Hunting works but the kill part has a bug.

master
Zed A. Shaw 1 week ago
parent 2329d1d550
commit 49f2c0fe34
  1. 167
      main.go

@ -4,16 +4,39 @@ package main
import ( import (
"os" "os"
"log" "log"
"fmt"
"time"
"math/rand"
"strings"
"github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/encoding" "github.com/gdamore/tcell/v2/encoding"
) )
const (
WALL = '#'
SPACE = '.'
PATH_LIMIT = 1000
)
type Position struct {
x int
y int
}
type Game struct { type Game struct {
screen tcell.Screen screen tcell.Screen
level []string level [][]rune
player_x int player Position
player_y int 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() { 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() 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) { func (game *Game) MovePlayer(x_delta int, y_delta int) {
if !game.Occupied(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.x += x_delta
game.player_y += y_delta game.player.y += y_delta
} }
} }
@ -88,30 +113,124 @@ func MakeGame() (*Game) {
err = game.screen.Init() err = game.screen.Init()
if err != nil { log.Fatal(err) } if err != nil { log.Fatal(err) }
game.player_x = 1 game.player.x = 1
game.player_y = 1 game.player.y = 1
return &game return &game
} }
// This program just prints "Hello, World!". Press ESC to exit. func compass(x int, y int, offset int) []Position {
func main() { return []Position{
game := MakeGame() 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() game.Render()
for { for {

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