Refactoring es 03

- game now should work
- missing tests docs interaction
This commit is contained in:
2024-05-11 09:46:24 +02:00
parent 109c19a085
commit 9baf5d494d
8 changed files with 450 additions and 215 deletions

View File

@@ -8,4 +8,6 @@ edition = "2021"
[dependencies]
rand = "0.8.5"
rand_pcg = { version = "0.3.1", features = ["serde1"] }
serde = { version = "1.0.197", features = ["derive"] }
serde = { version = "1.0.197", features = ["derive", "rc"] }
typetag = "0.2.16"
dyn-clone = "1.0.17"

View File

@@ -1,4 +1,3 @@
#![allow(unused)]
/** Es.3
* Implementare una libreria che permetta di realizzare il seguente gioco.
@@ -40,3 +39,11 @@ pub mod generator;
pub mod cell;
pub mod config;
pub mod entities;
pub fn start_game() {
let mut game = game::Rogue::new();
loop {
println!("{}", game);
game.compute_turn();
}
}

View File

@@ -1,52 +1,93 @@
use super::entities::{Action, Direction, Entity};
use dyn_clone::{clone_trait_object, DynClone};
use rand::Rng;
use serde::{Deserialize, Serialize};
use super::{entities::{Direction, Entity}, game::Rogue};
#[derive(Clone, Copy, Deserialize, Serialize)]
#[derive(Clone, Deserialize, Serialize)]
pub enum Cell {
Staricase,
Special(Effect),
Entance,
Exit,
Special(Box<dyn Effect>),
Wall,
Empty,
}
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum Effect {
InstantDamage(i8),
TurnBasedDamage(u8, i8),
//DeBuff(i8, i8),
Confusion(u8),
//Custom(i16),
}
const DELTA: i32 = 5;
impl Effect {
pub fn effect(&self, game: &mut Rogue, entity: &mut Entity) {
let floor = game.current_floor();
let rng = floor.get_rng();
match *self {
Effect::InstantDamage(damage) => {
let damage = damage as i32;
let damage = damage + rng.gen_range(-DELTA..DELTA);
entity.health += damage;
}
Effect::Confusion(time) => {
if time > 0 {
entity.add_effect(Effect::Confusion(time - 1));
let coin_flip = rng.gen_range(0..=1);
if coin_flip == 1 {
let random_direction = Direction::generate_random(rng);
entity.direction = random_direction;
}
impl Cell {
pub fn entity_over(&mut self, entity: &mut Entity) {
match self {
Cell::Special(effect) => {
entity.add_effect(effect.clone());
if !effect.is_persistent() {
*self = Cell::Empty
}
}
_ => todo!()
Cell::Wall => {
entity.direction.invert();
entity.position = entity.direction.move_from(entity.position);
}
_ => (),
}
}
}
pub const POISON: Effect = Effect::InstantDamage(20);
pub const FOOD: Effect = Effect::InstantDamage(-20);
pub const CONFUSION: Effect = Effect::Confusion(u8::MAX);
#[typetag::serde(tag = "type")]
pub trait Effect: DynClone {
fn is_persistent(&self) -> bool;
fn apply_to(&self, entity: &mut Entity);
}
clone_trait_object!(Effect);
#[derive(Clone, Serialize, Deserialize)]
pub struct InstantDamage(pub i32);
#[typetag::serde]
impl Effect for InstantDamage {
fn is_persistent(&self) -> bool {
false
}
fn apply_to(&self, entity: &mut Entity) {
entity.health += self.0;
}
}
#[derive(Clone, Serialize, Deserialize)]
pub struct Confusion(pub u8);
#[typetag::serde]
impl Effect for Confusion {
fn is_persistent(&self) -> bool {
true
}
fn apply_to(&self, entity: &mut Entity) {
if self.0 > 0 {
let mut floor = entity.get_floor();
let mut floor = floor.get();
let rng = floor.get_rng();
let coin_flip = rng.gen_range(0..=1);
if coin_flip == 1 {
let random_direction = Direction::random(rng);
entity.buffer = Action::Move(random_direction);
}
entity.add_effect(Box::new(Self(self.0 - 1)));
}
}
}
#[derive(Clone, Serialize, Deserialize)]
pub struct TurnBasedDamage {
time: u8,
damage: i32,
}
#[typetag::serde]
impl Effect for TurnBasedDamage {
fn is_persistent(&self) -> bool {
false
}
fn apply_to(&self, entity: &mut Entity) {
if self.time > 0 {
entity.health += self.damage;
entity.add_effect(Box::new(Self {
time: self.time - 1,
damage: self.damage,
}));
}
}
}

View File

@@ -1,6 +1,9 @@
use super::cell::{self, Effect};
use super::{
cell::{Confusion, Effect, InstantDamage},
entities::Decider,
};
use serde::{Deserialize, Serialize};
use std::ops::Range;
/**
* Struttura Config usata per definire il gioco, ha alcune cose utili
@@ -10,26 +13,56 @@ use serde::{Deserialize, Serialize};
#[derive(Clone, Deserialize, Serialize)]
pub struct Config {
pub game_seed: u64,
pub floor_size_range: (usize, usize),
pub effects: Vec<ConfigEffect>,
pub room_size: Range<usize>,
pub floor_size: Range<usize>,
pub effects_total: usize,
pub effects: Vec<ConfigEffect>,
pub entities_total: usize,
pub entities: Vec<ConfigEntity>,
}
#[derive(Clone, Copy, Deserialize, Serialize)]
#[derive(Clone, Deserialize, Serialize)]
pub struct ConfigEffect {
pub effect: Effect,
pub first_floor: usize,
pub last_floor: usize,
pub floors: Range<usize>,
pub effect: Box<dyn Effect>,
pub priority: usize,
}
#[derive(Clone, Deserialize, Serialize)]
pub struct ConfigEntity {
pub floors: Range<usize>,
pub name: String,
pub decider: Box<dyn Decider>,
pub health: i32,
pub attack: i32,
}
impl Default for Config {
fn default() -> Self {
Self {
game_seed: 0,
floor_size_range: (20, 30),
effects: vec![ConfigEffect { effect: cell::POISON, first_floor: 0, last_floor: 255, priority: 1 }],
room_size: 5..10,
floor_size: 30..40,
effects: vec![
ConfigEffect {
effect: Box::new(InstantDamage(20)),
floors: 0..255,
priority: 1,
},
ConfigEffect {
effect: Box::new(InstantDamage(-20)),
floors: 0..255,
priority: 1,
},
ConfigEffect {
effect: Box::new(Confusion(10)),
floors: 0..255,
priority: 1,
},
],
effects_total: 45,
entities: vec![],
entities_total: 0,
}
}
}

View File

@@ -1,15 +1,14 @@
use std::{collections::VecDeque, fmt::Display};
use super::{cell::Effect, floor::FloorPtr};
use dyn_clone::{clone_trait_object, DynClone};
use rand::Rng;
use rand_pcg::Pcg32;
use serde::{Deserialize, Serialize};
use super::{
cell::{Cell, Effect},
game::Rogue,
};
use std::{collections::VecDeque, fmt::Display};
#[derive(Clone, Copy, Deserialize, Serialize)]
pub struct Position(pub usize, pub usize);
#[derive(Clone, Deserialize, Serialize)]
pub enum Direction {
UP,
DOWN,
@@ -19,25 +18,25 @@ pub enum Direction {
}
impl Direction {
pub fn invert(&self) -> Self {
match *self {
pub fn invert(&mut self) {
*self = match *self {
Direction::UP => Direction::DOWN,
Direction::DOWN => Direction::UP,
Direction::RIGHT => Direction::LEFT,
Direction::LEFT => Direction::RIGHT,
_ => Direction::NONE,
}
};
}
pub fn move_from(&self, pos: (usize, usize)) -> (usize, usize) {
pub fn move_from(&self, pos: Position) -> Position {
match *self {
Direction::UP => (pos.0, pos.1 + 1),
Direction::DOWN => (pos.0, pos.1 - 1),
Direction::RIGHT => (pos.0 + 1, pos.1),
Direction::LEFT => (pos.0 - 1, pos.1),
Direction::NONE => (pos.0, pos.1),
Direction::UP => Position(pos.0, pos.1 + 1),
Direction::DOWN => Position(pos.0, pos.1 - 1),
Direction::RIGHT => Position(pos.0 + 1, pos.1),
Direction::LEFT => Position(pos.0 - 1, pos.1),
Direction::NONE => pos,
}
}
pub fn generate_random(rng: &mut Pcg32) -> Self {
pub fn random(rng: &mut Pcg32) -> Self {
match rng.gen_range(0..4) {
0 => Direction::UP,
1 => Direction::DOWN,
@@ -61,83 +60,103 @@ impl Display for Direction {
}
}
#[derive(Clone, Copy, Deserialize, Serialize)]
#[derive(Clone, Deserialize, Serialize)]
pub struct Entity {
name: String,
effects: VecDeque<Box<dyn Effect>>,
decider: Box<dyn Decider>,
floor: FloorPtr,
pub buffer: Action,
pub position: Position,
pub direction: Direction,
pub health: i32,
attack: i32,
}
impl Entity {
pub fn new(name: String, decider: Box<dyn Decider>, mut floor: FloorPtr) -> Self {
let position = floor.get().get_entrance();
Self {
name,
floor,
decider,
position,
buffer: Action::DoNothing,
effects: VecDeque::new(),
direction: Direction::NONE,
attack: 100,
health: 100,
}
}
pub fn add_effect(&mut self, effect: Box<dyn Effect>) {
self.effects.push_back(effect);
}
pub fn get_floor(&self) -> FloorPtr {
self.floor.clone()
}
pub fn set_floor(&mut self, floor: FloorPtr) {
self.floor = floor;
self.position = self.floor.get().get_entrance();
}
pub fn update(&mut self) {
self.compute_action();
self.compute_effects();
}
fn compute_effects(&mut self) {
let total = self.effects.len(); // len could change
for _ in 0..total {
if let Some(effect) = self.effects.pop_front() {
effect.apply_to(self);
}
}
}
fn compute_action(&mut self) {
let action = self.decider.get_next_action();
match self.buffer {
Action::DoNothing => action.apply(self),
_ => (),
}
self.buffer = Action::DoNothing;
}
}
#[derive(Clone, Deserialize, Serialize)]
pub enum Action {
Move(Direction),
// attack
DoNothing,
}
#[derive(Deserialize, Serialize)]
pub struct Entity {
name: String,
floor: usize,
effected_by: VecDeque<Effect>,
player: bool,
pub position: (usize, usize),
pub direction: Direction,
pub health: i32,
pub attack: i32,
}
impl Entity {
pub fn new(name: String) -> Self {
Self {
name,
floor: 0,
effected_by: VecDeque::new(),
position: (0, 0),
player: false,
direction: Direction::UP,
attack: 100,
health: 100,
}
}
pub fn new_player(name: String) -> Self {
let mut player = Self::new(name);
player.player = true;
player
}
pub fn add_effect(&mut self, effect: Effect) {
self.effected_by.push_back(effect);
}
pub fn compute_effects(&mut self, game: &mut Rogue) {
let total = self.effected_by.len(); // len could change
for _ in 0..total {
if let Some(effect) = self.effected_by.pop_front() {
effect.effect(game, self);
}
}
}
pub fn do_action(&mut self, game: &mut Rogue, action: Action) {
match action {
impl Action {
pub fn apply(self, entity: &mut Entity) {
match self {
Action::DoNothing => {}
Action::Move(direction) => {
self.direction = direction;
self.do_action_move(game);
}
_ => todo!(),
}
}
let pos = direction.move_from(entity.position);
entity.direction = direction;
entity.position = pos;
fn do_action_move(&mut self, game: &mut Rogue) {
let direction = self.direction;
let pos = direction.move_from(self.position);
let floor = game.current_floor();
match floor.get_cell(pos) {
Cell::Empty => {
self.position = pos;
let mut floor = entity.floor.clone();
let mut floor = floor.get();
let cell = floor.get_cell(pos);
cell.entity_over(entity);
}
Cell::Special(effect) => {
self.position = pos;
self.add_effect(effect)
}
Cell::Staricase => {
if self.player {
game.build_new_floor()
}
}
Cell::Wall => self.direction = direction.invert(),
}
}
}
clone_trait_object!(Decider);
#[typetag::serde(tag = "type")]
pub trait Decider: DynClone {
fn get_next_action(&self) -> Action;
}
#[derive(Clone, Serialize, Deserialize)]
pub struct Immovable;
#[typetag::serde]
impl Decider for Immovable {
fn get_next_action(&self) -> Action {
Action::DoNothing
}
}

View File

@@ -1,12 +1,28 @@
use super::{
cell::Cell,
entities::{Entity, Position},
};
use rand_pcg::Pcg32;
use serde::{Deserialize, Serialize};
use std::{
cell::{RefCell, RefMut},
rc::Rc,
};
use super::cell::Cell;
use super::entities::Entity;
use super::game::Rogue;
use super::generator::Generator;
#[derive(Clone, Deserialize, Serialize)]
pub struct FloorPtr(Rc<RefCell<Floor>>);
impl FloorPtr {
pub fn new(level: usize, rng: Pcg32, entities: Vec<Entity>, grid: Vec<Vec<Cell>>) -> Self {
Self(Rc::new(RefCell::new(Floor::new(
level, rng, entities, grid,
))))
}
pub fn get(&mut self) -> RefMut<Floor> {
self.0.borrow_mut()
}
}
#[derive(Deserialize, Serialize)]
#[derive(Clone, Deserialize, Serialize)]
pub struct Floor {
level: usize,
grid: Vec<Vec<Cell>>,
@@ -15,28 +31,43 @@ pub struct Floor {
}
impl Floor {
pub fn new(generator: Generator) -> Self {
fn new(level: usize, rng: Pcg32, entities: Vec<Entity>, grid: Vec<Vec<Cell>>) -> Self {
Self {
entities: vec![],
level: generator.level,
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();
}
}
}

View File

@@ -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)
}
}

View File

@@ -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]
}
}