diff --git a/04_combat/main.go b/04_combat/main.go index 4a24dfe..6a4c050 100644 --- a/04_combat/main.go +++ b/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()