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@ -1,16 +0,0 @@
name: publish package
on:
push:
branches-ignore:
- main
jobs:
Explore-Gitea-Actions:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
- name: run tests
run: |
cd ${{ gitea.workspace }}
cargo test

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@ -1,28 +0,0 @@
name: publish package
on:
push:
branches:
- main
jobs:
Explore-Gitea-Actions:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
- name: run tests
run: |
cd ${{ gitea.workspace }}
cargo test --release
- name: build & release package
run: |
cd ${{ gitea.workspace }}
cargo build --release
cargo deb
ls -al target/debian
UPLOAD_FILE=$(ls target/debian/*.deb)
curl --user jlusiardi:${{ secrets.UPLOAD_TOKEN }} --upload-file ${UPLOAD_FILE} https://gitea.intern.haus-in-hirschaid.de/api/packages/jlusiardi/debian/pool/bionic/main/upload
echo -e "${{ secrets.DEPLOY_PRIVATE_KEY }}" > /tmp/ssh_key
chmod 0600 /tmp/ssh_key
scp -o StrictHostKeyChecking=no -i /tmp/ssh_key ${UPLOAD_FILE} jlusiardi@april2023.lusiardi.de:/var/www/p17.lusiardi.de/el_diabolo
ssh -o StrictHostKeyChecking=no -i /tmp/ssh_key jlusiardi@april2023.lusiardi.de /var/www/p17.lusiardi.de/el_diabolo/generate_index.sh

1
.gitignore vendored
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@ -1,2 +1 @@
/target
*.profraw

347
Cargo.lock generated
View File

@ -50,46 +50,23 @@ version = "0.3.0"
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checksum = "df8670b8c7b9dae1793364eafadf7239c40d669904660c5960d74cfd80b46a53"
[[package]]
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checksum = "0abae9be0aaf9ea96a3b1b8b1b55c602ca751eba1b1500220cea4ecbafe7c0d5"
dependencies = [
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@ -147,10 +89,9 @@ checksum = "a26ae43d7bcc3b814de94796a5e736d4029efb0ee900c12e2d54c993ad1a1e07"
[[package]]
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[[package]]
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[[package]]
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name = "libc"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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[[package]]
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@ -311,23 +202,12 @@ dependencies = [
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[[package]]
name = "macros"
version = "0.1.0"
dependencies = [
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[[package]]
@ -371,9 +251,9 @@ checksum = "de3145af08024dea9fa9914f381a17b8fc6034dfb00f3a84013f7ff43f29ed4c"
[[package]]
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[[package]]
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[[package]]
name = "zerocopy"
version = "0.7.19"

View File

@ -1,28 +1,13 @@
[workspace]
members = ["macros"]
[package]
name = "el_diabolo"
version = "0.2.3"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
ratatui = "0.29.0"
crossterm = "0.28.1"
ratatui = "0.24.0"
crossterm = "0.27.0"
rand = "0.8.5"
petgraph = "0.6.5"
whoami = "1.5.2"
macros = { path = "./macros" }
[package.metadata.deb]
maintainer = "Joachim Lusiardi <joachim@lusiardi.de>"
copyright = "2024, Joachim Lusiardi <joachim@lusiardi.de>"
extended-description = """Little roguelike game"""
depends = "$auto"
section = "game"
priority = "optional"
assets = [
["target/release/el_diabolo", "/usr/bin/", "755"],
]
petgraph = "0.6.4"
whoami = "1.4.1"

View File

@ -1,10 +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

@ -1,10 +0,0 @@
```
cargo install grcov
rustup component add llvm-tools-preview
```
```
RUSTFLAGS="-Cinstrument-coverage" cargo clean
RUSTFLAGS="-Cinstrument-coverage" cargo test
grcov . --binary-path ./target/debug/deps/ -s . -t html --branch --ignore-not-existing --ignore '../*' --ignore "/*" -o target/coverage/html
```

View File

@ -1,17 +0,0 @@
[package]
name = "macros"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[lib]
name = "macros"
path = "src/lib.rs"
proc-macro = true
[dependencies]
syn = "2.0.85"
quote = "1.0.37"
proc-macro2 = "1.0.89"
darling= "0.20.10"

View File

@ -1,58 +0,0 @@
extern crate proc_macro;
use proc_macro::TokenStream;
use quote::quote;
#[proc_macro_derive(CreateMonsters)]
pub fn create_monsters(input: TokenStream) -> TokenStream {
let input = syn::parse_macro_input!(input as syn::File);
let (enum_item, _) = match &input.items[0] {
syn::Item::Enum(enum_item) => (enum_item, &enum_item.attrs),
_ => panic!("must be an enum"),
};
let structs = enum_item.variants.iter().map(|variant| {
let variant_name = &variant.ident;
let t = quote! {
pub struct #variant_name {
name: String,
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
damage_range: RangeInclusive<usize>,
defense: usize,
}
impl Monster for #variant_name {
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 damage(&self) -> usize { rand::thread_rng().gen_range(self.damage_range.clone()) }
fn defense(&self) -> usize { self.defense }
#[cfg(test)]
fn get_life(&self) -> usize { self.life }
}
impl HasPosition for #variant_name {
fn get_position(&mut self) -> &mut Position {
&mut self.position
}
fn get_immutable_position(&self) -> &Position {
&self.position
}
}
};
t
});
let output = quote::quote! {
#(#structs)*
};
output.into()
}

View File

@ -1,4 +1,3 @@
use rand::Rng;
use ratatui::style::Color;
use crate::player::Player;
@ -6,51 +5,40 @@ use crate::position::Position;
pub trait Artifact {
//! An artifact that can be collected by the player
/// get the character and color used to draw the artifact into the level
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>);
fn collect(&mut self, player: &mut Player);
/// returns if the artifact was collected and can be removed from the level
fn was_collected(&self) -> bool;
}
/// An artifact that contains a random amount of gold pieces.
pub struct Chest {
/// the chests position
/// a chest that contains some gold
position: Position,
/// the chests value
gold: usize,
}
impl Chest {
/// create a chest at the given position with a random amount of gold.
/// The gold amount depends on the level, the deeper you go, the more you get.
pub fn new(position: Position) -> Self {
let min_gold = 10 * (position.get_level() + 1);
let max_gold = min_gold + 10 * position.get_level();
let level = position.get_level();
Self {
position,
gold: rand::thread_rng().gen_range(min_gold..=max_gold),
// TODO maybe randomize this?
gold: (level + 1) * 10,
}
}
}
impl Artifact for Chest {
fn get_representation(&self) -> (&str, Color) {
("C", Color::Cyan)
("C", Color::Blue)
}
fn get_immutable_position(&self) -> &Position {
&self.position
}
fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
fn get_immutable_position(&self) -> &Position { &self.position }
fn collect(&mut self, player: &mut Player) {
player.retrieve_gold(self.gold);
messages.insert(
0,
format!("opened chest and collected {} gold.", self.gold).to_string(),
);
self.gold = 0;
}
@ -59,64 +47,35 @@ impl Artifact for Chest {
}
}
#[derive(Clone, Copy)]
/// An artifact that gives the player some health on consumption.
pub struct Potion {
/// a potion that restores some health
position: Position,
health: usize,
was_collected: bool,
}
impl Potion {
pub fn new(position: Position) -> Self {
let min_health_gain = 5 + position.get_level();
let max_health_gain = min_health_gain + 3 * position.get_level();
Self {
position,
health: rand::thread_rng().gen_range(min_health_gain..=max_health_gain),
was_collected: false,
health: 5,
}
}
pub fn get_health(&self) -> usize {
self.health
}
}
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>) {
//! called when the player walked on to a potion.
//!
//! Depending on health status and inventory usage the potion will
//! be consumed directly or moved to inventory.
fn get_immutable_position(&self) -> &Position { &self.position }
fn collect(&mut self, player: &mut Player) {
// 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());
let new = player.get_life();
messages.insert(
0,
format!("picked up potion and gained {} health.", new - old).to_string(),
);
self.health = 0;
self.was_collected = true;
} else if player.add_to_inventory(self) {
messages.insert(0, "move potion to inventory.".to_string());
self.was_collected = true;
} else {
messages.insert(0, "inventory is full.".to_string());
}
}
fn was_collected(&self) -> bool {
self.was_collected
self.health == 0
}
}
}

View File

@ -1,137 +0,0 @@
use std::{collections::HashMap, ops::RangeInclusive};
use crate::{monsters::MonsterTypes, room::RoomType};
/// the number of rooms in vertical direction
pub const ROOMS_HORIZONTAL: usize = 8;
/// the number of rooms in horizontal direction
pub const ROOMS_VERTICAL: usize = 7;
/// the width of a room in the grid of rooms (number of characters)
pub const ROOM_WIDTH: usize = 9;
/// the height of a room in the grid of rooms (number of characters)
pub const ROOM_HEIGHT: usize = 6;
// the minmal width of a room
pub const ROOM_MIN_WIDTH: usize = 4;
// the minmal height of a room
pub const ROOM_MIN_HEIGHT: usize = 4;
/// How many levels does the dungeon have?
pub const LEVELS: usize = 4;
/// length of a game frame in ms
pub const FRAME_LENGTH: u64 = 100;
/// define the minimum width of a terminal to run the game, must be at least the level width plus some space for stats and messages
pub const MIN_WIDTH: u16 = 120;
/// define the minimum height of a terminal to run the game, this must be at least the level height!
pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16;
/// the calculated width of a level
pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONTAL * ROOM_WIDTH;
/// the calculated height of a level
pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT;
pub fn get_monsters_per_level() -> Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> {
let tmp = [
// level 1
vec![(MonsterTypes::Rat, 50), (MonsterTypes::Spider, 50)],
// level 2
vec![(MonsterTypes::Rat, 50), (MonsterTypes::Snake, 50)],
// level 3
vec![
(MonsterTypes::Orc, 34),
(MonsterTypes::Skeleton, 33),
(MonsterTypes::Snake, 33),
],
// level 4
vec![
(MonsterTypes::Orc, 34),
(MonsterTypes::Skeleton, 33),
(MonsterTypes::Snake, 33),
],
];
if tmp.len() < LEVELS {
panic!(
"Only {} monster sets defined for {} levels!",
tmp.len(),
LEVELS
);
}
let mut result: Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> = vec![];
for (idx, level) in tmp.iter().enumerate() {
let mut sum = 0;
let mut map: HashMap<MonsterTypes, RangeInclusive<u8>> = HashMap::new();
for monster in level {
map.insert(monster.0, RangeInclusive::new(sum + 1, sum + monster.1));
sum += monster.1;
}
if sum != 100 {
panic!(
"all percentages must add to 100 (was {}) per level, error in level {}!",
sum,
idx + 1
);
}
result.push(map);
}
result
}
pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> {
let tmp = [
// level 1
vec![
(RoomType::EmptyRoom, 50),
(RoomType::ArtifactRoom, 10),
(RoomType::MonsterRoom, 20),
(RoomType::BasicRoom, 20),
],
// level 2
vec![
(RoomType::EmptyRoom, 50),
(RoomType::BasicRoom, 25),
(RoomType::MonsterRoom, 12),
(RoomType::ArtifactRoom, 13),
],
// level 3
vec![
(RoomType::EmptyRoom, 50),
(RoomType::BasicRoom, 25),
(RoomType::MonsterRoom, 25),
],
// level 4
vec![
(RoomType::BasicRoom, 33),
(RoomType::MonsterRoom, 33),
(RoomType::ArtifactRoom, 34),
],
];
if tmp.len() < LEVELS {
panic!(
"Only {} room sets defined for {} levels!",
tmp.len(),
LEVELS
);
}
let mut result: Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> = vec![];
for (idx, level) in tmp.iter().enumerate() {
let mut sum = 0;
let mut map: HashMap<RoomType, RangeInclusive<u8>> = HashMap::new();
for room in level {
map.insert(room.0, RangeInclusive::new(sum + 1, sum + room.1));
sum += room.1;
}
if sum != 100 {
panic!(
"all percentages must add to 100 (was {}) per level, error in level {}!",
sum,
idx + 1
);
}
result.push(map);
}
result
}

View File

@ -1,28 +1,28 @@
use crate::constants::LEVELS;
use crate::level::{Level, StructureElement};
use crate::level_generator::LevelGenerator;
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,
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
player: Player,
/// the levels of the game
levels: Vec<Level>,
/// messages that are displayed in the ui
pub messages: Vec<String>,
}
impl Game {
@ -34,14 +34,12 @@ impl Game {
let mut g = Game {
player: p,
levels: v,
messages: Vec::with_capacity(10),
};
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 +48,9 @@ impl Game {
match self.next_element(0, 0) {
None => {}
Some(a) => {
if a == StructureElement::End {
return true;
match a {
StructureElement::End => { return true; }
_ => {}
}
}
};
@ -60,12 +59,12 @@ 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
@ -73,12 +72,8 @@ impl Game {
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 {
@ -123,39 +118,32 @@ impl Game {
let structure = self.next_element(dx, dy);
// use stairs if walked onto one
if let Some(e) = structure {
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 + 1));
self.get_mutable_player()
.get_position()
.set(next_level, x, y);
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.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.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 + 1));
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();
@ -164,42 +152,12 @@ impl Game {
match m {
None => {}
Some(m) => {
let player_dmg = self.player.damage().saturating_sub(m.defense());
m.decrease_life(player_dmg);
// TODO fight the monster
self.player.change_life(-1);
m.decrease_life(1);
// monster died, player gains experience
if m.is_dead() {
let level_up: bool = self.player.gain_experience(m.get_experience_gain());
self.messages.insert(
0,
format!(
"you hit {} for {} damage and kill it.",
m.get_name(),
player_dmg
)
.to_string(),
);
if level_up {
self.messages.insert(
0,
format!(
"you reach a new experience level, it's now {}",
self.player.get_experience_level(),
)
.to_string(),
);
}
} else {
self.messages.insert(
0,
format!("you hit {} for {} damage.", m.get_name(), player_dmg).to_string(),
);
let monster_dmg = m.damage().saturating_sub(self.player.defense());
self.player.change_life(-(monster_dmg as i16));
self.messages.insert(
0,
format!("{} hits you for {} damage.", m.get_name(), monster_dmg)
.to_string(),
);
self.player.gain_experience(m.get_experience_gain());
}
return m.is_dead();
}
@ -214,7 +172,7 @@ impl Game {
match a {
None => {}
Some(a) => {
a.collect(&mut self.player, &mut self.messages);
a.collect(&mut self.player);
}
}
}
@ -223,7 +181,7 @@ impl Game {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
level.update(ticks, &mut self.player, &mut self.messages);
level.update(ticks, &mut self.player);
}
}

View File

@ -1,20 +1,21 @@
use std::cmp::{max, min};
use rand::rngs::ThreadRng;
use rand::Rng;
use rand::rngs::ThreadRng;
use crate::artifacts::Artifact;
#[cfg(test)]
use crate::artifacts::{Chest, Potion};
use crate::constants::LEVEL_HEIGHT;
use crate::constants::LEVEL_WIDTH;
use crate::monsters::Monster;
use crate::artifacts::Artifact;
#[cfg(test)]
use crate::monsters::{Orc, Rat};
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_HEIGHT: usize = 25;
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum StructureElement {
Start,
@ -26,9 +27,6 @@ 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],
@ -43,11 +41,7 @@ pub struct Level {
}
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) -> (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 +51,6 @@ impl Level {
return (None, None, None);
}
if !self.discovered[x][y] {
// #[cfg(test)]
return (Some(StructureElement::Unknown), None, None);
}
let search_pos = &Position::new(self.level, x, y);
@ -119,7 +112,7 @@ impl Level {
}
}
}
pub fn update(&mut self, ticks: u128, player: &mut Player, messages: &mut Vec<String>) {
pub fn update(&mut self, ticks: u128, player: &mut Player) {
for (index, a) in &mut self.artifacts.iter().enumerate() {
if a.was_collected() {
self.artifacts.remove(index);
@ -136,81 +129,20 @@ impl Level {
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),
1 => { (1, 0) }
2 => { (-1, 0) }
3 => { (0, 1) }
4 => { (0, -1) }
_ => { (0, 0) }
};
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
{
let monster_dmg = self.monsters[index]
.damage()
.saturating_sub(player.defense());
player.change_life(-(monster_dmg as i16));
if player.is_dead() {
messages.insert(
0,
format!(
"{} hits you for {} damage and kills you.",
self.monsters[index].get_name(),
monster_dmg
)
.to_string(),
);
} else {
messages.insert(
0,
format!(
"{} hits you for {} damage.",
self.monsters[index].get_name(),
monster_dmg
)
.to_string(),
);
// player not dead => monster can occupy new position
if player.get_immutable_position().get_x() == new_x && player.get_immutable_position().get_y() == new_y {
self.monsters[index].decrease_life(1);
player.change_life(-1);
// if the attack did not kill the opponent, back down
if !player.is_dead() {
self.monsters[index].get_position().change(-dx, -dy);
// player fights back
let player_dmg = player
.damage()
.saturating_sub(self.monsters[index].defense());
self.monsters[index].decrease_life(player_dmg);
if self.monsters[index].is_dead() {
let level_up: bool = player
.gain_experience(self.monsters[index].get_experience_gain());
messages.insert(
0,
format!(
"you hit {} for {} damage and kill it.",
self.monsters[index].get_name(),
player_dmg
)
.to_string(),
);
if level_up {
messages.insert(
0,
format!(
"you reach a new experience level, it's now {}",
player.get_experience_level(),
)
.to_string(),
);
}
} else {
messages.insert(
0,
format!(
"you hit {} for {} damage.",
self.monsters[index].get_name(),
player_dmg
)
.to_string(),
);
}
}
}
break;
@ -230,16 +162,13 @@ impl Level {
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;
}
if pos.get_x() == new_x && pos.get_y() == new_y { return false; }
}
self.structure[new_x][new_y] != StructureElement::Wall
}
@ -247,12 +176,6 @@ impl Level {
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)]
@ -307,16 +230,8 @@ 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(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);
}
#[test]

File diff suppressed because it is too large Load Diff

View File

@ -1,30 +0,0 @@
pub struct LevelLadder {
curr: usize,
next: usize,
}
impl Iterator for LevelLadder {
type Item = usize;
fn next(&mut self) -> Option<Self::Item> {
let current = self.curr;
self.curr = self.next;
self.next += current;
// Since there's no endpoint to a Fibonacci sequence, the `Iterator`
// will never return `None`, and `Some` is always returned.
Some(current * 30)
}
}
// Returns a Fibonacci sequence generator
pub fn get_level_ladder() -> LevelLadder {
LevelLadder { curr: 1, next: 2 }
}
#[test]
fn test_level_ladder() {
let mut iter = get_level_ladder();
assert_eq!(iter.next(), Some(30));
}

View File

@ -1,27 +1,23 @@
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::style::{Color, Modifier, Style};
use ratatui::style::Color;
use ratatui::widgets::{StatefulWidget, Widget};
use crate::game::Game;
use crate::level::StructureElement;
use crate::position::HasPosition;
const FG_BROWN: Color = Color::Rgb(140, 34, 0);
const BACKGROUND: Color = Color::Black;
const FG_BROWN: Color = Color::Rgb(186, 74, 0);
pub struct LevelWidget {}
impl LevelWidget {
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);
}
fn set_bold_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)
.set_style(Style::new().add_modifier(Modifier::BOLD));
buf.
get_mut(x, y).
set_symbol(symbol).
set_bg(bg).
set_fg(fg);
}
}
@ -47,36 +43,36 @@ impl StatefulWidget for LevelWidget {
(Some(structure_element), None, None) => {
match structure_element {
StructureElement::Start => {
self.set_cell(buf, x, y, "α", Color::White, BACKGROUND);
self.set_cell(buf, x, y, "α", Color::Black, Color::Gray);
}
StructureElement::End => {
self.set_cell(buf, x, y, "Ω", Color::White, BACKGROUND);
self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
}
StructureElement::Wall => {
// TODO add fancy walls with https://en.wikipedia.org/wiki/Box-drawing_characters
self.set_cell(buf, x, y, "#", FG_BROWN, FG_BROWN);
// TODO add fancy walls
self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
}
StructureElement::Floor => {
self.set_cell(buf, x, y, " ", FG_BROWN, BACKGROUND);
self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
}
StructureElement::StairDown => {
self.set_cell(buf, x, y, ">", Color::White, BACKGROUND);
self.set_cell(buf, x, y, ">", Color::Black, Color::Gray);
}
StructureElement::StairUp => {
self.set_cell(buf, x, y, "<", Color::White, BACKGROUND);
self.set_cell(buf, x, y, "<", Color::Black, Color::Gray);
}
StructureElement::Unknown => {
self.set_cell(buf, x, y, "", Color::Gray, BACKGROUND);
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, BACKGROUND);
self.set_cell(buf, x, y, s, c, Color::Gray);
}
(_, _, Some(t)) => {
let (s, c) = t.get_representation();
self.set_bold_cell(buf, x, y, s, c, BACKGROUND);
self.set_cell(buf, x, y, s, c, Color::Gray);
}
(None, None, None) => {}
};
@ -88,7 +84,7 @@ impl StatefulWidget for LevelWidget {
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::LightRed, BACKGROUND);
self.set_cell(buf, player_x, player_y, "8", Color::Red, Color::Gray);
}
}
}

View File

@ -1,49 +1,42 @@
use std::io::stdout;
use std::io::Result;
use std::io::stdout;
use std::time::Instant;
use constants::FRAME_LENGTH;
use constants::LEVELS;
use constants::LEVEL_HEIGHT;
use constants::LEVEL_WIDTH;
use constants::MIN_HEIGHT;
use constants::MIN_WIDTH;
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, BorderType, Borders, Wrap};
use ratatui::{
prelude::{CrosstermBackend, Terminal},
prelude::{CrosstermBackend, Stylize, Terminal},
widgets::Paragraph,
};
use ratatui::prelude::*;
use ratatui::widgets::{Block, Borders, BorderType, Wrap};
use ratatui::widgets::block::{Position, Title};
use whoami::realname;
use crate::game::{Game, GameState};
use crate::level_widget::LevelWidget;
// use crate::level_widget::LevelWidget;
use crate::player::Player;
use crate::position::HasPosition;
mod artifacts;
mod constants;
mod game;
mod level;
mod level_generator;
mod level_ladder;
mod level_widget;
mod monsters;
mod player;
mod level;
mod position;
mod room;
mod level_widget;
mod level_generator;
mod artifacts;
mod monster;
const BACKGROUND_COLOR: Color = Color::DarkGray;
const PANEL_BACKGROUND_COLOR: Color = Color::Black;
/// length of a game frame in ms
pub const FRAME_LENGTH: u64 = 100;
//
fn main() -> Result<()> {
let mut game = Game::new(Player::new(realname().as_str(), 30));
let mut game = Game::new(Player::new(realname().as_str(), 10));
stdout().execute(EnterAlternateScreen)?;
enable_raw_mode()?;
@ -54,155 +47,84 @@ fn main() -> Result<()> {
let mut ticks = 0;
loop {
terminal.draw(|frame| {
let mut area = frame.area();
frame.render_widget(
Block::default().style(Style::default().bg(BACKGROUND_COLOR)),
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.
if area.width < MIN_WIDTH || area.height < MIN_HEIGHT {
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(format!(
"Terminal needs to be at leas {}x{}!",
MIN_WIDTH, MIN_HEIGHT
))
.block(block)
.wrap(Wrap { trim: true });
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 > MIN_WIDTH {
area.x = (area.width - MIN_WIDTH) / 2;
area.width = MIN_WIDTH;
if area.width > 80 {
area.x = (area.width - 80) / 2;
area.width = 80;
}
if area.height > MIN_HEIGHT {
area.y = (area.height - LEVEL_HEIGHT as u16) / 2;
area.height = LEVEL_HEIGHT as u16;
if area.height > 25 {
area.y = (area.height - 25) / 2;
area.height = 25;
}
let map_area = Rect {
x: area.x,
y: area.y,
width: LEVEL_WIDTH as u16,
height: LEVEL_HEIGHT as u16,
width: level::LEVEL_WIDTH as u16,
height: level::LEVEL_HEIGHT as u16,
};
frame.render_stateful_widget(LevelWidget {}, map_area, &mut game);
let stats_area = Rect {
x: area.x + map_area.width,
x: area.x + 50,
y: area.y,
width: MIN_WIDTH - map_area.width,
height: map_area.height / 2 + 1,
width: 30,
height: 25,
};
let block = Block::default()
.title_top(
Line::from(format!(" {} ", game.get_player().get_name())).centered()
)
.borders(Borders::TOP)
.border_style(Style::default().fg(Color::White))
.border_type(BorderType::Rounded)
.style(Style::default().bg(PANEL_BACKGROUND_COLOR));
frame.render_widget(
Paragraph::new(format!(
"Health: {} of {}\nDefense: {}\nExp: {}\nGold: {}\nLevel: {} of {}\nInventory used: {} of {}",
game.get_player().get_life(),
game.get_player().get_max_life(),
game.get_player().defense(),
game.get_player().get_experience(),
game.get_player().get_gold(),
game.get_player().get_immutable_position().get_level() + 1,
LEVELS,
game.get_player().inventory_size().0,
game.get_player().inventory_size().1,
))
.block(block)
.wrap(Wrap { trim: true }),
Paragraph::new(format!("{}\nHealth: {}/{}\nExp: {}\nGold: {}\nLevel: {}",
game.get_player().get_name(),
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()))
.white()
.on_blue(),
stats_area,
);
let messages_area = Rect {
x: area.x + map_area.width,
y: area.y + map_area.height / 2 + 1,
width: MIN_WIDTH - map_area.width,
height: map_area.height / 2,
};
// Display the latest messages from the game to the user
let block = Block::default()
.title_top(
Line::from(" messages ").centered()
)
.borders(Borders::TOP)
.border_style(Style::default().fg(Color::White))
.border_type(BorderType::Rounded)
.style(Style::default().bg(PANEL_BACKGROUND_COLOR));
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,
);
})?;
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('q') {
break;
}
if key.kind == KeyEventKind::Press {
match key.code {
KeyCode::Char('v') => {
game.messages.insert(
0,
format!("You are playing version '{}'.", env!("GIT_HASH"))
.to_string(),
);
}
KeyCode::Char('p') => {
let gained_health = game.get_mutable_player().consume_inventory();
if gained_health > 0 {
game.messages.insert(
0,
format!(
"used a potion from inventory and gained {} health.",
gained_health
)
.to_string(),
);
}
}
KeyCode::Char('q') => {
break;
}
KeyCode::Left | KeyCode::Down | KeyCode::Right | KeyCode::Up => {
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),
};
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();
}
_ => {}
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) }
};
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);
if game.get_game_state() != GameState::Running {
if game.get_game_state() != GameState::RUNNING {
break;
}
ticks += 1;
@ -210,7 +132,7 @@ 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;
@ -218,29 +140,24 @@ fn main() -> Result<()> {
area.width = 40;
area.height = 20;
let block = Block::default()
.title_top(Line::from(" Game ended ").centered())
.title_bottom(Line::from("Press `q` to quit!"))
.title("Game ended")
.title(Title::from("Press `q` to quit!").position(Position::Bottom))
.borders(Borders::ALL)
.border_style(Style::default().fg(Color::White))
.border_type(BorderType::Rounded)
.style(Style::default().bg(Color::Black));
let mut text = match game.get_game_state() {
GameState::Running => {
GameState::RUNNING => {
"Quitting is for cowards! You'll better try again!".to_string()
}
GameState::Lost => {
GameState::LOST => {
"Sorry, you died in the dungeon. Better luck next time!".to_string()
}
GameState::Won => {
"Congratulation! You mastered your way through the dungeon and won the game."
.to_string()
GameState::WON => {
"Congratulation! You mastered your way through the dungeon and won the game.".to_string()
}
};
text += format!(
"\nYou gained {} experience.",
game.get_player().get_experience()
)
.as_str();
text += format!("\nYou gained {} experience.", game.get_player().get_experience()).as_str();
text += format!("\nYou collected {} gold.", game.get_player().get_gold()).as_str();
text += format!("\nYou played {} seconds.", playtime.as_secs()).as_str();
let paragraph = Paragraph::new(text).block(block).wrap(Wrap { trim: true });
@ -254,6 +171,7 @@ fn main() -> Result<()> {
}
}
}
stdout().execute(LeaveAlternateScreen)?;
disable_raw_mode()?;
Ok(())

112
src/monster.rs Normal file
View File

@ -0,0 +1,112 @@
use ratatui::prelude::Color;
use crate::position::{HasPosition, Position};
pub trait Monster: HasPosition {
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;
#[cfg(test)]
fn get_life(&self) -> usize;
}
macro_rules! default_monster {
($($t:ty),+ $(,)?) => ($(
impl Monster for $t {
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 }
#[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
}
}
)+)
}
pub struct Rat {
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
}
impl Rat {
pub fn new_with_position(position: Position) -> Self {
Self {
life: 2,
position,
symbol: String::from("R"),
color: Color::Black,
experience_gain: 5,
ticks_between_steps: 5,
}
}
}
default_monster!(Rat);
pub struct Orc {
life: usize,
position: Position,
symbol: String,
color: Color,
experience_gain: usize,
ticks_between_steps: u128,
}
impl Orc {
pub fn new_with_position(position: Position) -> Self {
Self {
life: 4,
position,
symbol: String::from("O"),
color: Color::DarkGray,
experience_gain: 10,
ticks_between_steps: 10,
}
}
}
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(), 2);
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(), 0);
assert_eq!(m.is_dead(), true);
}

View File

@ -1,137 +0,0 @@
use std::ops::RangeInclusive;
use crate::position::{HasPosition, Position};
use macros::CreateMonsters;
use rand::Rng;
use ratatui::prelude::Color;
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;
#[cfg(test)]
fn get_life(&self) -> usize;
fn damage(&self) -> usize;
fn defense(&self) -> usize;
}
#[derive(CreateMonsters, PartialEq, Eq, Hash, Clone, Copy)]
pub enum MonsterTypes {
Rat,
Orc,
Snake,
Skeleton,
Spider,
}
macro_rules! create_monster {
($t:ident $(, $k:ident : $v:expr)*$(,)?) => (
impl $t {
pub fn new_with_position(position: Position) -> Self {
Self {
position,
$($k: $v,)*
}
}
}
)
}
create_monster!(
Rat,
name:"rat".to_string(),
life: 2,
symbol: String::from("r"),
color: Color::White,
experience_gain: 5,
ticks_between_steps: 5,
damage_range: 1..=2,
defense: 0,
);
create_monster!(
Spider,
name:"spider".to_string(),
life: 3,
symbol: String::from("s"),
color: Color::Yellow,
experience_gain: 7,
ticks_between_steps: 7,
damage_range: 2..=3,
defense: 0,
);
create_monster!(
Orc,
name: "orc".to_string(),
life: 4,
symbol: String::from("O"),
color: Color::Gray,
experience_gain: 10,
ticks_between_steps: 10,
damage_range: 2..=3,
defense: 0,
);
create_monster!(
Snake,
name: "snake".to_string(),
life: 3,
symbol: String::from("s"),
color: Color::White,
experience_gain: 10,
ticks_between_steps: 20,
damage_range: 1..=4,
defense: 0,
);
create_monster!(
Skeleton,
name: "skeleton".to_string(),
life: 3,
symbol: String::from("S"),
color: Color::Gray,
experience_gain: 20,
ticks_between_steps: 10,
damage_range: 1..=5,
defense: 0,
);
pub fn create_monster_by_type(monster_type: &MonsterTypes, position: Position) -> Box<dyn Monster> {
match monster_type {
MonsterTypes::Rat => Box::new(Rat::new_with_position(position)),
MonsterTypes::Orc => Box::new(Orc::new_with_position(position)),
MonsterTypes::Snake => Box::new(Snake::new_with_position(position)),
MonsterTypes::Skeleton => Box::new(Skeleton::new_with_position(position)),
MonsterTypes::Spider => Box::new(Spider::new_with_position(position)),
}
}
#[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(), 2);
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(), 0);
assert_eq!(m.is_dead(), true);
}

View File

@ -1,8 +1,5 @@
use rand::Rng;
use std::cmp::{max, min};
use crate::artifacts::Potion;
use crate::level_ladder::get_level_ladder;
use crate::position::{HasPosition, Position};
pub struct Player {
@ -12,10 +9,6 @@ pub struct Player {
max_life: i16,
gold: usize,
experience: usize,
inventory: Vec<Potion>,
inventory_slots: usize,
level: usize,
defense: usize,
}
impl Player {
@ -27,14 +20,10 @@ impl Player {
max_life,
gold: 0,
experience: 0,
inventory: vec![],
inventory_slots: 2,
level: 1,
defense: 0,
}
}
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));
@ -43,86 +32,22 @@ impl Player {
self.life
}
/// returns true if the player is dead (life <= 0)
pub fn is_dead(&self) -> bool {
self.life <= 0
}
pub fn is_dead(&self) -> bool { self.life <= 0 }
/// returns true if the player's life is at maximum
pub fn is_healthy(&self) -> bool {
self.life == self.max_life
}
pub fn is_healthy(&self) -> bool { self.life == self.max_life }
pub fn get_max_life(&self) -> i16 {
self.max_life
}
/// add the given amount to the players gold stash
pub fn retrieve_gold(&mut self, amount: usize) {
self.gold += amount
}
pub fn retrieve_gold(&mut self, amount: usize) { self.gold += amount }
/// return the size of the players gold stash
pub fn get_gold(&self) -> usize {
self.gold
}
pub fn get_gold(&self) -> usize { self.gold }
pub fn gain_experience(&mut self, amount: usize) -> bool {
let mut result = false;
for (i, level_step) in get_level_ladder().enumerate() {
if self.experience <= level_step && self.experience + amount > level_step {
self.level += 1;
// make life gain depend on level?
self.max_life += 5;
self.defense += 1;
self.life = self.max_life;
result = true;
break;
}
if i > self.level {
break;
}
}
self.experience += amount;
result
}
pub fn gain_experience(&mut self, amount: usize) { self.experience += amount }
pub fn get_experience_level(&self) -> usize {
self.level
}
pub fn get_experience(&self) -> usize {
self.experience
}
pub fn damage(&self) -> usize {
rand::thread_rng().gen_range(1..4)
}
pub fn defense(&self) -> usize {
self.defense
}
pub fn add_to_inventory(&mut self, potion: &Potion) -> bool {
if self.inventory.len() < self.inventory_slots {
self.inventory.push(*potion);
true
} else {
false
}
}
pub fn inventory_size(&self) -> (usize, usize) {
(self.inventory.len(), self.inventory_slots)
}
pub fn consume_inventory(&mut self) -> usize {
if self.is_healthy() {
return 0;
}
if let Some(potion) = self.inventory.pop() {
self.change_life(potion.get_health() as i16);
return potion.get_health();
}
0
}
pub fn get_experience(&self) -> usize { self.experience }
}
impl HasPosition for Player {
@ -143,10 +68,6 @@ fn test_get_name() {
max_life: 10,
gold: 0,
experience: 0,
inventory: vec![],
inventory_slots: 1,
level: 0,
defense: 0,
};
assert_eq!(p.get_name(), "Teddy Tester");
}
@ -170,10 +91,6 @@ fn test_change_life() {
max_life: 10,
gold: 0,
experience: 0,
inventory: vec![],
inventory_slots: 1,
level: 0,
defense: 0,
};
assert_eq!(p.get_life(), 5);
p.change_life(-2);
@ -207,10 +124,6 @@ fn test_max_life() {
max_life: 10,
gold: 0,
experience: 0,
inventory: vec![],
inventory_slots: 1,
level: 0,
defense: 0,
};
assert_eq!(p.get_max_life(), 10);
}

View File

@ -8,7 +8,7 @@ pub trait HasPosition {
fn get_immutable_position(&self) -> &Position;
}
#[derive(PartialEq, Debug, Clone, Copy)]
#[derive(PartialEq, Debug)]
pub struct Position {
level: usize,
x: usize,
@ -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 +42,7 @@ impl Position {
self.x
}
pub fn get_y(&self) -> usize {
self.y
}
pub fn get_y(&self) -> usize { self.y }
}
#[test]
@ -71,4 +73,4 @@ fn test_position_set() {
assert_eq!(p.get_level(), 1);
assert_eq!(p.get_x(), 2);
assert_eq!(p.get_y(), 3);
}
}

View File

@ -1,280 +0,0 @@
use std::{
cmp::{max, min},
ops::RangeInclusive,
};
use crate::{
constants::{
LEVEL_HEIGHT, LEVEL_WIDTH, ROOM_HEIGHT, ROOM_MIN_HEIGHT, ROOM_MIN_WIDTH, ROOM_WIDTH,
},
level::StructureElement,
};
use rand::rngs::ThreadRng;
use rand::Rng;
#[derive(PartialEq, Copy, Clone, Eq, Hash, Debug)]
pub enum RoomType {
Start,
End,
StairUp,
StairDown,
BasicRoom,
ArtifactRoom,
MonsterRoom,
EmptyRoom,
}
#[derive(Copy, Clone, Debug)]
pub struct Connection {
pub start_pos: (usize, usize),
pub end_pos: (usize, usize),
}
impl Connection {
pub fn render(
&self,
rng: &mut ThreadRng,
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
) {
fn calc_range(a: usize, b: usize) -> RangeInclusive<usize> {
if a > b {
b..=a
} else {
a..=b
}
}
// the tuples are (col, row)
let abs_d_col =
max(self.start_pos.0, self.end_pos.0) - min(self.start_pos.0, self.end_pos.0);
let abs_d_row =
max(self.start_pos.1, self.end_pos.1) - min(self.start_pos.1, self.end_pos.1);
if abs_d_col == 0 {
for row in calc_range(self.end_pos.1, self.start_pos.1) {
tgt[self.end_pos.0][row] = StructureElement::Floor;
}
} else if abs_d_row == 0 {
for col in calc_range(self.end_pos.0, self.start_pos.0) {
tgt[col][self.end_pos.1] = StructureElement::Floor;
}
} else {
let d_row = self.end_pos.1 as i32 - self.start_pos.1 as i32;
if d_row > 0 {
// more up/down
let d_row = self.end_pos.1 - self.start_pos.1;
let vert_offset = if d_row > 3 {
rng.gen_range(1..=d_row - 1)
} else {
d_row / 2
};
for r in self.start_pos.1..=(self.start_pos.1 + vert_offset) {
tgt[self.start_pos.0][r] = StructureElement::Floor;
}
for c in calc_range(self.end_pos.0, self.start_pos.0) {
tgt[c][self.start_pos.1 + vert_offset] = StructureElement::Floor;
}
for r in (self.start_pos.1 + vert_offset)..=self.end_pos.1 {
tgt[self.end_pos.0][r] = StructureElement::Floor;
}
} else {
// more left/right
let d_col = self.end_pos.0 - self.start_pos.0;
let horizont_offset = if d_col > 3 {
rng.gen_range(1..=d_col - 1)
} else {
d_col / 2
};
for tgt_col in tgt
.iter_mut()
.skip(self.start_pos.0)
.take(horizont_offset + 1)
{
tgt_col[self.start_pos.1] = StructureElement::Floor;
}
for r in calc_range(self.end_pos.1, self.start_pos.1) {
tgt[self.start_pos.0 + horizont_offset][r] = StructureElement::Floor;
}
for tgt_col in tgt
.iter_mut()
.take(self.end_pos.0 + 1)
.skip(self.start_pos.0 + horizont_offset)
{
tgt_col[self.end_pos.1] = StructureElement::Floor;
}
}
}
}
}
#[derive(Copy, Clone, Debug)]
pub struct Room {
pub kind: RoomType,
pub offset_x: usize,
pub offset_y: usize,
pub width: usize,
pub height: usize,
pub special: (usize, usize),
pub connection_down: Option<Connection>,
pub connection_right: Option<Connection>,
}
impl Room {
pub fn new(rng: &mut ThreadRng) -> Self {
let width = rng.gen_range(ROOM_MIN_WIDTH..ROOM_WIDTH);
let height = rng.gen_range(ROOM_MIN_HEIGHT..ROOM_HEIGHT);
let offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
let offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
let sx = offset_x + rng.gen_range(1..width - 1);
let sy = offset_y + rng.gen_range(1..height - 1);
Self {
kind: RoomType::EmptyRoom,
offset_x,
offset_y,
width,
height,
special: (sx, sy),
connection_down: None,
connection_right: None,
}
}
// pub fn get_x_range(&self) -> Range<usize> {
// self.offset_x..self.offset_x + self.width
// }
// pub fn get_y_range(&self) -> Range<usize> {
// self.offset_y..self.offset_y + self.height
// }
pub fn render(
&self,
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
) -> (usize, usize) {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for col in tgt.iter_mut().skip(left).take(ROOM_WIDTH) {
//left..left + ROOM_WIDTH {
for row_element in col.iter_mut().skip(top).take(ROOM_HEIGHT) {
// top..top + ROOM_HEIGHT {
*row_element = StructureElement::Wall;
}
}
if self.kind == RoomType::EmptyRoom {
return (0, 0);
}
// render floor elements
for x in 0..self.width {
for y in 0..self.height {
tgt[left + self.offset_x + x][top + self.offset_y + y] = StructureElement::Floor;
}
}
match self.kind {
RoomType::Start => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::Start;
}
RoomType::End => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::End;
}
RoomType::StairUp => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::StairUp;
}
RoomType::StairDown => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::StairDown;
}
_ => {}
};
(left + self.special.0, top + self.special.1)
}
}
#[test]
fn test_room_creation() {
let mut rng = rand::thread_rng();
let room = Room::new(&mut rng);
assert_eq!(room.kind, RoomType::EmptyRoom);
for _ in 0..1000 {
let room = Room::new(&mut rng);
assert!((3..=ROOM_WIDTH).contains(&room.width));
}
}
#[cfg(test)]
fn all_wall(
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
) -> bool {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for x in left..left + ROOM_WIDTH {
for y in top..top + ROOM_HEIGHT {
if tgt[x][y] != StructureElement::Wall {
return false;
}
}
}
true
}
#[cfg(test)]
fn has_structure_element(
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
element: StructureElement,
) -> bool {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for x in left..left + ROOM_WIDTH {
for y in top..top + ROOM_HEIGHT {
if tgt[x][y] == element {
return true;
}
}
}
false
}
#[test]
fn test_room_render_empty() {
let mut rng = rand::thread_rng();
let room = Room::new(&mut rng);
assert_eq!(room.kind, RoomType::EmptyRoom);
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 0, 0);
assert!(all_wall(&mut structure, 0, 0));
}
#[test]
fn test_room_render_basic() {
let mut rng = rand::thread_rng();
let mut room = Room::new(&mut rng);
room.kind = RoomType::BasicRoom;
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 1, 3);
assert!(!all_wall(&mut structure, 1, 3));
}
#[test]
fn test_room_render_start() {
let mut rng = rand::thread_rng();
let mut room = Room::new(&mut rng);
room.kind = RoomType::Start;
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 1, 3);
assert!(!all_wall(&mut structure, 1, 3));
assert!(has_structure_element(
&mut structure,
1,
3,
StructureElement::Start
));
}