Refactoring es 03
- game now should work - missing tests docs interaction
This commit is contained in:
@@ -8,4 +8,6 @@ edition = "2021"
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[dependencies]
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rand = "0.8.5"
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rand_pcg = { version = "0.3.1", features = ["serde1"] }
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serde = { version = "1.0.197", features = ["derive"] }
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serde = { version = "1.0.197", features = ["derive", "rc"] }
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typetag = "0.2.16"
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dyn-clone = "1.0.17"
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@@ -1,4 +1,3 @@
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#![allow(unused)]
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/** Es.3
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* Implementare una libreria che permetta di realizzare il seguente gioco.
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@@ -40,3 +39,11 @@ pub mod generator;
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pub mod cell;
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pub mod config;
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pub mod entities;
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pub fn start_game() {
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let mut game = game::Rogue::new();
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loop {
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println!("{}", game);
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game.compute_turn();
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}
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}
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@@ -1,52 +1,93 @@
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use super::entities::{Action, Direction, Entity};
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use dyn_clone::{clone_trait_object, DynClone};
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use rand::Rng;
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use serde::{Deserialize, Serialize};
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use super::{entities::{Direction, Entity}, game::Rogue};
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#[derive(Clone, Copy, Deserialize, Serialize)]
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#[derive(Clone, Deserialize, Serialize)]
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pub enum Cell {
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Staricase,
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Special(Effect),
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Entance,
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Exit,
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Special(Box<dyn Effect>),
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Wall,
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Empty,
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}
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#[derive(Clone, Copy, Serialize, Deserialize)]
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pub enum Effect {
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InstantDamage(i8),
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TurnBasedDamage(u8, i8),
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//DeBuff(i8, i8),
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Confusion(u8),
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//Custom(i16),
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}
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const DELTA: i32 = 5;
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impl Effect {
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pub fn effect(&self, game: &mut Rogue, entity: &mut Entity) {
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let floor = game.current_floor();
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let rng = floor.get_rng();
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match *self {
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Effect::InstantDamage(damage) => {
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let damage = damage as i32;
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let damage = damage + rng.gen_range(-DELTA..DELTA);
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entity.health += damage;
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}
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Effect::Confusion(time) => {
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if time > 0 {
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entity.add_effect(Effect::Confusion(time - 1));
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let coin_flip = rng.gen_range(0..=1);
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if coin_flip == 1 {
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let random_direction = Direction::generate_random(rng);
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entity.direction = random_direction;
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}
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impl Cell {
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pub fn entity_over(&mut self, entity: &mut Entity) {
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match self {
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Cell::Special(effect) => {
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entity.add_effect(effect.clone());
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if !effect.is_persistent() {
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*self = Cell::Empty
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}
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}
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_ => todo!()
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Cell::Wall => {
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entity.direction.invert();
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entity.position = entity.direction.move_from(entity.position);
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}
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_ => (),
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}
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}
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}
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pub const POISON: Effect = Effect::InstantDamage(20);
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pub const FOOD: Effect = Effect::InstantDamage(-20);
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pub const CONFUSION: Effect = Effect::Confusion(u8::MAX);
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#[typetag::serde(tag = "type")]
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pub trait Effect: DynClone {
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fn is_persistent(&self) -> bool;
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fn apply_to(&self, entity: &mut Entity);
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}
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clone_trait_object!(Effect);
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#[derive(Clone, Serialize, Deserialize)]
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pub struct InstantDamage(pub i32);
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#[typetag::serde]
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impl Effect for InstantDamage {
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fn is_persistent(&self) -> bool {
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false
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}
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fn apply_to(&self, entity: &mut Entity) {
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entity.health += self.0;
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}
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}
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#[derive(Clone, Serialize, Deserialize)]
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pub struct Confusion(pub u8);
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#[typetag::serde]
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impl Effect for Confusion {
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fn is_persistent(&self) -> bool {
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true
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}
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fn apply_to(&self, entity: &mut Entity) {
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if self.0 > 0 {
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let mut floor = entity.get_floor();
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let mut floor = floor.get();
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let rng = floor.get_rng();
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let coin_flip = rng.gen_range(0..=1);
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if coin_flip == 1 {
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let random_direction = Direction::random(rng);
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entity.buffer = Action::Move(random_direction);
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}
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entity.add_effect(Box::new(Self(self.0 - 1)));
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}
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}
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}
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#[derive(Clone, Serialize, Deserialize)]
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pub struct TurnBasedDamage {
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time: u8,
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damage: i32,
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}
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#[typetag::serde]
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impl Effect for TurnBasedDamage {
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fn is_persistent(&self) -> bool {
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false
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}
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fn apply_to(&self, entity: &mut Entity) {
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if self.time > 0 {
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entity.health += self.damage;
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entity.add_effect(Box::new(Self {
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time: self.time - 1,
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damage: self.damage,
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}));
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}
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}
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}
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@@ -1,6 +1,9 @@
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use super::cell::{self, Effect};
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use super::{
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cell::{Confusion, Effect, InstantDamage},
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entities::Decider,
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};
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use serde::{Deserialize, Serialize};
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use std::ops::Range;
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/**
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* Struttura Config usata per definire il gioco, ha alcune cose utili
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@@ -10,26 +13,56 @@ use serde::{Deserialize, Serialize};
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#[derive(Clone, Deserialize, Serialize)]
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pub struct Config {
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pub game_seed: u64,
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pub floor_size_range: (usize, usize),
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pub effects: Vec<ConfigEffect>,
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pub room_size: Range<usize>,
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pub floor_size: Range<usize>,
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pub effects_total: usize,
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pub effects: Vec<ConfigEffect>,
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pub entities_total: usize,
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pub entities: Vec<ConfigEntity>,
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}
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#[derive(Clone, Copy, Deserialize, Serialize)]
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#[derive(Clone, Deserialize, Serialize)]
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pub struct ConfigEffect {
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pub effect: Effect,
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pub first_floor: usize,
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pub last_floor: usize,
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pub floors: Range<usize>,
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pub effect: Box<dyn Effect>,
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pub priority: usize,
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}
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#[derive(Clone, Deserialize, Serialize)]
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pub struct ConfigEntity {
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pub floors: Range<usize>,
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pub name: String,
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pub decider: Box<dyn Decider>,
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pub health: i32,
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pub attack: i32,
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}
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impl Default for Config {
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fn default() -> Self {
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Self {
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game_seed: 0,
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floor_size_range: (20, 30),
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effects: vec![ConfigEffect { effect: cell::POISON, first_floor: 0, last_floor: 255, priority: 1 }],
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room_size: 5..10,
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floor_size: 30..40,
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effects: vec![
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ConfigEffect {
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effect: Box::new(InstantDamage(20)),
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floors: 0..255,
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priority: 1,
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},
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ConfigEffect {
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effect: Box::new(InstantDamage(-20)),
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floors: 0..255,
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priority: 1,
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},
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ConfigEffect {
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effect: Box::new(Confusion(10)),
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floors: 0..255,
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priority: 1,
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},
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],
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effects_total: 45,
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entities: vec![],
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entities_total: 0,
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}
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}
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}
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@@ -1,15 +1,14 @@
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use std::{collections::VecDeque, fmt::Display};
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use super::{cell::Effect, floor::FloorPtr};
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use dyn_clone::{clone_trait_object, DynClone};
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use rand::Rng;
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use rand_pcg::Pcg32;
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use serde::{Deserialize, Serialize};
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use super::{
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cell::{Cell, Effect},
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game::Rogue,
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};
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use std::{collections::VecDeque, fmt::Display};
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#[derive(Clone, Copy, Deserialize, Serialize)]
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pub struct Position(pub usize, pub usize);
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#[derive(Clone, Deserialize, Serialize)]
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pub enum Direction {
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UP,
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DOWN,
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@@ -19,25 +18,25 @@ pub enum Direction {
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}
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impl Direction {
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pub fn invert(&self) -> Self {
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match *self {
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pub fn invert(&mut self) {
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*self = match *self {
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Direction::UP => Direction::DOWN,
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Direction::DOWN => Direction::UP,
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Direction::RIGHT => Direction::LEFT,
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Direction::LEFT => Direction::RIGHT,
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_ => Direction::NONE,
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}
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};
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}
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pub fn move_from(&self, pos: (usize, usize)) -> (usize, usize) {
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pub fn move_from(&self, pos: Position) -> Position {
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match *self {
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Direction::UP => (pos.0, pos.1 + 1),
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Direction::DOWN => (pos.0, pos.1 - 1),
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Direction::RIGHT => (pos.0 + 1, pos.1),
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Direction::LEFT => (pos.0 - 1, pos.1),
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Direction::NONE => (pos.0, pos.1),
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Direction::UP => Position(pos.0, pos.1 + 1),
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Direction::DOWN => Position(pos.0, pos.1 - 1),
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Direction::RIGHT => Position(pos.0 + 1, pos.1),
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Direction::LEFT => Position(pos.0 - 1, pos.1),
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Direction::NONE => pos,
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}
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}
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pub fn generate_random(rng: &mut Pcg32) -> Self {
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pub fn random(rng: &mut Pcg32) -> Self {
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match rng.gen_range(0..4) {
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0 => Direction::UP,
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1 => Direction::DOWN,
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@@ -61,83 +60,103 @@ impl Display for Direction {
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}
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}
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#[derive(Clone, Copy, Deserialize, Serialize)]
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#[derive(Clone, Deserialize, Serialize)]
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pub struct Entity {
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name: String,
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effects: VecDeque<Box<dyn Effect>>,
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decider: Box<dyn Decider>,
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floor: FloorPtr,
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pub buffer: Action,
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pub position: Position,
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pub direction: Direction,
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pub health: i32,
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attack: i32,
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}
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impl Entity {
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pub fn new(name: String, decider: Box<dyn Decider>, mut floor: FloorPtr) -> Self {
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let position = floor.get().get_entrance();
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Self {
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name,
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floor,
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decider,
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position,
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buffer: Action::DoNothing,
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effects: VecDeque::new(),
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direction: Direction::NONE,
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attack: 100,
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health: 100,
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}
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}
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pub fn add_effect(&mut self, effect: Box<dyn Effect>) {
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self.effects.push_back(effect);
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}
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pub fn get_floor(&self) -> FloorPtr {
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self.floor.clone()
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}
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pub fn set_floor(&mut self, floor: FloorPtr) {
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self.floor = floor;
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self.position = self.floor.get().get_entrance();
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}
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pub fn update(&mut self) {
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self.compute_action();
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self.compute_effects();
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}
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fn compute_effects(&mut self) {
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let total = self.effects.len(); // len could change
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for _ in 0..total {
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if let Some(effect) = self.effects.pop_front() {
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effect.apply_to(self);
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}
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}
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}
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fn compute_action(&mut self) {
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let action = self.decider.get_next_action();
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match self.buffer {
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Action::DoNothing => action.apply(self),
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_ => (),
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}
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self.buffer = Action::DoNothing;
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}
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}
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#[derive(Clone, Deserialize, Serialize)]
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pub enum Action {
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Move(Direction),
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// attack
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DoNothing,
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}
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#[derive(Deserialize, Serialize)]
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pub struct Entity {
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name: String,
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floor: usize,
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effected_by: VecDeque<Effect>,
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player: bool,
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pub position: (usize, usize),
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pub direction: Direction,
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pub health: i32,
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pub attack: i32,
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}
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impl Entity {
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pub fn new(name: String) -> Self {
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Self {
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name,
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floor: 0,
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effected_by: VecDeque::new(),
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position: (0, 0),
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player: false,
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direction: Direction::UP,
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attack: 100,
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health: 100,
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}
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}
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pub fn new_player(name: String) -> Self {
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let mut player = Self::new(name);
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player.player = true;
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player
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}
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pub fn add_effect(&mut self, effect: Effect) {
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self.effected_by.push_back(effect);
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}
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pub fn compute_effects(&mut self, game: &mut Rogue) {
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let total = self.effected_by.len(); // len could change
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for _ in 0..total {
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if let Some(effect) = self.effected_by.pop_front() {
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effect.effect(game, self);
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}
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}
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}
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pub fn do_action(&mut self, game: &mut Rogue, action: Action) {
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match action {
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impl Action {
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pub fn apply(self, entity: &mut Entity) {
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match self {
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Action::DoNothing => {}
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Action::Move(direction) => {
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self.direction = direction;
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self.do_action_move(game);
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}
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_ => todo!(),
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}
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}
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let pos = direction.move_from(entity.position);
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entity.direction = direction;
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entity.position = pos;
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fn do_action_move(&mut self, game: &mut Rogue) {
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let direction = self.direction;
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let pos = direction.move_from(self.position);
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let floor = game.current_floor();
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match floor.get_cell(pos) {
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Cell::Empty => {
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self.position = pos;
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let mut floor = entity.floor.clone();
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let mut floor = floor.get();
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let cell = floor.get_cell(pos);
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cell.entity_over(entity);
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}
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Cell::Special(effect) => {
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self.position = pos;
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self.add_effect(effect)
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}
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Cell::Staricase => {
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if self.player {
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game.build_new_floor()
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}
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}
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Cell::Wall => self.direction = direction.invert(),
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}
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}
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}
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clone_trait_object!(Decider);
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#[typetag::serde(tag = "type")]
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pub trait Decider: DynClone {
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fn get_next_action(&self) -> Action;
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}
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#[derive(Clone, Serialize, Deserialize)]
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pub struct Immovable;
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#[typetag::serde]
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impl Decider for Immovable {
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fn get_next_action(&self) -> Action {
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Action::DoNothing
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}
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}
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@@ -1,12 +1,28 @@
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use super::{
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cell::Cell,
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entities::{Entity, Position},
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};
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use rand_pcg::Pcg32;
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use serde::{Deserialize, Serialize};
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use std::{
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cell::{RefCell, RefMut},
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rc::Rc,
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};
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use super::cell::Cell;
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use super::entities::Entity;
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use super::game::Rogue;
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use super::generator::Generator;
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#[derive(Clone, Deserialize, Serialize)]
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pub struct FloorPtr(Rc<RefCell<Floor>>);
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impl FloorPtr {
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pub fn new(level: usize, rng: Pcg32, entities: Vec<Entity>, grid: Vec<Vec<Cell>>) -> Self {
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Self(Rc::new(RefCell::new(Floor::new(
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level, rng, entities, grid,
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))))
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}
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pub fn get(&mut self) -> RefMut<Floor> {
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self.0.borrow_mut()
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}
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}
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#[derive(Deserialize, Serialize)]
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#[derive(Clone, Deserialize, Serialize)]
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pub struct Floor {
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level: usize,
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grid: Vec<Vec<Cell>>,
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@@ -15,28 +31,43 @@ pub struct Floor {
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||||
}
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||||
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impl Floor {
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pub fn new(generator: Generator) -> Self {
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||||
fn new(level: usize, rng: Pcg32, entities: Vec<Entity>, grid: Vec<Vec<Cell>>) -> Self {
|
||||
Self {
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entities: vec![],
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level: generator.level,
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||||
grid: generator.build_empty_matrix(),
|
||||
rng: generator.rng,
|
||||
level,
|
||||
grid,
|
||||
entities,
|
||||
rng,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_level(&self) -> usize {
|
||||
self.level
|
||||
}
|
||||
pub fn get_rng(&mut self) -> &mut Pcg32 {
|
||||
&mut self.rng
|
||||
}
|
||||
pub fn get_level(&self) -> usize {
|
||||
self.level
|
||||
pub fn get_cell(&mut self, pos: Position) -> &mut Cell {
|
||||
&mut self.grid[pos.0][pos.1]
|
||||
}
|
||||
pub fn get_cell(&self, pos: (usize, usize)) -> Cell {
|
||||
self.grid[pos.0][pos.1]
|
||||
pub fn get_entrance(&mut self) -> Position {
|
||||
self.grid
|
||||
.iter()
|
||||
.enumerate()
|
||||
.find_map(|(x, vec)| {
|
||||
vec.iter().enumerate().find_map(|(y, cell)| {
|
||||
if let Cell::Entance = cell {
|
||||
Some(Position(x, y))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
})
|
||||
.expect("Entrance of the floor should be inside the grid!")
|
||||
}
|
||||
|
||||
pub fn compute_entities(&mut self, game: &mut Rogue) {
|
||||
pub fn update_entities(&mut self) {
|
||||
for entity in &mut self.entities {
|
||||
entity.compute_effects(game);
|
||||
entity.do_action(game, game.input_action(entity));
|
||||
entity.update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +1,24 @@
|
||||
use std::fmt::Display;
|
||||
|
||||
use super::{
|
||||
cell::Cell,
|
||||
config::Config,
|
||||
entities::{Entity, Immovable},
|
||||
floor::FloorPtr,
|
||||
generator::Generator,
|
||||
};
|
||||
use rand::{RngCore, SeedableRng};
|
||||
use rand_pcg::Pcg32;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use super::{config::Config, entities::{Action, Entity}, floor::Floor, generator::Generator};
|
||||
use std::fmt::Display;
|
||||
|
||||
/**
|
||||
* Struttura del gioco generico che implementa un RogueLike.
|
||||
*/
|
||||
#[derive(Deserialize, Serialize)]
|
||||
#[derive(Clone, Deserialize, Serialize)]
|
||||
pub struct Rogue {
|
||||
floor: Floor,
|
||||
floors: Vec<FloorPtr>,
|
||||
rng: Pcg32,
|
||||
config: Config,
|
||||
players: Vec<Entity>,
|
||||
}
|
||||
|
||||
impl Display for Rogue {
|
||||
@@ -24,30 +29,75 @@ impl Display for Rogue {
|
||||
|
||||
impl Rogue {
|
||||
pub fn new() -> Self {
|
||||
let config = Config::default();
|
||||
let mut rng = Pcg32::seed_from_u64(config.game_seed);
|
||||
let floor = Floor::new(Generator::new(rng.next_u64(), 0, &config));
|
||||
|
||||
Self { rng, config, floor }
|
||||
Self::new_with(Config::default())
|
||||
}
|
||||
|
||||
pub fn current_floor(&mut self) -> &mut Floor {
|
||||
&mut self.floor
|
||||
pub fn new_with(config: Config) -> Self {
|
||||
let mut game = Self {
|
||||
rng: Pcg32::seed_from_u64(config.game_seed),
|
||||
floors: vec![],
|
||||
players: vec![],
|
||||
config,
|
||||
};
|
||||
game.build_next_floor();
|
||||
game
|
||||
}
|
||||
|
||||
pub fn build_new_floor(&mut self) {
|
||||
let level = self.floor.get_level();
|
||||
pub fn add_player(&mut self, name: String) {
|
||||
let floor = self.floors[0].clone();
|
||||
let decider = Box::new(Immovable);
|
||||
let entity = Entity::new(name, decider, floor);
|
||||
self.players.push(entity);
|
||||
}
|
||||
pub fn get_floor(&self, level: usize) -> FloorPtr {
|
||||
let floors = self.floors.len() - 1;
|
||||
let index = level.min(floors);
|
||||
self.floors[index].clone()
|
||||
}
|
||||
pub fn build_next_floor(&mut self) {
|
||||
let floor_seed = self.rng.next_u64();
|
||||
|
||||
let generator = Generator::new(floor_seed, level + 1, &self.config);
|
||||
self.floor = Floor::new(generator);
|
||||
let floor_level = self.floors.len();
|
||||
let generator = Generator::new(floor_seed, floor_level, &self.config);
|
||||
let floor = generator.build_floor();
|
||||
self.floors.push(floor);
|
||||
}
|
||||
|
||||
pub fn input_action(&self, entity: &Entity) -> Action {
|
||||
todo!()
|
||||
}
|
||||
|
||||
pub fn compute_turn(&mut self) {
|
||||
todo!();
|
||||
let mut update_floors = vec![false; self.floors.len()];
|
||||
let mut change_floors = vec![0; self.players.len()];
|
||||
|
||||
self.players.iter_mut().enumerate().for_each(|(i, player)| {
|
||||
let mut floor = player.get_floor();
|
||||
let mut floor = floor.get();
|
||||
|
||||
player.update();
|
||||
update_floors[floor.get_level()] = true;
|
||||
if let Cell::Exit = floor.get_cell(player.position) {
|
||||
change_floors[i] = floor.get_level() + 1;
|
||||
}
|
||||
});
|
||||
|
||||
update_floors
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter_map(|(i, b)| if *b { Some(i) } else { None })
|
||||
.for_each(|i| self.floors[i].get().update_entities());
|
||||
change_floors
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter(|(_, f)| **f != 0)
|
||||
.for_each(|(player, floor)| {
|
||||
let floor = self.get_floor_or_build(*floor);
|
||||
let player = &mut self.players[player];
|
||||
player.set_floor(floor);
|
||||
});
|
||||
}
|
||||
fn get_floor_or_build(&mut self, level: usize) -> FloorPtr {
|
||||
let mut level = level;
|
||||
if level > self.floors.len() {
|
||||
level = self.floors.len();
|
||||
}
|
||||
if level == self.floors.len() {
|
||||
self.build_next_floor()
|
||||
}
|
||||
|
||||
self.get_floor(level)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,61 +1,113 @@
|
||||
use rand::Rng;
|
||||
use rand::SeedableRng;
|
||||
use super::{
|
||||
cell::Cell,
|
||||
config::{Config, ConfigEffect, ConfigEntity},
|
||||
floor::{Floor, FloorPtr},
|
||||
};
|
||||
use rand::{Rng, SeedableRng};
|
||||
use rand_pcg::Pcg32;
|
||||
use std::ops::Range;
|
||||
|
||||
use super::cell::Cell;
|
||||
|
||||
use super::config::Config;
|
||||
use super::config::ConfigEffect;
|
||||
|
||||
pub struct Generator<'a> {
|
||||
pub struct Generator {
|
||||
pub rng: Pcg32,
|
||||
pub level: usize,
|
||||
size: usize,
|
||||
effects: Vec<&'a ConfigEffect>,
|
||||
size_rooms: Range<usize>,
|
||||
effects_total: usize,
|
||||
// enemies vec configuration?
|
||||
effects: Vec<ConfigEffect>,
|
||||
entities_total: usize,
|
||||
entities: Vec<ConfigEntity>,
|
||||
size: usize,
|
||||
grid: Vec<Vec<Cell>>, // enemies vec configuration?
|
||||
}
|
||||
|
||||
impl<'a> Generator<'a> {
|
||||
pub fn new(floor_seed: u64, floor_level: usize, config: &'a Config) -> Self {
|
||||
impl Generator {
|
||||
pub fn new(floor_seed: u64, floor_level: usize, config: &Config) -> Self {
|
||||
let mut rand_pcg = Pcg32::seed_from_u64(floor_seed);
|
||||
let range = config.floor_size_range.0..config.floor_size_range.1;
|
||||
let floor_size = rand_pcg.gen_range(range);
|
||||
|
||||
let effects_list = &config.effects;
|
||||
let effects_list = effects_list.into_iter();
|
||||
let effects_list = effects_list.filter_map(|val| {
|
||||
if floor_level >= val.first_floor && floor_level <= val.last_floor {
|
||||
Some(val)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
let effects_list = effects_list.collect();
|
||||
|
||||
let floor_size = rand_pcg.gen_range(config.floor_size.clone());
|
||||
Self {
|
||||
rng: rand_pcg,
|
||||
level: floor_level,
|
||||
size: floor_size,
|
||||
size_rooms: config.room_size.clone(),
|
||||
effects_total: config.effects_total,
|
||||
effects: effects_list,
|
||||
effects: Self::clone_vec_filter(&config.effects, |val| {
|
||||
val.floors.contains(&floor_level)
|
||||
}),
|
||||
entities_total: config.entities_total,
|
||||
entities: Self::clone_vec_filter(&config.entities, |val| {
|
||||
val.floors.contains(&floor_level)
|
||||
}),
|
||||
grid: Self::grid_with_only(floor_size, Cell::Wall),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn build_empty_matrix(&self) -> Vec<Vec<Cell>> {
|
||||
self.build_matrix_with(Cell::Empty)
|
||||
pub fn build_floor(mut self) -> FloorPtr {
|
||||
for x in 1..(self.size - 1) {
|
||||
for y in 1..(self.size - 1) {
|
||||
self.grid[x][y] = Cell::Empty;
|
||||
}
|
||||
}
|
||||
|
||||
self.rand_place_cell(Cell::Entance);
|
||||
self.rand_place_effects();
|
||||
FloorPtr::new(self.level, self.rng, vec![], self.grid)
|
||||
}
|
||||
pub fn build_labyrinth(&mut self) -> Vec<Vec<Cell>> {
|
||||
todo!()
|
||||
}
|
||||
pub fn build_rooms(&mut self) -> Vec<Vec<Cell>> {
|
||||
pub fn build_floor_catacomb(mut self) -> Floor {
|
||||
// init to WALLS
|
||||
// reserve some cells for rooms ??
|
||||
todo!()
|
||||
}
|
||||
|
||||
fn place_staircase(&mut self, grid: Vec<Vec<Cell>>) -> Vec<Vec<Cell>> {
|
||||
fn build_rooms(&mut self) {
|
||||
todo!()
|
||||
}
|
||||
fn build_matrix_with(&self, cell: Cell) -> Vec<Vec<Cell>> {
|
||||
vec![vec![cell; self.size]; self.size]
|
||||
fn rand_build_room(&mut self) -> (usize, usize, usize, usize) {
|
||||
loop {
|
||||
let (x, y) = self.rand_2d(0..self.size);
|
||||
let size = self.rand_2d(self.size_rooms.clone());
|
||||
let (x_up, y_up) = (x + size.0, y + size.1);
|
||||
|
||||
if x_up < self.size && y_up < self.size {
|
||||
for x in x..x_up {
|
||||
for y in y..y_up {
|
||||
self.grid[x][y] = Cell::Empty
|
||||
}
|
||||
}
|
||||
return (x, y, x_up, y_up);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn rand_place_effects(&mut self) {
|
||||
for _ in 0..self.effects_total {
|
||||
let index = self.rng.gen_range(0..self.effects.len());
|
||||
let effect = self.effects[index].effect.clone();
|
||||
let cell = Cell::Special(effect);
|
||||
self.rand_place_cell(cell);
|
||||
}
|
||||
}
|
||||
fn rand_place_cell(&mut self, cell: Cell) -> (usize, usize) {
|
||||
loop {
|
||||
let (x, y) = self.rand_2d(0..self.size);
|
||||
if let Cell::Empty = self.grid[x][y] {
|
||||
self.grid[x][y] = cell;
|
||||
return (x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
fn rand_2d(&mut self, range: Range<usize>) -> (usize, usize) {
|
||||
let x = self.rng.gen_range(range.clone());
|
||||
let y = self.rng.gen_range(range);
|
||||
(x, y)
|
||||
}
|
||||
|
||||
fn clone_vec_filter<T: Clone>(original: &Vec<T>, filter: impl Fn(&T) -> bool) -> Vec<T> {
|
||||
original
|
||||
.clone()
|
||||
.into_iter()
|
||||
.filter_map(|val| if filter(&val) { Some(val) } else { None })
|
||||
.collect()
|
||||
}
|
||||
fn grid_with_only(size: usize, cell: Cell) -> Vec<Vec<Cell>> {
|
||||
vec![vec![cell; size]; size]
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user