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package main
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import (
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"os"
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"slices"
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"log"
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"fmt"
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"math/rand"
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"time"
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"github.com/gdamore/tcell/v2"
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"github.com/gdamore/tcell/v2/encoding"
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)
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var dbg *log.Logger
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const (
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WALL = '#'
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SPACE = '.'
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PATH_LIMIT = 1000
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RENDER = true
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SHOW_RENDER = false
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SHOW_PATHS = false
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HEARING_DISTANCE = 6
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)
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// DATA
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type Map [][]rune
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type Paths [][]int
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type Position struct {
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X int
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Y int
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}
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type Enemy struct {
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HP int
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Pos Position
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Damage int
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}
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type Game struct {
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Screen tcell.Screen
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Level Map
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Paths Paths
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Player Enemy
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Status string
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Width int
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Height int
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Enemies map[Position]*Enemy
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}
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//// DRAWING
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func (game *Game) DrawText(x int, y int, text string) {
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for i, cell := range text {
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game.Screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault)
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}
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}
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func (game *Game) DrawStatus() {
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game.DrawText(0, game.Height, game.Status)
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hp := fmt.Sprintf("HP: %d", game.Player.HP)
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game.DrawText(game.Width - len(hp), game.Height, hp)
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}
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func (game *Game) SetStatus(msg string) {
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game.Status = msg
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}
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func (game *Game) DrawEntity(symbol rune, pos Position, color tcell.Color) {
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style := tcell.StyleDefault.Bold(true).Foreground(color)
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game.Screen.SetContent(pos.X, pos.Y, symbol, nil, style)
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}
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func (game *Game) DrawMap() {
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gray := tcell.StyleDefault.Foreground(tcell.ColorGray)
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for y, line := range game.Level {
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for x, cell := range line {
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if cell == SPACE {
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game.Screen.SetContent(x, y, cell, nil, gray)
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} else {
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game.Screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
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}
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}
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}
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}
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func (game *Game) DrawPaths() {
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for y, row := range game.Paths {
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for x, path_num := range row {
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if path_num == PATH_LIMIT { continue }
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as_str := fmt.Sprintf("%x", path_num % 16)
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style := tcell.StyleDefault.Foreground(tcell.ColorGray)
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if path_num >= 0 && path_num <= 16 {
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style = style.Reverse(true)
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}
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game.Screen.SetContent(x, y, rune(as_str[0]), nil, style)
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}
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}
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}
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///// RENDERING
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func (game *Game) InitScreen() {
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encoding.Register()
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var err error
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game.Screen, err = tcell.NewScreen()
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if err != nil { log.Fatal(err) }
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err = game.Screen.Init()
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if err != nil { log.Fatal(err) }
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}
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func (game *Game) Render() {
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if !RENDER { return }
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game.Screen.Clear()
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game.DrawMap()
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if SHOW_PATHS {
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game.DrawPaths()
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}
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game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow)
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for pos, _ := range game.Enemies {
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game.DrawEntity('G', pos, tcell.ColorRed)
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}
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game.DrawStatus()
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game.Screen.Show()
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}
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//// EVENTS
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func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
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switch ev.Key() {
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case tcell.KeyEscape:
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return false
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case tcell.KeyUp:
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game.MovePlayer(0, -1)
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case tcell.KeyDown:
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game.MovePlayer(0, 1)
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case tcell.KeyRight:
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game.MovePlayer(1, 0)
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case tcell.KeyLeft:
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game.MovePlayer(-1, 0)
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}
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switch ev.Rune() {
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case 'q':
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return false
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}
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return true
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}
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func (game *Game) HandleEvents() bool {
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if !RENDER { return false }
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switch ev := game.Screen.PollEvent().(type) {
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case *tcell.EventResize:
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game.Screen.Sync()
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case *tcell.EventKey:
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return game.HandleKeys(ev)
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}
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return true
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}
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////// GAME
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func NewGame(width int, height int) (*Game) {
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var game Game
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game.Width = width
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game.Height = height
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game.Enemies = make(map[Position]*Enemy)
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game.Level = make(Map, height, height)
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game.Paths = make(Paths, height, height)
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game.Player = Enemy{20, Position{1,1}, 4}
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return &game
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}
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func (game *Game) Exit() {
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if RENDER {
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game.Screen.Fini()
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}
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os.Exit(0)
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}
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func (game *Game) PlaceEnemies(places []Position) {
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for _, pos := range places {
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if rand.Int() % 2 == 0 {
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game.Enemies[pos] = &Enemy{10, pos, 4}
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}
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}
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}
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func (game *Game) Restart() {
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game.SetStatus("YOU DIED! Try again.")
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game.Player.HP = 20
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game.Player.Pos = Position{1,1}
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clear(game.Enemies)
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game.FillPaths(game.Paths, PATH_LIMIT)
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game.FillMap(game.Level, '#')
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game.Render()
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}
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////// MAP
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func compass(near Position, offset int) []Position {
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return []Position{
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Position{near.X, near.Y - offset},
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Position{near.X, near.Y + offset},
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Position{near.X + offset, near.Y},
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Position{near.X - offset, near.Y},
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}
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}
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func (game *Game) CloneMap() Map {
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// this is a shallow copy though
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new_map := slices.Clone(game.Level)
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for i, row := range new_map {
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// this makes sure the row is an actual copy
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new_map[i] = slices.Clone(row)
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}
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return new_map
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}
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func (game *Game) Inbounds(pos Position, offset int) bool {
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return pos.X >= offset &&
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pos.X < game.Width - offset &&
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pos.Y >= offset &&
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pos.Y < game.Height - offset
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}
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func (game *Game) Occupied(pos Position) bool {
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_, is_enemy := game.Enemies[pos]
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is_player := pos == game.Player.Pos
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// Inbounds comes first to prevent accessing level with bad x,y
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return !game.Inbounds(pos, 1) ||
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game.Level[pos.Y][pos.X] == WALL ||
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is_enemy ||
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is_player
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}
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func (game *Game) FillMap(target Map, setting rune) {
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for y := 0 ; y < game.Height; y++ {
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target[y] = slices.Repeat([]rune{setting}, game.Width)
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}
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}
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///// MOVEMENT
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func (game *Game) MoveEnemy(from Position, to Position) {
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enemy, ok := game.Enemies[from]
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if !ok { log.Fatal("no enemy at", from, "wtf") }
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delete(game.Enemies, from)
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game.Enemies[to] = enemy
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}
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func (game *Game) MovePlayer(x_delta int, y_delta int) {
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target := Position{
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game.Player.Pos.X + x_delta,
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game.Player.Pos.Y + y_delta,
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}
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if game.Occupied(target) {
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game.Attack(target)
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} else {
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game.Player.Pos = target
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}
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}
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///// COMBAT
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func (game *Game) EnemyDeath() {
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is_dead := make([]Position, 0, len(game.Enemies))
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for pos, enemy := range game.Enemies {
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if enemy.HP < 0 {
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is_dead = append(is_dead, pos)
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}
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}
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for _, pos := range is_dead {
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delete(game.Enemies, pos)
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}
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}
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func (game *Game) ApplyDamage(attacker *Enemy, defender *Enemy) {
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damage := rand.Int() % attacker.Damage
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defender.HP -= damage
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if damage == 0 {
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game.SetStatus("MISSED!")
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} else if defender.HP > 0 {
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game.SetStatus(fmt.Sprintf("HIT %d damage", damage))
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} else {
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game.SetStatus("DEAD!")
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}
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}
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func (game *Game) Attack(target Position) {
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enemy, hit_enemy := game.Enemies[target]
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if hit_enemy {
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game.ApplyDamage(&game.Player, enemy)
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game.ApplyDamage(enemy, &game.Player)
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}
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}
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///// PATHING
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func (game *Game) FillPaths(target Paths, setting int) {
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for y := 0 ; y < game.Height; y++ {
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target[y] = slices.Repeat([]int{setting}, game.Width)
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}
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}
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func (game *Game) Neighbors(near Position) []Position {
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result := make([]Position, 0, 4)
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points := compass(near, 2)
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for _, pos := range points {
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if game.Inbounds(pos, 0) {
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result = append(result, pos)
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}
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}
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return result
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}
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func (game *Game) NeighborWalls(pos Position) []Position {
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neighbors := game.Neighbors(pos)
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result := make([]Position, 0)
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for _, at := range neighbors {
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cell := game.Level[at.Y][at.X]
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if cell == WALL {
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result = append(result, at)
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}
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}
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return result
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}
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func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position {
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points := compass(near, 1)
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for _, pos := range points {
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// NOTE: if you also add !game.Occupied(pos.x, pos.y) it ????
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if closed[pos.Y][pos.X] == SPACE {
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closed[pos.Y][pos.X] = WALL
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neighbors = append(neighbors, pos)
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}
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}
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return neighbors
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}
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func (game *Game) CalculatePaths() {
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in_grid := make([][]int, game.Height, game.Height)
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game.FillPaths(in_grid, 1)
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in_grid[game.Player.Pos.Y][game.Player.Pos.X] = 0
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game.FillPaths(game.Paths, PATH_LIMIT)
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closed := game.CloneMap()
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starting_pixels := make([]Position, 0, 10)
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open_pixels := make([]Position, 0, 10)
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counter := 0
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for counter < game.Height * game.Width {
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x := counter % game.Width
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y := counter / game.Width
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if in_grid[y][x] == 0 {
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game.Paths[y][x] = 0
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closed[y][x] = WALL
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starting_pixels = append(starting_pixels, Position{x, y})
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}
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counter += 1
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}
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for _, pos := range starting_pixels {
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open_pixels = game.PathAddNeighbors(open_pixels, closed, pos)
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}
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counter = 1
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for counter < PATH_LIMIT && len(open_pixels) > 0 {
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next_open := make([]Position, 0, 10)
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|
|
for _, pos := range open_pixels {
|
|
|
|
game.Paths[pos.Y][pos.X] = counter
|
|
|
|
next_open = game.PathAddNeighbors(next_open, closed, pos)
|
|
|
|
}
|
|
|
|
open_pixels = next_open
|
|
|
|
counter += 1
|
|
|
|
}
|
|
|
|
|
|
|
|
for _, pos := range open_pixels {
|
|
|
|
game.Paths[pos.Y][pos.X] = counter
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
func (game *Game) EnemyPathing() {
|
|
|
|
for enemy_at, _ := range game.Enemies {
|
|
|
|
// get the four directions
|
|
|
|
dirs := compass(enemy_at, 1)
|
|
|
|
|
|
|
|
// sort by closest path number
|
|
|
|
slices.SortFunc(dirs, func(a Position, b Position) int {
|
|
|
|
return game.Paths[a.Y][a.X] - game.Paths[b.Y][b.X]
|
|
|
|
})
|
|
|
|
|
|
|
|
// 0 dir is now the best direction
|
|
|
|
move_to := dirs[0]
|
|
|
|
|
|
|
|
// can we hear the player? occupied?
|
|
|
|
can_hear := game.Paths[move_to.Y][move_to.X] < HEARING_DISTANCE
|
|
|
|
occupied := game.Occupied(move_to)
|
|
|
|
|
|
|
|
if can_hear && !occupied {
|
|
|
|
// move the enemy in the best direction
|
|
|
|
game.MoveEnemy(enemy_at, move_to)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//// MAZE GENERATION
|
|
|
|
|
|
|
|
func (game *Game) HuntNext(on *Position, found *Position) bool {
|
|
|
|
for y := 1; y < game.Height ; y += 2 {
|
|
|
|
for x := 1; x < game.Width ; x += 2 {
|
|
|
|
if game.Level[y][x] != WALL {
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
|
|
|
|
neighbors := game.Neighbors(Position{x, y})
|
|
|
|
|
|
|
|
for _, pos := range neighbors {
|
|
|
|
if game.Level[pos.Y][pos.X] == SPACE {
|
|
|
|
*on = Position{x, y}
|
|
|
|
*found = pos
|
|
|
|
return true
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
|
|
|
|
func (game *Game) HAKStep(from Position, to Position) {
|
|
|
|
game.Level[from.Y][from.X] = SPACE
|
|
|
|
row := (from.Y + to.Y) / 2
|
|
|
|
col := (from.X + to.X) / 2
|
|
|
|
game.Level[row][col] = SPACE
|
|
|
|
}
|
|
|
|
|
|
|
|
func (game *Game) HuntAndKill() []Position {
|
|
|
|
on := Position{1, 1}
|
|
|
|
found := Position{1,1}
|
|
|
|
|
|
|
|
dead_ends := make([]Position, 0)
|
|
|
|
|
|
|
|
for {
|
|
|
|
neighbors := game.NeighborWalls(on)
|
|
|
|
|
|
|
|
if len(neighbors) == 0 {
|
|
|
|
dead_ends = append(dead_ends, on)
|
|
|
|
|
|
|
|
if !game.HuntNext(&on, &found) {
|
|
|
|
break
|
|
|
|
}
|
|
|
|
|
|
|
|
game.HAKStep(on, found)
|
|
|
|
} else {
|
|
|
|
rand_neighbor := rand.Int() % len(neighbors)
|
|
|
|
nb := neighbors[rand_neighbor]
|
|
|
|
game.HAKStep(nb, on)
|
|
|
|
on = nb
|
|
|
|
}
|
|
|
|
|
|
|
|
if SHOW_RENDER {
|
|
|
|
game.Render()
|
|
|
|
time.Sleep(50 * time.Millisecond)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return dead_ends
|
|
|
|
}
|
|
|
|
|
|
|
|
func (game *Game) NewMap() []Position {
|
|
|
|
game.FillMap(game.Level, '#')
|
|
|
|
return game.HuntAndKill()
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
func main() {
|
|
|
|
out, err := os.Create("debug.log")
|
|
|
|
if err != nil { log.Fatal(err) }
|
|
|
|
dbg = log.New(out, "", log.LstdFlags)
|
|
|
|
|
|
|
|
game := NewGame(27, 17)
|
|
|
|
game.InitScreen()
|
|
|
|
|
|
|
|
for {
|
|
|
|
dead_ends := game.NewMap()
|
|
|
|
game.PlaceEnemies(dead_ends)
|
|
|
|
game.Render()
|
|
|
|
|
|
|
|
for game.HandleEvents() && game.Player.HP > 0 {
|
|
|
|
game.EnemyDeath()
|
|
|
|
game.CalculatePaths()
|
|
|
|
game.EnemyPathing()
|
|
|
|
game.Render()
|
|
|
|
}
|
|
|
|
|
|
|
|
if game.Player.HP <= 0 {
|
|
|
|
game.Restart()
|
|
|
|
} else {
|
|
|
|
game.Exit()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|