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3 Commits
redo_level
...
monsters_a
| Author | SHA1 | Date | |
|---|---|---|---|
| 6b6206370b | |||
| 73315a7636 | |||
| 7ac3b76e6c |
@@ -1,6 +1,7 @@
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use ratatui::style::Color;
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use crate::position::Position;
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use crate::player::Player;
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use crate::position::Position;
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pub trait Artifact {
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//! An artifact that can be collected by the player
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@@ -9,6 +10,7 @@ pub trait Artifact {
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fn get_immutable_position(&self) -> &Position;
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/// call to apply the effects of the artifact to the player
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fn collect(&mut self, player: &mut Player);
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/// returns if the artifact was collected and can be removed from the level
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fn was_collected(&self) -> bool;
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}
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25
src/game.rs
25
src/game.rs
@@ -1,15 +1,16 @@
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use crate::artifacts::Artifact;
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use crate::level::{Level, StructureElement};
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use crate::level_generator::LevelGenerator;
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use crate::monster::Monster;
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use crate::player::Player;
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use crate::position::Position;
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pub const LEVELS: usize = 2;
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/// the main structure to hold all information about the ongoing game
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pub struct Game {
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pub player: Player,
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pub levels: Vec<Level>,
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/// the player
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player: Player,
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/// the levels of the game
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levels: Vec<Level>,
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}
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impl Game {
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@@ -38,6 +39,8 @@ impl Game {
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}
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pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
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/// check if the player can move in the given direction. This only checks for structure element
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/// limitation as walls.
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fn can_move(&mut self, dx: i16, dy: i16) -> bool {
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let player_pos = &self.player.get_position();
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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@@ -54,25 +57,32 @@ impl Game {
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};
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true
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}
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/// returns the position (as tuple) of the next level's start point.
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fn next_start(&self) -> (usize, usize, usize) {
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let level = self.player.get_immutable_position().get_level() + 1;
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let (x, y) = self.levels[level].start;
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(level, x, y)
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}
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/// returns the position (as tuple) of the previous level's end point.
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fn prev_end(&self) -> (usize, usize, usize) {
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let level = self.player.get_immutable_position().get_level() - 1;
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let (x, y) = self.levels[level].end;
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(level, x, y)
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}
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fn next_element(&mut self, dx: i16, dy: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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/// get the next structure element sen from the player's position into the given direction.
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fn next_element(&mut self, dx: i16, dy: i16) -> Option<StructureElement> {
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let player_pos = &self.player.get_position();
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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let new_y: i16 = player_pos.get_y() as i16 + dy;
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let player_level = player_pos.get_level();
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let level = &mut self.levels[player_level];
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level.get_element(new_x, new_y)
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level.get_element(new_x, new_y).0
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}
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/// move the game's player into the given direction. If on the target field there is a stair,
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/// the player follows the stair up/down to the next level.
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/// Discovery is performed on the new location of the player.
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/// The returned value is the direction that will bring the player back to his original field.
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pub fn move_player(&mut self, mut dx: i16, mut dy: i16) -> (i16, i16) {
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// verify the player can do the move
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if !self.can_move(dx, dy) {
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@@ -81,7 +91,7 @@ impl Game {
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let player_pos = &self.player.get_position();
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let mut player_level = player_pos.get_level();
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let (structure, _, _) = self.next_element(dx, dy);
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let structure = self.next_element(dx, dy);
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// use stairs if walked onto one
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match structure {
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@@ -138,6 +148,7 @@ impl Game {
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}
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}
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}
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/// updates the player's current level. This will remove collected artifacts and dead monsters.
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pub fn update_level(&mut self) {
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let player_pos = &self.player.get_immutable_position();
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let player_level = player_pos.get_level();
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27
src/level.rs
27
src/level.rs
@@ -1,8 +1,11 @@
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use std::cmp::{max, min};
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use crate::artifacts::Artifact;
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#[cfg(test)]
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use crate::artifacts::{Chest, Potion};
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use crate::artifacts::Artifact;
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use crate::monster::Monster;
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#[cfg(test)]
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use crate::monster::Rat;
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use crate::position::Position;
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pub const LEVEL_WIDTH: usize = 50;
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@@ -23,7 +26,7 @@ pub struct Level {
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pub(crate) level: usize,
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pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) monsters: Vec<Monster>,
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pub(crate) monsters: Vec<Box<dyn Monster>>,
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pub(crate) artifacts: Vec<Box<dyn Artifact>>,
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/// the position of the start in the level (either stair up or start point)
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pub(crate) start: (usize, usize),
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@@ -50,7 +53,7 @@ impl Level {
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end: (0, 0),
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}
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}
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pub fn get_element(&mut self, x: i16, y: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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pub fn get_element(&mut self, x: i16, y: i16) -> (Option<StructureElement>, Option<&mut Box<(dyn Monster + 'static)>>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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if x < 0 || y < 0 {
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return (None, None, None);
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}
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@@ -63,7 +66,7 @@ impl Level {
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return (Some(StructureElement::Unknown), None, None);
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}
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let search_pos = &Position::new(self.level, x, y);
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let mut res_m: Option<&mut Monster> = None;
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let mut res_m: Option<&mut Box<dyn Monster>> = None;
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for m in &mut self.monsters {
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if m.get_immutable_position() == search_pos {
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res_m = Some(m);
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@@ -78,7 +81,7 @@ impl Level {
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(Some(self.structure[x][y]), res_m, res_a)
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}
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#[cfg(test)]
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pub fn add_monster(&mut self, mut monster: Monster) -> Result<(), String> {
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pub fn add_monster(&mut self, mut monster: impl Monster + 'static) -> Result<(), String> {
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if self.level != monster.get_position().get_level() {
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return Err("Wrong Level".to_string());
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}
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@@ -87,7 +90,7 @@ impl Level {
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return Err("Position already used".to_string());
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}
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}
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self.monsters.push(monster);
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self.monsters.push(Box::new(monster));
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Ok(())
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}
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@@ -190,19 +193,19 @@ fn test_discover_get_element() {
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#[test]
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fn test_discover_can_add_monster() {
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let mut l = Level::new(0);
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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m.get_position().set(1, 2, 3);
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assert_eq!(l.add_monster(m), Err("Wrong Level".to_string()));
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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m.get_position().set(0, 2, 3);
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assert_eq!(l.add_monster(m), Ok(()));
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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m.get_position().set(0, 2, 3);
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assert_eq!(l.add_monster(m), Err("Position already used".to_string()));
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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m.get_position().set(0, 2, 4);
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assert_eq!(l.add_monster(m), Ok(()));
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}
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@@ -231,7 +234,7 @@ fn test_discover_get_monster() {
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assert_eq!(l.get_element(10, 10).0.unwrap(), StructureElement::Floor);
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assert!(l.get_element(10, 10).1.is_none());
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let mut m = Monster::new(23);
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let mut m = Rat::new(23);
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m.get_position().set(0, 10, 10);
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assert_eq!(l.add_monster(m), Ok(()));
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@@ -267,7 +270,7 @@ fn test_discover_get_monster_can_move() {
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let p = Position::new(0, 10, 10);
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l.discover(&p);
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let mut m = Monster::new(23);
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let mut m = Rat::new(23);
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m.get_position().set(0, 10, 10);
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l.add_monster(m).expect("Panic because of");
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@@ -9,9 +9,9 @@ use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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use crate::level::{Level, StructureElement};
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use crate::monster::Monster;
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use crate::artifacts::{Artifact, Chest, Potion};
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use crate::level::{Level, StructureElement};
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use crate::monster::{Monster, Orc, Rat};
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use crate::position::Position;
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const ROOMS_VERTICAL: usize = 7;
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@@ -246,7 +246,7 @@ impl LevelGenerator {
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let mut rng = rand::thread_rng();
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let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
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let mut enemies: Vec<Monster> = Vec::with_capacity(10);
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let mut enemies: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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let mut end_x: usize = 0;
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@@ -274,7 +274,14 @@ impl LevelGenerator {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// TODO randomize enemies here
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enemies.push(Monster::new_with_position(2, Position::new(self.level, t_x, t_y)));
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match rng.gen_range(1..=100) {
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1..=50 => {
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println!("Orc! {} {} {}", self.level, t_x, t_y);
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enemies.push(Box::new(Orc::new_with_position(Position::new(self.level, t_x, t_y)))); }
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_ => {
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println!("Rat! {} {} {}", self.level, t_x, t_y);
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enemies.push(Box::new(Rat::new_with_position(Position::new(self.level, t_x, t_y))));}
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};
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}
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if room.kind == RoomType::End || room.kind == RoomType::StairDown {
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@@ -65,8 +65,9 @@ impl StatefulWidget for LevelWidget {
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}
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}
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}
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(_, Some(_), _) => {
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self.set_cell(buf, x, y, "M", Color::Red, Color::Gray);
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(_, Some(m), _) => {
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let (s, c) = m.get_representation();
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self.set_cell(buf, x, y, s, c, Color::Gray);
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}
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(_, _, Some(t)) => {
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let (s, c) = t.get_representation();
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100
src/monster.rs
100
src/monster.rs
@@ -1,42 +1,104 @@
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use ratatui::prelude::Color;
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use crate::position::Position;
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pub struct Monster {
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life: usize,
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position: Position,
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pub trait Monster {
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fn is_dead(&self) -> bool;
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fn get_representation(&self) -> (&str, Color);
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fn decrease_life(&mut self, by: usize);
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fn get_immutable_position(&self) -> &Position;
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#[cfg(test)]
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fn get_position(&mut self) -> &mut Position;
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#[cfg(test)]
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fn get_life(&self) -> usize;
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}
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impl Monster {
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macro_rules! default_monster {
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($($t:ty),+ $(,)?) => ($(
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impl Monster for $t {
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fn is_dead(&self) -> bool { self.life <= 0 }
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fn get_representation(&self) -> (&str, Color) { (&self.symbol, self.color) }
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fn decrease_life(&mut self, by: usize) {
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self.life = self.life.saturating_sub(by);
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}
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fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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#[cfg(test)]
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fn get_position(&mut self) -> &mut Position {
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&mut self.position
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}
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#[cfg(test)]
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fn get_life(&self) -> usize { self.life }
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}
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)+)
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}
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pub struct Rat {
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life: usize,
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position: Position,
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symbol: String,
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color: Color,
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}
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impl Rat {
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#[cfg(test)]
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pub fn new(life: usize) -> Self {
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Monster {
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Self {
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life,
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position: Position::new(0, 0, 0),
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symbol: String::from("R"),
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color: Color::Black,
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}
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}
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pub fn new_with_position(life: usize, position: Position) -> Self {
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Monster {
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life,
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pub fn new_with_position(position: Position) -> Self {
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Self {
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life: 2,
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position,
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symbol: String::from("R"),
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color: Color::Black,
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}
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}
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#[cfg(test)]
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pub fn get_life(&self) -> usize { self.life }
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pub fn is_dead(&self) -> bool { self.life <= 0 }
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pub fn decrease_life(&mut self, by: usize) {
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self.life = self.life.saturating_sub(by);
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}
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default_monster!(Rat);
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pub struct Orc {
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life: usize,
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position: Position,
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symbol: String,
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color: Color,
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}
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impl Orc {
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#[cfg(test)]
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pub fn new(life: usize) -> Self {
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Self {
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life,
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position: Position::new(0, 0, 0),
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symbol: String::from("O"),
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color: Color::DarkGray,
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}
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}
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pub fn new_with_position(position: Position) -> Self {
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Self {
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life: 4,
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position,
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symbol: String::from("O"),
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color: Color::DarkGray,
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}
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}
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#[cfg(test)]
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pub fn get_position(&mut self) -> &mut Position {
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&mut self.position
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}
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pub fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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pub fn get_life(&self) -> usize { self.life }
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}
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default_monster!(Orc);
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#[test]
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fn monsters_can_move() {
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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assert_eq!(m.get_position(), &Position::new(0, 0, 0));
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m.get_position().change(1, 2);
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assert_eq!(m.get_position(), &Position::new(0, 1, 2));
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@@ -49,7 +111,7 @@ fn monsters_can_move() {
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#[test]
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fn monsters_can_die() {
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let mut m = Monster::new(2);
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let mut m = Rat::new(2);
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assert_eq!(m.get_life(), 2);
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assert_eq!(m.is_dead(), false);
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m.decrease_life(1);
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@@ -1,4 +1,5 @@
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use std::cmp::{max, min};
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use crate::position::Position;
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pub struct Player {
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