And the final project will be this 04 form.

master
Zed A. Shaw 3 days ago
parent eb264f84e1
commit 1f3ecb9268
  1. 0
      04_combat/04_combat_multifile/Makefile
  2. 0
      04_combat/04_combat_multifile/combat.go
  3. 0
      04_combat/04_combat_multifile/data.go
  4. 0
      04_combat/04_combat_multifile/debug.go
  5. 0
      04_combat/04_combat_multifile/game.go
  6. 0
      04_combat/04_combat_multifile/go.mod
  7. 0
      04_combat/04_combat_multifile/go.sum
  8. 0
      04_combat/04_combat_multifile/main.go
  9. 0
      04_combat/04_combat_multifile/map.go
  10. 0
      04_combat/04_combat_multifile/maze.go
  11. 0
      04_combat/04_combat_multifile/movement.go
  12. 0
      04_combat/04_combat_multifile/pathing.go
  13. 0
      04_combat/04_combat_multifile/ui.go
  14. 17
      04_combat/go.mod
  15. 554
      04_combat/main.go
  16. 6
      04_combat_multifile/Makefile
  17. 48
      04_combat_multifile/go.sum

@ -1,17 +0,0 @@
module MY/gorogue
go 1.25.1
require (
github.com/gdamore/tcell/v2 v2.9.0
github.com/mattn/go-runewidth v0.0.16
)
require (
github.com/gdamore/encoding v1.0.1 // indirect
github.com/lucasb-eyer/go-colorful v1.2.0 // indirect
github.com/rivo/uniseg v0.4.7 // indirect
golang.org/x/sys v0.35.0 // indirect
golang.org/x/term v0.34.0 // indirect
golang.org/x/text v0.28.0 // indirect
)

@ -1,554 +0,0 @@
package main
import (
"os"
"slices"
"log"
"fmt"
"math/rand"
"time"
"github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/encoding"
)
var dbg *log.Logger
const (
WALL = '#'
SPACE = '.'
PATH_LIMIT = 1000
RENDER = true
SHOW_RENDER = false
SHOW_PATHS = false
HEARING_DISTANCE = 6
)
// DATA
type Map [][]rune
type Paths [][]int
type Position struct {
X int
Y int
}
type Enemy struct {
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
}
//// 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)
}
}
func (game *Game) DrawStatus() {
game.DrawText(0, game.Height, game.Status)
hp := fmt.Sprintf("HP: %d", game.Player.HP)
game.DrawText(game.Width - len(hp), game.Height, hp)
}
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)
}
func (game *Game) DrawMap() {
gray := tcell.StyleDefault.Foreground(tcell.ColorGray)
for y, line := range game.Level {
for x, cell := range line {
if cell == SPACE {
game.Screen.SetContent(x, y, cell, nil, gray)
} else {
game.Screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
}
}
}
}
func (game *Game) DrawPaths() {
for y, row := range game.Paths {
for x, path_num := range row {
if path_num == PATH_LIMIT { continue }
as_str := fmt.Sprintf("%x", path_num % 16)
style := tcell.StyleDefault.Foreground(tcell.ColorGray)
if path_num >= 0 && path_num <= 16 {
style = style.Reverse(true)
}
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.DrawMap()
if SHOW_PATHS {
game.DrawPaths()
}
game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow)
for pos, _ := range game.Enemies {
game.DrawEntity('G', pos, tcell.ColorRed)
}
game.DrawStatus()
game.Screen.Show()
}
//// EVENTS
func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
switch ev.Key() {
case tcell.KeyEscape:
return false
case tcell.KeyUp:
game.MovePlayer(0, -1)
case tcell.KeyDown:
game.MovePlayer(0, 1)
case tcell.KeyRight:
game.MovePlayer(1, 0)
case tcell.KeyLeft:
game.MovePlayer(-1, 0)
}
switch ev.Rune() {
case 'q':
return false
}
return true
}
func (game *Game) HandleEvents() bool {
if !RENDER { return false }
switch ev := game.Screen.PollEvent().(type) {
case *tcell.EventResize:
game.Screen.Sync()
case *tcell.EventKey:
return game.HandleKeys(ev)
}
return true
}
////// GAME
func NewGame(width int, height int) (*Game) {
var game Game
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.Player = Enemy{20, Position{1,1}, 4}
return &game
}
func (game *Game) Exit() {
if RENDER {
game.Screen.Fini()
}
os.Exit(0)
}
func (game *Game) PlaceEnemies(places []Position) {
for _, pos := range places {
if rand.Int() % 2 == 0 {
game.Enemies[pos] = &Enemy{10, pos, 4}
}
}
}
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()
}
////// MAP
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},
}
}
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 new_map
}
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
}
func (game *Game) Occupied(pos Position) bool {
_, 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[pos.Y][pos.X] == WALL ||
is_enemy ||
is_player
}
func (game *Game) FillMap(target Map, setting rune) {
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]rune{setting}, game.Width)
}
}
///// 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) 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) {
game.Attack(target)
} else {
game.Player.Pos = target
}
}
///// COMBAT
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.SetStatus("MISSED!")
} else if defender.HP > 0 {
game.SetStatus(fmt.Sprintf("HIT %d damage", damage))
} else {
game.SetStatus("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)
}
}
///// PATHING
func (game *Game) FillPaths(target Paths, setting int) {
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]int{setting}, game.Width)
}
}
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)
}
}
return result
}
func (game *Game) NeighborWalls(pos Position) []Position {
neighbors := game.Neighbors(pos)
result := make([]Position, 0)
for _, at := range neighbors {
cell := game.Level[at.Y][at.X]
if cell == WALL {
result = append(result, at)
}
}
return result
}
func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position {
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
neighbors = append(neighbors, pos)
}
}
return neighbors
}
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
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
if in_grid[y][x] == 0 {
game.Paths[y][x] = 0
closed[y][x] = WALL
starting_pixels = append(starting_pixels, Position{x, y})
}
counter += 1
}
for _, pos := range starting_pixels {
open_pixels = game.PathAddNeighbors(open_pixels, closed, pos)
}
counter = 1
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
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()
}
}
}

@ -1,6 +0,0 @@
build:
go build .
run:
./gorogue

@ -1,48 +0,0 @@
github.com/gdamore/encoding v1.0.1 h1:YzKZckdBL6jVt2Gc+5p82qhrGiqMdG/eNs6Wy0u3Uhw=
github.com/gdamore/encoding v1.0.1/go.mod h1:0Z0cMFinngz9kS1QfMjCP8TY7em3bZYeeklsSDPivEo=
github.com/gdamore/tcell/v2 v2.9.0 h1:N6t+eqK7/xwtRPwxzs1PXeRWnm0H9l02CrgJ7DLn1ys=
github.com/gdamore/tcell/v2 v2.9.0/go.mod h1:8/ZoqM9rxzYphT9tH/9LnunhV9oPBqwS8WHGYm5nrmo=
github.com/lucasb-eyer/go-colorful v1.2.0 h1:1nnpGOrhyZZuNyfu1QjKiUICQ74+3FNCN69Aj6K7nkY=
github.com/lucasb-eyer/go-colorful v1.2.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/mattn/go-runewidth v0.0.16 h1:E5ScNMtiwvlvB5paMFdw9p4kSQzbXFikJ5SQO6TULQc=
github.com/mattn/go-runewidth v0.0.16/go.mod h1:Jdepj2loyihRzMpdS35Xk/zdY8IAYHsh153qUoGf23w=
github.com/rivo/uniseg v0.2.0/go.mod h1:J6wj4VEh+S6ZtnVlnTBMWIodfgj8LQOQFoIToxlJtxc=
github.com/rivo/uniseg v0.4.7 h1:WUdvkW8uEhrYfLC4ZzdpI2ztxP1I582+49Oc5Mq64VQ=
github.com/rivo/uniseg v0.4.7/go.mod h1:FN3SvrM+Zdj16jyLfmOkMNblXMcoc8DfTHruCPUcx88=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.35.0 h1:vz1N37gP5bs89s7He8XuIYXpyY0+QlsKmzipCbUtyxI=
golang.org/x/sys v0.35.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/term v0.34.0 h1:O/2T7POpk0ZZ7MAzMeWFSg6S5IpWd/RXDlM9hgM3DR4=
golang.org/x/term v0.34.0/go.mod h1:5jC53AEywhIVebHgPVeg0mj8OD3VO9OzclacVrqpaAw=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
golang.org/x/text v0.28.0 h1:rhazDwis8INMIwQ4tpjLDzUhx6RlXqZNPEM0huQojng=
golang.org/x/text v0.28.0/go.mod h1:U8nCwOR8jO/marOQ0QbDiOngZVEBB7MAiitBuMjXiNU=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
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