Reorganized the final result so that functions are in different sections based on their use.

master
Zed A. Shaw 3 days ago
parent 41ef9fd8ab
commit 0059f89e22
  1. 522
      04_combat/main.go

@ -24,70 +24,74 @@ const (
HEARING_DISTANCE = 6
)
// DATA
type Map [][]rune
type Paths [][]int
type Position struct {
x int
y int
X int
Y int
}
type Enemy struct {
hp int
pos Position
damage int
HP int
Pos Position
Damage int
}
type Game struct {
screen tcell.Screen
level Map
paths Paths
player Enemy
status string
width int
height int
enemies map[Position]*Enemy
Screen tcell.Screen
Level Map
Paths Paths
Player Enemy
Status string
Width int
Height int
Enemies map[Position]*Enemy
}
//// DRAWING
func (game *Game) DrawText(x int, y int, text string) {
for i, cell := range text {
game.screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault)
game.Screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault)
}
}
func (game *Game) DrawStatus() {
game.DrawText(0, game.height, game.status)
game.DrawText(0, game.Height, game.Status)
hp := fmt.Sprintf("HP: %d", game.player.hp)
hp := fmt.Sprintf("HP: %d", game.Player.HP)
game.DrawText(game.width - len(hp), game.height, hp)
game.DrawText(game.Width - len(hp), game.Height, hp)
}
func (game *Game) Status(msg string) {
game.status = msg
func (game *Game) SetStatus(msg string) {
game.Status = msg
}
func (game *Game) DrawEntity(symbol rune, pos Position, color tcell.Color) {
style := tcell.StyleDefault.Bold(true).Foreground(color)
game.screen.SetContent(pos.x, pos.y, symbol, nil, style)
game.Screen.SetContent(pos.X, pos.Y, symbol, nil, style)
}
func (game *Game) DrawMap() {
gray := tcell.StyleDefault.Foreground(tcell.ColorGray)
for y, line := range game.level {
for y, line := range game.Level {
for x, cell := range line {
if cell == SPACE {
game.screen.SetContent(x, y, cell, nil, gray)
game.Screen.SetContent(x, y, cell, nil, gray)
} else {
game.screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
game.Screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
}
}
}
}
func (game *Game) DrawPaths() {
for y, row := range game.paths {
for y, row := range game.Paths {
for x, path_num := range row {
if path_num == PATH_LIMIT { continue }
@ -98,15 +102,28 @@ func (game *Game) DrawPaths() {
style = style.Reverse(true)
}
game.screen.SetContent(x, y, rune(as_str[0]), nil, style)
game.Screen.SetContent(x, y, rune(as_str[0]), nil, style)
}
}
}
///// RENDERING
func (game *Game) InitScreen() {
encoding.Register()
var err error
game.Screen, err = tcell.NewScreen()
if err != nil { log.Fatal(err) }
err = game.Screen.Init()
if err != nil { log.Fatal(err) }
}
func (game *Game) Render() {
if !RENDER { return }
game.screen.Clear()
game.Screen.Clear()
game.DrawMap()
@ -114,84 +131,18 @@ func (game *Game) Render() {
game.DrawPaths()
}
game.DrawEntity('@', game.player.pos, tcell.ColorYellow)
game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow)
for pos, _ := range game.enemies {
for pos, _ := range game.Enemies {
game.DrawEntity('G', pos, tcell.ColorRed)
}
game.DrawStatus()
game.screen.Show()
}
func (game *Game) Exit() {
if RENDER {
game.screen.Fini()
}
os.Exit(0)
}
func (game *Game) Occupied(x int, y int) bool {
pos := Position{x, y}
_, is_enemy := game.enemies[pos]
is_player := pos == game.player.pos
// Inbounds comes first to prevent accessing level with bad x,y
return !game.Inbounds(pos, 1) ||
game.level[y][x] == WALL ||
is_enemy ||
is_player
game.Screen.Show()
}
func (game *Game) EnemyDeath() {
is_dead := make([]Position, 0, len(game.enemies))
for pos, enemy := range game.enemies {
if enemy.hp < 0 {
is_dead = append(is_dead, pos)
}
}
for _, pos := range is_dead {
delete(game.enemies, pos)
}
}
func (game *Game) ApplyDamage(attacker *Enemy, defender *Enemy) {
damage := rand.Int() % attacker.damage
defender.hp -= damage
if damage == 0 {
game.Status("MISSED!")
} else if defender.hp > 0 {
game.Status(fmt.Sprintf("HIT %d damage", damage))
} else {
game.Status("DEAD!")
}
}
func (game *Game) Attack(target Position) {
enemy, hit_enemy := game.enemies[target]
if hit_enemy {
game.ApplyDamage(&game.player, enemy)
game.ApplyDamage(enemy, &game.player)
}
}
func (game *Game) MovePlayer(x_delta int, y_delta int) {
target := Position{
game.player.pos.x + x_delta,
game.player.pos.y + y_delta,
}
if game.Occupied(target.x, target.y) {
game.Attack(target)
} else {
game.player.pos = target
}
}
//// EVENTS
func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
switch ev.Key() {
@ -218,9 +169,9 @@ func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
func (game *Game) HandleEvents() bool {
if !RENDER { return false }
switch ev := game.screen.PollEvent().(type) {
switch ev := game.Screen.PollEvent().(type) {
case *tcell.EventResize:
game.screen.Sync()
game.Screen.Sync()
case *tcell.EventKey:
return game.HandleKeys(ev)
}
@ -228,188 +179,204 @@ func (game *Game) HandleEvents() bool {
return true
}
func (game *Game) InitScreen() {
encoding.Register()
var err error
game.screen, err = tcell.NewScreen()
if err != nil { log.Fatal(err) }
err = game.screen.Init()
if err != nil { log.Fatal(err) }
}
////// GAME
func NewGame(width int, height int) (*Game) {
var game Game
game.width = width
game.height = height
game.enemies = make(map[Position]*Enemy)
game.Width = width
game.Height = height
game.Enemies = make(map[Position]*Enemy)
game.level = make(Map, height, height)
game.paths = make(Paths, height, height)
game.Level = make(Map, height, height)
game.Paths = make(Paths, height, height)
game.player = Enemy{20, Position{1,1}, 4}
game.Player = Enemy{20, Position{1,1}, 4}
return &game
}
func compass(x int, y int, offset int) []Position {
return []Position{
Position{x, y - offset},
Position{x, y + offset},
Position{x + offset, y},
Position{ x - offset, y},
func (game *Game) Exit() {
if RENDER {
game.Screen.Fini()
}
}
func (game *Game) Inbounds(pos Position, offset int) bool {
return pos.x >= offset &&
pos.x < game.width - offset &&
pos.y >= offset &&
pos.y < game.height - offset
os.Exit(0)
}
func (game *Game) Neighbors(near Position) []Position {
result := make([]Position, 0, 4)
points := compass(near.x, near.y, 2)
for _, pos := range points {
if game.Inbounds(pos, 0) {
result = append(result, pos)
func (game *Game) PlaceEnemies(places []Position) {
for _, pos := range places {
if rand.Int() % 2 == 0 {
game.Enemies[pos] = &Enemy{10, pos, 4}
}
}
}
return result
func (game *Game) Restart() {
game.SetStatus("YOU DIED! Try again.")
game.Player.HP = 20
game.Player.Pos = Position{1,1}
clear(game.Enemies)
game.FillPaths(game.Paths, PATH_LIMIT)
game.FillMap(game.Level, '#')
game.Render()
}
func (game *Game) NeighborWalls(pos Position) []Position {
neighbors := game.Neighbors(pos)
result := make([]Position, 0)
////// MAP
for _, at := range neighbors {
cell := game.level[at.y][at.x]
func compass(near Position, offset int) []Position {
return []Position{
Position{near.X, near.Y - offset},
Position{near.X, near.Y + offset},
Position{near.X + offset, near.Y},
Position{near.X - offset, near.Y},
}
}
if cell == WALL {
result = append(result, at)
}
func (game *Game) CloneMap() Map {
// this is a shallow copy though
new_map := slices.Clone(game.Level)
for i, row := range new_map {
// this makes sure the row is an actual copy
new_map[i] = slices.Clone(row)
}
return result
return new_map
}
func (game *Game) FindCoord(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
}
func (game *Game) Inbounds(pos Position, offset int) bool {
return pos.X >= offset &&
pos.X < game.Width - offset &&
pos.Y >= offset &&
pos.Y < game.Height - offset
}
neighbors := game.Neighbors(Position{x, y})
func (game *Game) Occupied(pos Position) bool {
_, is_enemy := game.Enemies[pos]
is_player := pos == game.Player.Pos
for _, pos := range neighbors {
if game.level[pos.y][pos.x] == SPACE {
*on = Position{x, y}
*found = pos
return true
}
}
}
}
// Inbounds comes first to prevent accessing level with bad x,y
return !game.Inbounds(pos, 1) ||
game.Level[pos.Y][pos.X] == WALL ||
is_enemy ||
is_player
}
return false
func (game *Game) FillMap(target Map, setting rune) {
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]rune{setting}, game.Width)
}
}
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
///// MOVEMENT
func (game *Game) MoveEnemy(from Position, to Position) {
enemy, ok := game.Enemies[from]
if !ok { log.Fatal("no enemy at", from, "wtf") }
delete(game.Enemies, from)
game.Enemies[to] = enemy
}
func (game *Game) HuntAndKill() []Position {
on := Position{1, 1}
found := Position{1,1}
dead_ends := make([]Position, 0)
func (game *Game) MovePlayer(x_delta int, y_delta int) {
target := Position{
game.Player.Pos.X + x_delta,
game.Player.Pos.Y + y_delta,
}
for {
neighbors := game.NeighborWalls(on)
if game.Occupied(target) {
game.Attack(target)
} else {
game.Player.Pos = target
}
}
if len(neighbors) == 0 {
dead_ends = append(dead_ends, on)
///// COMBAT
if !game.FindCoord(&on, &found) {
break
}
func (game *Game) EnemyDeath() {
is_dead := make([]Position, 0, len(game.Enemies))
game.HAKStep(on, found)
} else {
rand_neighbor := rand.Int() % len(neighbors)
nb := neighbors[rand_neighbor]
game.HAKStep(nb, on)
on = nb
for pos, enemy := range game.Enemies {
if enemy.HP < 0 {
is_dead = append(is_dead, pos)
}
}
if SHOW_RENDER {
game.Render()
time.Sleep(50 * time.Millisecond)
}
for _, pos := range is_dead {
delete(game.Enemies, pos)
}
}
return dead_ends
func (game *Game) ApplyDamage(attacker *Enemy, defender *Enemy) {
damage := rand.Int() % attacker.Damage
defender.HP -= damage
if damage == 0 {
game.SetStatus("MISSED!")
} else if defender.HP > 0 {
game.SetStatus(fmt.Sprintf("HIT %d damage", damage))
} else {
game.SetStatus("DEAD!")
}
}
func (game *Game) FillMap(target Map, setting rune) {
for y := 0 ; y < game.height; y++ {
target[y] = slices.Repeat([]rune{setting}, game.width)
func (game *Game) Attack(target Position) {
enemy, hit_enemy := game.Enemies[target]
if hit_enemy {
game.ApplyDamage(&game.Player, enemy)
game.ApplyDamage(enemy, &game.Player)
}
}
///// PATHING
func (game *Game) FillPaths(target Paths, setting int) {
for y := 0 ; y < game.height; y++ {
target[y] = slices.Repeat([]int{setting}, game.width)
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]int{setting}, game.Width)
}
}
func (game *Game) CarveRoom(pos Position, size int) {
// only use ones far enough inside
for y := pos.y - size; y < pos.y + size; y++ {
for x := pos.x - size; x < pos.x + size; x++ {
if game.Inbounds(Position{x, y}, 1) {
game.level[y][x] = SPACE
}
func (game *Game) Neighbors(near Position) []Position {
result := make([]Position, 0, 4)
points := compass(near, 2)
for _, pos := range points {
if game.Inbounds(pos, 0) {
result = append(result, pos)
}
}
}
func (game *Game) MoveEnemy(from Position, to Position) {
enemy, ok := game.enemies[from]
if !ok { log.Fatal("no enemy at", from, "wtf") }
delete(game.enemies, from)
game.enemies[to] = enemy
return result
}
func (game *Game) CloneMap() Map {
// this is a shallow copy though
new_map := slices.Clone(game.level)
func (game *Game) NeighborWalls(pos Position) []Position {
neighbors := game.Neighbors(pos)
result := make([]Position, 0)
for i, row := range new_map {
// this makes sure the row is an actual copy
new_map[i] = slices.Clone(row)
for _, at := range neighbors {
cell := game.Level[at.Y][at.X]
if cell == WALL {
result = append(result, at)
}
}
return new_map
return result
}
func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position {
points := compass(near.x, near.y, 1)
points := compass(near, 1)
for _, pos := range points {
// NOTE: if you also add !game.Occupied(pos.x, pos.y) it ????
if closed[pos.y][pos.x] == SPACE {
closed[pos.y][pos.x] = WALL
if closed[pos.Y][pos.X] == SPACE {
closed[pos.Y][pos.X] = WALL
neighbors = append(neighbors, pos)
}
}
@ -417,24 +384,24 @@ func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Positi
return neighbors
}
func (game *Game) PathEnemies() {
in_grid := make([][]int, game.height, game.height)
func (game *Game) CalculatePaths() {
in_grid := make([][]int, game.Height, game.Height)
game.FillPaths(in_grid, 1)
in_grid[game.player.pos.y][game.player.pos.x] = 0
in_grid[game.Player.Pos.Y][game.Player.Pos.X] = 0
game.FillPaths(game.paths, PATH_LIMIT)
game.FillPaths(game.Paths, PATH_LIMIT)
closed := game.CloneMap()
starting_pixels := make([]Position, 0, 10)
open_pixels := make([]Position, 0, 10)
counter := 0
for counter < game.height * game.width {
x := counter % game.width
y := counter / game.width
for counter < game.Height * game.Width {
x := counter % game.Width
y := counter / game.Width
if in_grid[y][x] == 0 {
game.paths[y][x] = 0
game.Paths[y][x] = 0
closed[y][x] = WALL
starting_pixels = append(starting_pixels, Position{x, y})
}
@ -450,7 +417,7 @@ func (game *Game) PathEnemies() {
for counter < PATH_LIMIT && len(open_pixels) > 0 {
next_open := make([]Position, 0, 10)
for _, pos := range open_pixels {
game.paths[pos.y][pos.x] = counter
game.Paths[pos.Y][pos.X] = counter
next_open = game.PathAddNeighbors(next_open, closed, pos)
}
open_pixels = next_open
@ -458,26 +425,26 @@ func (game *Game) PathEnemies() {
}
for _, pos := range open_pixels {
game.paths[pos.y][pos.x] = counter
game.Paths[pos.Y][pos.X] = counter
}
}
func (game *Game) EnemyMovement() {
for enemy_at, _ := range game.enemies {
func (game *Game) EnemyPathing() {
for enemy_at, _ := range game.Enemies {
// get the four directions
dirs := compass(enemy_at.x, enemy_at.y, 1)
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]
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.x, move_to.y)
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
@ -486,45 +453,78 @@ func (game *Game) EnemyMovement() {
}
}
func (game *Game) AddRooms(dead_ends []Position, size int) {
rand.Shuffle(len(dead_ends), func(i, j int) {
dead_ends[i], dead_ends[j] = dead_ends[j], dead_ends[i]
})
for _, pos := range dead_ends[0:4] {
rs := rand.Int() % size + 1
game.CarveRoom(pos, rs)
//// 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) NewMap() []Position {
game.FillMap(game.level, '#')
dead_ends := game.HuntAndKill()
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}
game.FillMap(game.level, '#')
game.AddRooms(dead_ends, game.height / 8)
dead_ends := make([]Position, 0)
dead_ends = game.HuntAndKill()
for {
neighbors := game.NeighborWalls(on)
return dead_ends
}
if len(neighbors) == 0 {
dead_ends = append(dead_ends, on)
func (game *Game) PlaceEnemies(places []Position) {
for _, pos := range places {
if rand.Int() % 2 == 0 {
game.enemies[pos] = &Enemy{10, pos, 4}
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) Restart() {
game.Status("YOU DIED! Try again.")
game.player.hp = 20
game.player.pos = Position{1,1}
game.screen.Clear()
clear(game.enemies)
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) }
@ -538,14 +538,14 @@ func main() {
game.PlaceEnemies(dead_ends)
game.Render()
for game.HandleEvents() && game.player.hp > 0 {
for game.HandleEvents() && game.Player.HP > 0 {
game.EnemyDeath()
game.PathEnemies()
game.EnemyMovement()
game.CalculatePaths()
game.EnemyPathing()
game.Render()
}
if game.player.hp <= 0 {
if game.Player.HP <= 0 {
game.Restart()
} else {
game.Exit()

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