVEL_HEIGHT - 1) {
self.discovered[x][y_r] = true;
if self.structure[x][y_r] == StructureElement::Wall {
break;
}
}
// uncover fields up to 2 fields left of the player
for x_r in (max(x, 2)..x + 2).rev() {
self.discovered[x_r - 2][y] = true;
if self.structure[x_r - 2][y] == StructureElement::Wall {
break;
}
}
// uncover fields up to 2 fields above of the player
for y_r in (max(y, 2)..y + 2).rev() {
self.discovered[x][y_r - 2] = true;
if self.structure[x][y_r - 2] == StructureElement::Wall {
break;
}
}
}
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);
break;
}
}
for index in 0..self.monsters.len() {
if self.monsters[index].is_dead() {
continue;
}
// 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) = 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 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);
}
}
break;
}
}
}
for (index, m) in &mut self.monsters.iter().enumerate() {
if m.is_dead() {
self.monsters.remove(index);
break;
}
}
}
pub fn can_monster_move(&self, agent: &dyn Monster, dx: i16, dy: i16) -> bool {
let agent_pos = agent.get_immutable_position();
let new_x: usize = (agent_pos.get_x() as i16 + dx) as usize;
let new_y: usize = (agent_pos.get_y() as i16 + dy) as usize;
// verify we cannot leave the playing field
if new_x >= LEVEL_WIDTH || new_y >= LEVEL_HEIGHT {
return false;
}
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; }
}
self.structure[new_x][new_y] != StructureElement::Wall
}
pub fn can_player_move(&self, agent: &Player, dx: i16, dy: i16) -> bool {
let agent_pos = agent.get_immutable_position();
let new_x: usize = (agent_pos.get_x() as i16 + dx) as usize;
let new_y: usize = (agent_pos.get_y() as i16 + dy) as usize;
// verify we cannot leave the playing field
if new_x >= LEVEL_WIDTH || new_y >= LEVEL_HEIGHT {
return false;
}
self.structure[new_x][new_y] != StructureElement::Wall
}
#[cfg(test)]
pub fn new(level: usize) -> Level {
let mut s = [[StructureElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
for x in 2..LEVEL_WIDTH - 2 {
for y in 2..LEVEL_HEIGHT - 2 {
s[x][y] = StructureElement::Floor;
}
}
Level { Level {
level,
structure: s, structure: s,
discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH], start_x: 1,
monsters: Vec::with_capacity(10), start_y: 1,
artifacts: Vec::with_capacity(10),
start: (0, 0),
end: (0, 0),
} }
} }
#[cfg(test)] pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
pub fn add_monster(&mut self, mut monster: impl Monster + 'static) -> Result<(), String> { if x < 0 || y < 0 {
if self.level != monster.get_position().get_level() { return None;
return Err("Wrong Level".to_string());
} }
for m in &mut self.monsters { if x >= LEVEL_WIDTH as i16 || y >= LEVEL_HEIGHT as i16 {
if m.get_position() == monster.get_position() { return None;
return Err("Position already used".to_string());
} }
} Some(self.structure[x as usize][y as usize])
self.monsters.push(Box::new(monster));
Ok(())
}
#[cfg(test)]
pub fn add_artifact(&mut self, artifact: impl Artifact + 'static) -> Result<(), String> {
if self.level != artifact.get_immutable_position().get_level() {
return Err("Wrong Level".to_string());
}
for a in &mut self.artifacts {
if a.get_immutable_position() == artifact.get_immutable_position() {
return Err("Position already used".to_string());
}
}
self.artifacts.push(Box::new(artifact));
Ok(())
} }
} }
#[test] #[test]
fn test_get_element() { fn test_get_element() {
let mut l = Level::new(0); let l = Level::new();
assert_eq!(l.get_element(-1, -1, true).0, None); assert_eq!(l.get_element(0, 0).unwrap(), LevelElement::Wall);
assert_eq!(l.get_element(0, 0, true).0.unwrap(), StructureElement::Unknown); assert_eq!(l.get_element(4, 4).unwrap(), LevelElement::StairDown);
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(49, 24).unwrap(), LevelElement::Wall);
assert_eq!(l.get_element(LEVEL_WIDTH as i16, LEVEL_HEIGHT as i16, true).0, None); assert_eq!(l.get_element(50, 25), None);
}
#[test]
fn test_discover_get_element() {
let mut l = Level::new(0);
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, 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]
fn test_discover_can_add_monster() {
let mut l = Level::new(0);
let m = Rat::new_with_position(Position::new(1, 2, 3));
assert_eq!(l.add_monster(m), Err("Wrong Level".to_string()));
let mut m = Orc::new_with_position(Position::new(0, 2, 3));
m.get_position().set(0, 2, 3);
assert_eq!(l.add_monster(m), Ok(()));
let m = Rat::new_with_position(Position::new(0, 2, 3));
assert_eq!(l.add_monster(m), Err("Position already used".to_string()));
let m = Rat::new_with_position(Position::new(0, 2, 4));
assert_eq!(l.add_monster(m), Ok(()));
}
#[test]
fn test_discover_can_add_artifact() {
let mut l = Level::new(0);
let a = Chest::new(Position::new(1, 2, 3));
assert_eq!(l.add_artifact(a), Err("Wrong Level".to_string()));
let a = Chest::new(Position::new(0, 2, 3));
assert_eq!(l.add_artifact(a), Ok(()));
let a = Potion::new(Position::new(0, 2, 3));
assert_eq!(l.add_artifact(a), Err("Position already used".to_string()));
let a = Chest::new(Position::new(0, 1, 3));
assert_eq!(l.add_artifact(a), Ok(()));
}
#[test]
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, 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, true);
assert_eq!(elem.0.unwrap(), StructureElement::Floor);
assert!(elem.1.is_some());
let m = elem.1.unwrap();
assert_eq!(m.get_life(), 3);
m.decrease_life(3);
assert_eq!(l.get_element(10, 10, true).1.unwrap().get_life(), 0);
}
#[test]
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, 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, true);
assert_eq!(elem.0.unwrap(), StructureElement::Floor);
assert!(elem.2.is_some());
}
#[test]
fn test_discover_get_monster_can_move() {
let mut l = Level::new(0);
let p = Position::new(0, 10, 10);
l.discover(&p);
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, true).1.unwrap();
m.get_position().change(1, 1);
let m = l.get_element(10, 10, true).1;
assert!(m.is_none());
let m = l.get_element(11, 11, true).1;
assert!(m.is_some());
assert_eq!(m.unwrap().get_life(), 3);
} }

View File

@@ -1,52 +1,23 @@
use std::cmp::{max, min};
use std::ops::Range;
use petgraph::algo::min_spanning_tree;
use petgraph::data::*;
use petgraph::graph::Graph;
use petgraph::graph::UnGraph;
use rand::prelude::SliceRandom; use rand::prelude::SliceRandom;
use rand::Rng; use rand::Rng;
use rand::rngs::ThreadRng;
use crate::artifacts::{Artifact, Chest, Potion}; use crate::level::{Level, LevelElement, RoomType};
use crate::level::{Level, StructureElement};
use crate::monster::{LowerDaemon, Monster, Rat};
use crate::position::Position;
const ROOMS_VERTICAL: usize = 7; const ROOMS_VERTICAL: usize = 7;
const ROOMS_HORIZONTAL: usize = 4; const ROOMS_HORIZONTAL: usize = 4;
const ROOM_WIDTH: usize = 7; const ROOM_WIDTH: usize = 7;
const ROOM_HEIGHT: usize = 6; const ROOM_HEIGHT: usize = 6;
#[derive(PartialEq, Copy, Clone)] #[derive(Copy, Clone, Debug, PartialEq)]
enum RoomType {
Start,
End,
StairUp,
StairDown,
BasicRoom,
TreasureRoom,
MonsterRoom,
EmptyRoom,
}
#[derive(Copy, Clone)]
struct ConnectionInfo {
offset: usize,
distance: usize,
}
#[derive(Copy, Clone)]
struct Room { struct Room {
pub kind: RoomType, pub kind: RoomType,
pub offset_x: usize, pub offset_x: usize,
pub offset_y: usize, pub offset_y: usize,
pub width: usize, pub width: usize,
pub height: usize, pub height: usize,
pub connection_down: Option<ConnectionInfo>, pub connection_down: bool,
pub connection_right: Option<ConnectionInfo>, pub connection_right: bool,
pub connected: bool,
} }
impl Room { impl Room {
@@ -57,200 +28,93 @@ impl Room {
offset_y: 0, offset_y: 0,
width: 0, width: 0,
height: 0, height: 0,
connection_down: None, connection_down: false,
connection_right: None, connection_right: false,
connected: false,
} }
} }
/// change the size and position of a room randomly within its bounds
fn random(&mut self, rng: &mut ThreadRng) {
let width = rng.gen_range(3..6);
let height = rng.gen_range(3..5);
self.width = width;
self.height = height;
self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
}
fn get_x_range(&self) -> Range<usize> {
self.offset_x..self.offset_x + self.width
}
fn get_y_range(&self) -> Range<usize> {
self.offset_y..self.offset_y + self.height
}
} }
#[derive(Debug)]
pub struct LevelGenerator { pub struct LevelGenerator {
rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL], rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
level: usize,
} }
impl LevelGenerator { impl LevelGenerator {
pub fn generate(level: usize, first: bool, last: bool) -> Self { pub fn generate(level: usize) -> Self {
let mut rng = rand::thread_rng();
let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
let mut graph = UnGraph::<(usize, usize), u16>::default();
// trick the room_connectable function into failing on the first iteration
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 level > 0 {
if first {
room_types.push(RoomType::Start);
} else {
room_types.push(RoomType::StairUp); room_types.push(RoomType::StairUp);
}
// level 24 (the last) contains an end room, all others a stair down
if last {
room_types.push(RoomType::End);
} else { } else {
room_types.push(RoomType::StairDown); room_types.push(RoomType::Start);
} }
room_types.push(RoomType::MonsterRoom); if level < 24 {
room_types.push(RoomType::TreasureRoom); room_types.push(RoomType::StairDown);
// generate a random set of rooms and shuffle them } else {
room_types.push(RoomType::End);
}
let mut rng = rand::thread_rng();
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL { for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
match rng.gen_range(1..=100) { match rng.gen_range(1..=6) {
// TODO tune room type distribution 1..=3 => { room_types.push(RoomType::EmptyRoom) }
1..=33 => { room_types.push(RoomType::EmptyRoom) }
34..=66 => { room_types.push(RoomType::TreasureRoom) }
67..=90 => { room_types.push(RoomType::MonsterRoom) }
_ => { room_types.push(RoomType::BasicRoom) } _ => { room_types.push(RoomType::BasicRoom) }
} }
} }
room_types.shuffle(&mut rng); room_types.shuffle(&mut rng);
graph.clear(); let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
// place the rooms in the array an add nodes to the graph for every non empty room for r in 0..ROOMS_VERTICAL {
for c in 0..ROOMS_VERTICAL { for c in 0..ROOMS_HORIZONTAL {
for r in 0..ROOMS_HORIZONTAL { rooms[r][c].kind = room_types.pop().unwrap();
rooms[c][r].kind = room_types.pop().unwrap(); if rooms[r][c].kind != RoomType::EmptyRoom {
if rooms[c][r].kind != RoomType::EmptyRoom { let width = rng.gen_range(3..6);
rooms[c][r].random(&mut rng); let height = rng.gen_range(3..5);
graph.add_node((c, r)); rooms[r][c].width = width;
rooms[r][c].height = height;
rooms[r][c].offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
rooms[r][c].offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
} }
} if r == ROOMS_HORIZONTAL - 1 || c == ROOMS_HORIZONTAL - 1 {
}
}
// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
if rooms[c][r].kind == RoomType::EmptyRoom {
continue; continue;
} }
let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap(); match rng.gen_range(0..3) {
for r_1 in r + 1..ROOMS_HORIZONTAL { 0 => { rooms[r][c].connection_down = true }
if rooms[c][r_1].kind != RoomType::EmptyRoom { 1 => { rooms[r][c].connection_right = true }
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap(); 2 => {
// todo use random weight for edge rooms[r][c].connection_down = true;
graph.add_edge(src_index, tgt_index, 1); rooms[r][c].connection_down = true
break;
}
}
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;
} }
_ => {}
} }
} }
} }
// calculate a minimum spanning tree let mut unconnected_rooms = 0;//ROOMS_HORIZONTAL * ROOMS_VERTICAL - 1;
let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph)); rooms[0][0].connected = true;
for edge in mst.raw_edges() { for r in 0..ROOMS_VERTICAL {
let src = mst[edge.source()]; for c in 0..ROOMS_HORIZONTAL {
let tgt = mst[edge.target()]; if !rooms[r][c].connected {
continue;
let src_room = rooms[src.0][src.1];
let mut tgt_room = rooms[tgt.0][tgt.1];
// 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() {
position = range.start;
} else {
position = rng.gen_range(range);
} }
if src.1 < tgt.1 { if rooms[r][c].connection_right {
// src to tgt rooms[r][c + 1].connected = true;
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 });
} }
} if rooms[r][c].connection_down {
// rows are the same, either left or right rooms[r + 1][c].connected = true;
if src.1 == tgt.1 {
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;
} else {
position = rng.gen_range(range);
}
if src.1 == 0 && position == 0 {
position = 1;
}
if src.0 < tgt.0 {
// src to tgt
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 });
} }
} }
} }
println!("Unconnected: {}", unconnected_rooms);
LevelGenerator { LevelGenerator {
rooms, rooms
level,
} }
} }
fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
max(r1.start, r2.start)..min(r1.end, r2.end)
}
/// Verifies that for a given matrix of rooms each room has at least one other room in the
/// same row or column.
fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
for c in 0..ROOMS_VERTICAL {
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 {
connected += 1;
}
}
for r1 in 0..ROOMS_HORIZONTAL {
if rooms[c][r1].kind != RoomType::EmptyRoom {
connected += 1;
}
}
if connected <= 2 {
return false;
}
}
}
}
return true;
}
pub fn render(&self) -> Level { pub fn render(&self) -> Level {
let mut rng = rand::thread_rng(); let mut rng = rand::thread_rng();
let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; let mut s = [[LevelElement::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; let mut start_x: usize = 0;
let mut start_y: usize = 0; let mut start_y: usize = 0;
let mut end_x: usize = 0;
let mut end_y: usize = 0;
for c in 0..ROOMS_VERTICAL { for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL { for r in 0..ROOMS_HORIZONTAL {
let top = 1 + r * ROOM_HEIGHT; let top = 1 + r * ROOM_HEIGHT;
@@ -258,103 +122,32 @@ impl LevelGenerator {
let room = self.rooms[c][r]; let room = self.rooms[c][r];
for x in 0..room.width { for x in 0..room.width {
for y in 0..room.height { for y in 0..room.height {
structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor; s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor;
} }
} }
if room.kind == RoomType::TreasureRoom {
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
// 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)))); }
};
}
if room.kind == RoomType::MonsterRoom {
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
// TODO randomize enemies here
match rng.gen_range(1..=100) {
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))));
}
};
}
if room.kind == RoomType::End || room.kind == RoomType::StairDown {
end_x = left + room.offset_x + rng.gen_range(0..room.width);
end_y = top + room.offset_y + rng.gen_range(0..room.height);
}
if room.kind == RoomType::StairDown { if room.kind == RoomType::StairDown {
structure[end_x][end_y] = StructureElement::StairDown; s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown;
} }
if room.kind == RoomType::End {
structure[end_x][end_y] = StructureElement::End;
}
if room.kind == RoomType::Start || room.kind == RoomType::StairUp { if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
start_x = left + room.offset_x + rng.gen_range(0..room.width); start_x = left + room.offset_x + rng.gen_range(0..room.width);
start_y = top + room.offset_y + rng.gen_range(0..room.height); start_y = top + room.offset_y + rng.gen_range(0..room.height);
} }
if room.kind == RoomType::StairUp { if room.kind == RoomType::StairUp {
structure[start_x][start_y] = StructureElement::StairUp; s[start_x][start_y] = LevelElement::StairUp;
}
if room.kind == RoomType::Start {
structure[start_x][start_y] = StructureElement::Start;
}
}
}
//
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
let src_room = self.rooms[c][r];
if let Some(x_conn) = src_room.connection_down {
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;
for i in top..bottom {
if structure[left][i] == StructureElement::Wall {
structure[left][i] = StructureElement::Floor;
}
}
}
if let Some(y_conn) = src_room.connection_right {
let tgt_room = self.rooms[c + y_conn.distance][r];
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;
}
}
} }
} }
} }
Level { Level {
level: self.level, structure: s,
structure, start_x,
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH], start_y,
monsters: enemies,
artifacts,
start: (start_x, start_y),
end: (end_x, end_y),
} }
} }
} }
#[test] #[test]
fn test_level_gen() { fn test_level_gen() {
let level = LevelGenerator::generate(23, false, false).render(); let level = LevelGenerator::generate(0);
assert_eq!(level.level, 23); println!("{:?}", level);
assert_ne!(level.start, (0, 0)); assert_eq!(1, 2);
assert_ne!(level.end, (0, 0));
assert_ne!(level.start, level.end);
assert_ne!(level.monsters.len(), 0);
assert_ne!(level.artifacts.len(), 0);
} }

View File

@@ -1,24 +1,16 @@
use ratatui::buffer::Buffer; use ratatui::prelude::*;
use ratatui::layout::Rect; use ratatui::widgets::Widget;
use ratatui::style::Color;
use ratatui::widgets::{StatefulWidget, Widget};
use crate::game::Game; use crate::game::Game;
use crate::level::StructureElement; use crate::level::{Level, LevelElement};
use crate::position::HasPosition; use crate::player::Player;
const FG_BROWN: Color = Color::Rgb(186, 74, 0); const FG_BROWN: Color = Color::Rgb(186, 74, 0);
pub struct LevelWidget { pub struct LevelWidget<'a> {
use_fog_of_war: bool, pub game: &'a Game,
} }
impl LevelWidget { impl<'a> LevelWidget<'a> {
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) { fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
buf. buf.
get_mut(x, y). get_mut(x, y).
@@ -26,76 +18,138 @@ impl LevelWidget {
set_bg(bg). set_bg(bg).
set_fg(fg); set_fg(fg);
} }
fn calculate_wall(top: Option<LevelElement>, right: Option<LevelElement>, bottom: Option<LevelElement>, left: Option<LevelElement>) -> String {
let mut val = 0;
val += match top {
Some(n) => {
match n {
LevelElement::Wall => 1,
_ => 0
}
}
None => 0
};
val += match right {
Some(n) => {
match n {
LevelElement::Wall => 2,
_ => 0
}
}
None => 0
};
val += match bottom {
Some(n) => {
match n {
LevelElement::Wall => 4,
_ => 0
}
}
None => 0
};
val += match left {
Some(n) => {
match n {
LevelElement::Wall => 8,
_ => 0
}
}
None => 0
};
[
"", "", "", "",
"", "", "", "",
"", "", "", "",
"", "", "", "",
][val].to_string()
}
} }
impl StatefulWidget for LevelWidget { impl<'a> Widget for LevelWidget<'a> {
type State = Game; fn render(self, area: Rect, buf: &mut Buffer) {
let player = &self.game.player;
let player_pos = player.get_position();
let level = &self.game.levels[player_pos.get_level() as usize];
fn render(self, area: Rect, buf: &mut Buffer, state: &mut Self::State) { let al = area.left();
let al: u16 = area.left(); let at = area.top();
let at: u16 = area.top();
{
let player = state.get_mutable_player();
let player_pos = player.get_immutable_position();
let player_level = player_pos.get_level();
// draw the level elements // draw the level elements
for x in al..area.right() { for x in al..area.right() {
for y in at..area.bottom() { for y in at..area.bottom() {
let level = state.get_mutable_level(player_level);
let level_x = (x - al) as i16; let level_x = (x - al) as i16;
let level_y = (y - at) as i16; let level_y = (y - at) as i16;
match level.get_element(level_x, level_y, self.use_fog_of_war) { match level.get_element(level_x, level_y) {
(Some(structure_element), None, None) => { None => {}
match structure_element { Some(e) => {
StructureElement::Start => { match e {
self.set_cell(buf, x, y, "α", Color::Black, Color::Gray); LevelElement::Wall => {
let top = level.get_element(level_x, level_y - 1);
let right = level.get_element(level_x + 1, level_y);
let bottom = level.get_element(level_x, level_y + 1);
let left = level.get_element(level_x - 1, level_y);
let symbol = LevelWidget::calculate_wall(top, right, bottom, left);
self.set_cell(buf, x, y, symbol.as_str(), FG_BROWN, Color::Gray);
} }
StructureElement::End => { LevelElement::Floor => {
self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
}
StructureElement::Wall => {
// TODO add fancy walls
self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
}
StructureElement::Floor => {
self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray); self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
} }
StructureElement::StairDown => { LevelElement::StairDown => {
self.set_cell(buf, x, y, ">", Color::Black, Color::Gray); self.set_cell(buf, x, y, ">", FG_BROWN, Color::Gray);
} }
StructureElement::StairUp => { LevelElement::StairUp => {
self.set_cell(buf, x, y, "<", Color::Black, Color::Gray); self.set_cell(buf, x, y, "<", FG_BROWN, Color::Gray);
}
StructureElement::Unknown => {
self.set_cell(buf, x, y, "", Color::DarkGray, Color::Gray);
} }
} }
} }
(_, Some(m), _) => {
let (s, c) = m.get_representation();
self.set_cell(buf, x, y, s, c, Color::Gray);
}
(_, _, Some(t)) => {
let (s, c) = t.get_representation();
self.set_cell(buf, x, y, s, c, Color::Gray);
}
(None, None, None) => {}
};
}
}
}
{
let player = state.get_mutable_player();
let player_pos = player.get_immutable_position();
let player_x = al + player_pos.get_x() as u16;
let player_y = at + player_pos.get_y() as u16;
self.set_cell(buf, player_x, player_y, "8", Color::Red, Color::Gray);
} }
} }
} }
impl Widget for LevelWidget { // draw player
fn render(self, _area: Rect, _buf: &mut Buffer) {} self.set_cell(buf, al + player_pos.get_x(), at + player_pos.get_y(), "8", Color::Red, Color::Gray);
} }
}
#[test]
fn test_get_wall_symbol() {
let wall = Some(LevelElement::Wall);
// 0
let s = LevelWidget::calculate_wall(None, None, None, None);
assert_eq!(s, "");
// 15
let s = LevelWidget::calculate_wall(wall, wall, wall, wall);
assert_eq!(s, "");
// 1
let s = LevelWidget::calculate_wall(wall, None, None, None);
assert_eq!(s, "");
// 5
let s = LevelWidget::calculate_wall(wall, None, wall, None);
assert_eq!(s, "");
// 4
let s = LevelWidget::calculate_wall(None, None, wall, None);
assert_eq!(s, "");
// 2
let s = LevelWidget::calculate_wall(None, wall, None, None);
assert_eq!(s, "");
// 10
let s = LevelWidget::calculate_wall(None, wall, None, wall);
assert_eq!(s, "");
// 9
let s = LevelWidget::calculate_wall(wall, None, None, wall);
assert_eq!(s, "");
// 3
let s = LevelWidget::calculate_wall(wall, wall, None, None);
assert_eq!(s, "");
// 6
let s = LevelWidget::calculate_wall(None, wall, wall, None);
assert_eq!(s, "");
// 12
let s = LevelWidget::calculate_wall(None, None, wall, wall);
assert_eq!(s, "");
}

View File

@@ -1,29 +1,21 @@
use std::cmp::min;
use std::io::{Result, Stdout};
use std::io::stdout;
use std::string::ToString;
use std::time::Instant;
use clap::Parser;
use crossterm::{ use crossterm::{
event::{self, KeyCode, KeyEventKind}, event::{self, KeyCode, KeyEventKind},
ExecutableCommand,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen}, terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
ExecutableCommand,
}; };
use ratatui::{ use ratatui::{
prelude::{CrosstermBackend, Terminal}, prelude::{CrosstermBackend, Stylize, Terminal},
widgets::Paragraph, widgets::Paragraph,
}; };
use std::io::{stdout, Result};
use ratatui::prelude::*; use ratatui::prelude::*;
use ratatui::widgets::{Block, Borders, BorderType, Wrap}; use ratatui::widgets::Block;
use ratatui::widgets::block::{Position, Title};
use whoami::realname;
use crate::dungeon_slayer::PlayerStats; use crate::game::Game;
use crate::game::{Game, GameState}; use crate::level::{Level, LevelElement};
use crate::level_widget::LevelWidget; use crate::level_widget::LevelWidget;
use crate::player::Player; use crate::player::Player;
use crate::position::HasPosition; use crate::level_generator::LevelGenerator;
mod game; mod game;
mod player; mod player;
@@ -31,67 +23,29 @@ mod level;
mod position; mod position;
mod level_widget; mod level_widget;
mod level_generator; 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<()> { fn main() -> Result<()> {
let cli_options = CliOptions::parse(); let mut levels: [Level; 25] = [Level::new(); 25];
for l in 0..25 {
levels[l] = LevelGenerator::generate(l).render();
}
let mut g = Game {
player: Player::new("Teddy Tester", 10),
levels,
};
g.player.change_position((levels[0].start_x) as i8, (levels[0].start_y) as i8);
stdout().execute(EnterAlternateScreen)?; stdout().execute(EnterAlternateScreen)?;
enable_raw_mode()?; enable_raw_mode()?;
let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?; let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
terminal.clear()?; 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 { loop {
terminal.draw(|frame| { terminal.draw(|frame| {
let mut area = frame.size(); let mut area = frame.size();
frame.render_widget(Block::default().style(Style::default().bg(Color::Green)), 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.
if area.width < 80 || area.height < 25 {
let block = Block::default()
.title("Info")
.borders(Borders::ALL)
.border_style(Style::default().fg(Color::White))
.border_type(BorderType::Rounded)
.style(Style::default().bg(Color::Black));
let paragraph = Paragraph::new("Terminal needs to be at leas 80x25!")
.block(block)
.wrap(Wrap { trim: true });
frame.render_widget(paragraph, area);
return;
}
if area.width > 80 { if area.width > 80 {
area.x = (area.width - 80) / 2; area.x = (area.width - 80) / 2;
area.width = 80; area.width = 80;
@@ -107,192 +61,49 @@ fn play_game(terminal: &mut Terminal<CrosstermBackend<Stdout>>) -> Result<()> {
width: level::LEVEL_WIDTH as u16, width: level::LEVEL_WIDTH as u16,
height: level::LEVEL_HEIGHT as u16, height: level::LEVEL_HEIGHT as u16,
}; };
frame.render_stateful_widget(LevelWidget::new(game.uses_fog_of_war()), map_area, &mut game); frame.render_widget(LevelWidget { game: &g }, map_area);
let stats_area = Rect { let stats_area = Rect {
x: area.x + 50, x: area.x + 50,
y: area.y, y: area.y,
width: 30, width: 30,
height: 15, height: 25,
}; };
let block = Block::default()
.title(
Title::from(
format!(" {} ", game.get_player().get_name()))
.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));
frame.render_widget( frame.render_widget(
Paragraph::new(format!("Health: {}/{}\nExp: {}\nGold: {}\nLevel: {}", Paragraph::new(format!("{}\nHealth: {}/{}\n{}/{}/{}",
game.get_player().get_life(), g.player.get_name(),
game.get_player().get_max_life(), g.player.get_life(),
game.get_player().get_experience(), g.player.get_max_life(),
game.get_player().get_gold(), g.player.get_position().get_level(),
game.get_player().get_immutable_position().get_level())) g.player.get_position().get_x(),
.block(block).wrap(Wrap { trim: true }), g.player.get_position().get_y()))
.white()
.on_blue(),
stats_area, stats_area,
); );
let messages_area = Rect {
x: area.x + 50,
y: area.y + 15,
width: 30,
height: 10,
};
// Display the latest messages from the game to the user
let block = Block::default()
.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> ")) };
frame.render_widget(
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());
}
// 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 => {
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
game.move_player(new_pos.0, new_pos.1);
}
game.player_collects_artifact();
}
}
}
game.update_level(ticks, player_moved);
if game.get_game_state() != GameState::RUNNING {
break;
}
ticks += 1;
}
let playtime = start_time.elapsed();
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(" 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 => {
"Quitting is for cowards! You'll better try again!".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()
}
};
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 });
frame.render_widget(paragraph, area);
});
if event::poll(std::time::Duration::from_millis(16))? { if event::poll(std::time::Duration::from_millis(16))? {
if let event::Event::Key(key) = event::read()? { if let event::Event::Key(key) = event::read()? {
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') { if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
break; break;
} }
if key.kind == KeyEventKind::Press && key.code == KeyCode::Left {
g.move_player(-1, 0);
} }
} if key.kind == KeyEventKind::Press && key.code == KeyCode::Right {
} g.move_player(1, 0);
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 { if key.kind == KeyEventKind::Press && key.code == KeyCode::Up {
page = page.saturating_sub(1); g.move_player(0, -1);
} }
if key.kind == KeyEventKind::Press && key.code == KeyCode::Down { if key.kind == KeyEventKind::Press && key.code == KeyCode::Down {
page = min(pages.len() - 1, page + 1); g.move_player(0, 1);
} }
} }
} }
} }
stdout().execute(LeaveAlternateScreen)?;
disable_raw_mode()?;
Ok(())
} }

View File

@@ -1,264 +0,0 @@
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;
fn is_dead(&self) -> bool;
fn get_representation(&self) -> (&str, Color);
fn decrease_life(&mut self, by: usize);
// 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;
}
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 }
fn get_experience_gain(&self) -> usize { self.experience_gain }
fn get_representation(&self) -> (&str, Color) { (&self.symbol, self.color) }
fn decrease_life(&mut self, by: usize) {
self.life = self.life.saturating_sub(by);
}
fn get_ticks_between_steps(&self) -> u128 { self.ticks_between_steps }
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 }
}
impl HasPosition for $t {
fn get_position(&mut self) -> &mut Position {
&mut self.position
}
fn get_immutable_position(&self) -> &Position {
&self.position
}
}
)+)
}
/// 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: monster_stats.max_life as usize,
position,
symbol: String::from("R"),
color: Color::Black,
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) }
}
}
}
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: monster_stats.max_life as usize,
position,
symbol: String::from("O"),
color: Color::DarkGray,
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) }
}
}
}
default_monster!(Orc);
#[test]
fn monsters_can_move() {
let mut m = Rat::new_with_position(Position::new(0, 0, 0));
assert_eq!(m.get_position(), &Position::new(0, 0, 0));
m.get_position().change(1, 2);
assert_eq!(m.get_position(), &Position::new(0, 1, 2));
m.get_position().change(2, 1);
assert_eq!(m.get_position(), &Position::new(0, 3, 3));
m.get_position().set(1, 2, 3);
m.get_position().change(2, 1);
assert_eq!(m.get_position(), &Position::new(1, 4, 4));
}
#[test]
fn monsters_can_die() {
let mut m = Rat::new_with_position(Position::new(0, 0, 0));
assert_eq!(m.get_life(), 3);
assert_eq!(m.is_dead(), false);
m.decrease_life(1);
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

@@ -1,65 +1,35 @@
use std::cmp::{max, min}; use std::cmp::{max, min};
use crate::position::Position;
use crate::dungeon_slayer::PlayerStats;
use crate::position::{HasPosition, Position};
pub struct Player { pub struct Player {
name: String, name: String,
position: Position, position: Position,
life: i16, life: i16,
gold: usize, max_life: i16,
experience: usize,
pub(crate) player_stats: PlayerStats,
} }
impl Player { impl Player {
pub fn new(name: &str, player_stats: PlayerStats) -> Player { pub fn new(name: &str, max_life: i16) -> Player {
Player { Player {
name: name.to_string(), name: name.to_string(),
position: Position::new(0, 0, 0), position: Position::new(0, 0, 0),
life: player_stats.get_max_life() as i16, life: max_life,
gold: 0, max_life,
experience: 0,
player_stats,
} }
} }
pub fn get_name(&self) -> String { pub fn get_name(&self) -> String {
return self.name.clone(); return self.name.clone();
} }
pub fn decrease_life(&mut self, by: u8) { pub fn get_life(&self) -> i16 { self.life }
self.life = max(0, self.life.saturating_sub(by as i16)); pub fn get_max_life(&self) -> i16 { self.max_life }
pub fn change_life(&mut self, by: i16) {
self.life = max(0, min(self.max_life, self.life + by));
} }
pub fn increase_life(&mut self, by: u8) { pub fn get_position(&self) -> Position {
self.life = min(self.life.saturating_add(by as i16), self.get_max_life()); self.position
} }
pub fn get_life(&self) -> i16 { pub fn change_position(&mut self, dx: i8, dy: i8) {
self.life self.position.change(dx, dy);
}
/// returns true if the player is dead (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.get_max_life() }
pub fn get_max_life(&self) -> i16 {
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 }
/// return the size of the players gold stash
pub fn get_gold(&self) -> usize { self.gold }
pub fn gain_experience(&mut self, amount: usize) { self.experience += amount }
pub fn get_experience(&self) -> usize { self.experience }
}
impl HasPosition for Player {
fn get_position(&mut self) -> &mut Position {
&mut self.position
}
fn get_immutable_position(&self) -> &Position {
&self.position
} }
} }
@@ -69,117 +39,24 @@ fn test_get_name() {
name: "Teddy Tester".to_string(), name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1), position: Position::new(0, 1, 1),
life: 5, life: 5,
gold: 0, max_life: 10,
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"); assert_eq!(p.get_name(), "Teddy Tester");
} }
#[test]
fn test_can_receive_gold() {
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);
p.retrieve_gold(10);
assert_eq!(p.get_gold(), 23);
}
#[test] #[test]
fn test_change_life() { fn test_change_life() {
let mut p = Player { let mut p = Player {
name: "Teddy Tester".to_string(), name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1), position: Position::new(0, 1, 1),
life: 5, life: 5,
gold: 0, max_life: 10,
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); assert_eq!(p.life, 5);
p.decrease_life(2); p.change_life(-2);
assert_eq!(p.get_life(), 3); assert_eq!(p.life, 3);
p.increase_life(10); p.change_life(10);
assert_eq!(p.get_life(), 10); assert_eq!(p.life, 10);
p.decrease_life(12); p.change_life(-12);
assert_eq!(p.get_life(), 0); assert_eq!(p.life, 0);
}
#[test]
fn player_can_move() {
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));
p.get_position().change(2, 1);
assert_eq!(p.get_position(), &Position::new(0, 3, 3));
p.get_position().set(1, 2, 3);
p.get_position().change(2, 1);
assert_eq!(p.get_position(), &Position::new(1, 4, 4));
assert_eq!(p.get_immutable_position(), &Position::new(1, 4, 4));
}
#[test]
fn test_max_life() {
let p = Player {
name: "Teddy Tester".to_string(),
position: Position::new(0, 1, 1),
life: 5,
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

@@ -1,98 +1,32 @@
use std::cmp::{max, min}; #[derive(Copy, Clone, Debug, PartialEq)]
/// describes an character (PC or NPC) in the dungeon that has a position.
pub trait HasPosition {
/// returns a mutable position
fn get_position(&mut self) -> &mut Position;
/// returns an immutable position
fn get_immutable_position(&self) -> &Position;
}
#[derive(PartialEq, Debug)]
pub struct Position { pub struct Position {
level: usize, level: u8,
x: usize, x: u16,
y: usize, y: u16,
} }
impl Position { impl Position {
pub fn new(level: usize, x: usize, y: usize) -> Self { pub fn new(level: u8, x: u16, y: u16) -> Self {
Self { Self {
level, level,
x, x,
y, y,
} }
} }
pub fn change(&mut self, dx: i16, dy: i16) -> (usize, usize) { pub fn get_level(&self) -> u8 {
self.x = max((self.x as i16) + dx, 0) as usize;
self.y = max((self.y as i16) + dy, 0) as usize;
(self.x, self.y)
}
pub fn set(&mut self, level: usize, x: usize, y: usize) {
self.level = level;
self.x = x;
self.y = y;
}
pub fn get_level(&self) -> usize {
self.level self.level
} }
pub fn get_x(&self) -> usize { pub fn get_x(&self) -> u16 {
self.x self.x
} }
pub fn get_y(&self) -> usize { self.y } pub fn get_y(&self) -> u16 {
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 change(&mut self, dx: i8, dy: i8) {
pub fn get_direction(&self, other: &Self) -> (i16, i16) { self.x = ((self.x as i16) + dx as i16) as u16;
( self.y = ((self.y as i16) + dy as i16) as u16;
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]
fn test_position_change() {
let mut p = Position::new(0, 10, 10);
let res = p.change(-1, 1);
assert_eq!(res, (9, 11));
assert_eq!(p.get_x(), 9);
assert_eq!(p.get_y(), 11);
let res = p.change(-9, 1);
assert_eq!(res, (0, 12));
assert_eq!(p.get_x(), 0);
assert_eq!(p.get_y(), 12);
let res = p.change(-1, -13);
assert_eq!(res, (0, 0));
assert_eq!(p.get_x(), 0);
assert_eq!(p.get_y(), 0);
}
#[test]
fn test_position_set() {
let mut p = Position::new(0, 10, 10);
p.set(1, 2, 3);
assert_eq!(p.get_level(), 1);
assert_eq!(p.get_x(), 2);
assert_eq!(p.get_y(), 3);
}