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, /// the player died LOST, /// the player reached the Ω 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, pub messages: Vec, } impl Game { pub fn new(p: Player) -> Game { let mut v: Vec = Vec::with_capacity(LEVELS); for d in 0..LEVELS { v.push(LevelGenerator::generate(d, d == 0, d == LEVELS - 1).render()); } 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)); 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 } /// 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 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 { 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).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); match m { None => {} Some(m) => { // TODO fight the monster self.player.change_life(-1); m.decrease_life(1); self.messages.insert(0, format!("{} hits you.", m.get_name()).to_string()); self.messages.insert(0, format!("you hit {}.", m.get_name()).to_string()); // monster died, player gains experience if m.is_dead() { self.player.gain_experience(m.get_experience_gain()); } 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); 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. pub fn update_level(&mut self, ticks: u128) { 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); } } #[test] fn game_has_correct_number_of_levels() { let p = Player::new("foo", 42); let g = Game::new(p); assert_eq!(g.levels.len(), LEVELS); } #[test] fn game_has_player() { let p = Player::new("foo", 42); 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 p = Player::new("foo", 42); let mut g = Game::new(p); assert_eq!(g.get_player().get_name(), "foo"); g.get_mutable_player().change_life(-1); assert_eq!(g.get_player().get_life(), 41); } #[test] fn game_get_level() { let p = Player::new("foo", 42); 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)); }