From 49f2c0fe34ff96b25ff68afbc66b4837f3b0417c Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Tue, 30 Sep 2025 01:42:43 -0400 Subject: [PATCH] Hunting works but the kill part has a bug. --- main.go | 167 ++++++++++++++++++++++++++++++++++++++++++++++++-------- 1 file changed, 143 insertions(+), 24 deletions(-) diff --git a/main.go b/main.go index b7e50e5..ab07916 100644 --- a/main.go +++ b/main.go @@ -4,16 +4,39 @@ package main import ( "os" "log" + "fmt" + "time" + "math/rand" + "strings" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/encoding" ) +const ( + WALL = '#' + SPACE = '.' + PATH_LIMIT = 1000 +) + +type Position struct { + x int + y int +} type Game struct { screen tcell.Screen - level []string - player_x int - player_y int + level [][]rune + player Position + status string + width int + height int +} + +func (game *Game) Text(msg string) { + var comb []rune + for x, cell := range msg { + game.screen.SetContent(x, game.height, cell, comb, tcell.StyleDefault) + } } func (game *Game) Render() { @@ -26,7 +49,9 @@ func (game *Game) Render() { } } - game.screen.SetContent(game.player_x, game.player_y, '@', comb, tcell.StyleDefault) + game.Text(game.status) + + game.screen.SetContent(game.player.x, game.player.y, '@', comb, tcell.StyleDefault) game.screen.Show() } @@ -41,9 +66,9 @@ func (game *Game) Occupied(x int, y int) bool { } func (game *Game) MovePlayer(x_delta int, y_delta int) { - if !game.Occupied(game.player_x + x_delta, game.player_y + y_delta) { - game.player_x += x_delta - game.player_y += y_delta + if !game.Occupied(game.player.x + x_delta, game.player.y + y_delta) { + game.player.x += x_delta + game.player.y += y_delta } } @@ -88,30 +113,124 @@ func MakeGame() (*Game) { err = game.screen.Init() if err != nil { log.Fatal(err) } - game.player_x = 1 - game.player_y = 1 + game.player.x = 1 + game.player.y = 1 return &game } -// This program just prints "Hello, World!". Press ESC to exit. -func main() { - game := MakeGame() +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) Inbounds(pos Position) bool { + return pos.x >= 0 && pos.x < game.width && pos.y >= 0 && pos.y < game.height +} + +func (game *Game) Neighbors(near Position) []Position { + result := make([]Position, 0) + points := compass(near.x, near.y, 2) + + for _, pos := range points { + if game.Inbounds(pos) { + result = append(result, pos) + } + } + + return result +} + +func (game *Game) NeighborWalls(pos Position) []Position { + neighbors := game.Neighbors(pos) + result := make([]Position, 0) + + for _, pos := range neighbors { + if game.level[pos.y][pos.x] == WALL { + result = append(result, pos) + } + } - game.level = []string{ - "###########################", - "#...#.....................#", - "#.###.#########.#########.#", - "#.....#.......#...#.....#.#", - "#######.#####.#####.###.#.#", - "#.....#.#.......#...#...#.#", - "#.###.#.#.....#.#.#.#.###.#", - "#...#.#.#.....#.#.#.#.....#", - "###.#.#.#.....#.#.#.#######", - "#...#...#.....#...#.......#", - "###########################", + return result +} + +func (game *Game) FindCoord() (*Position, *Position) { + for y := 1; y < game.height ; y += 2 { + for x := 1; x < game.width ; x += 2 { + if game.level[y][x] != WALL { + continue + } + + found := game.Neighbors(Position{x, y}) + + for _, pos := range found { + if game.level[pos.y][pos.x] == SPACE { + return &Position{x, y}, &pos + } + } + } } + return nil, nil +} + +func (game *Game) HuntAndKill() []Position { + on := Position{1, 1} + dead_ends := make([]Position, 0) + + for { + neighbors := game.NeighborWalls(on) + + if len(neighbors) == 0 { + dead_ends = append(dead_ends, on) + on, found := game.FindCoord() + if on == nil { break } + game.level[on.y][on.x] = SPACE + row := (on.y + found.y) / 2 + col := (on.x + found.x) / 2 + game.level[row][col] = SPACE + game.status = fmt.Sprintf("DEAD END %d,%d", row, col) + } else { + nb := neighbors[rand.Int() % len(neighbors)] + game.level[nb.y][nb.x] = SPACE + row := (nb.y + on.y) / 2 + col := (nb.x + on.x) / 2 + game.level[row][col] = SPACE + on = nb + game.status = "HUNTING!" + } + + game.Render() + time.Sleep(200 * time.Millisecond) + } + + game.status = "FINISHED" + + return dead_ends +} + +func (game *Game) MakeMap(width int, height int) { + game.width = width + game.height = height + row := strings.Repeat("#", width) + + for i := 0 ; i < height; i++ { + as_runes := []rune(strings.Clone(row)) + game.level = append(game.level, as_runes) + } + + // this returns dead_ends + game.HuntAndKill() +} + +// This program just prints "Hello, World!". Press ESC to exit. +func main() { + game := MakeGame() + game.MakeMap(27,17) game.Render() for {