parent
0e3097a125
commit
ba15feaaa8
@ -0,0 +1,6 @@ |
||||
|
||||
build: |
||||
go build .
|
||||
|
||||
run: build |
||||
./gorogue
|
||||
@ -0,0 +1,45 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"fmt" |
||||
"math/rand" |
||||
) |
||||
|
||||
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 *Thing, defender *Thing) { |
||||
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] |
||||
loot, hit_loot := game.Loot[target] |
||||
|
||||
if hit_enemy { |
||||
game.ApplyDamage(&game.Player, enemy) |
||||
game.ApplyDamage(enemy, &game.Player) |
||||
} else if hit_loot { |
||||
game.Player.HP += loot.Healing |
||||
delete(game.Loot, target) |
||||
} |
||||
} |
||||
@ -0,0 +1,53 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"github.com/gdamore/tcell/v2" |
||||
) |
||||
|
||||
const ( |
||||
WALL = '▒' |
||||
SPACE = ' ' |
||||
PATH_LIMIT = 1000 |
||||
RENDER = true |
||||
SHOW_RENDER = false |
||||
SHOW_PATHS = true |
||||
HEARING_DISTANCE = 6 |
||||
ROOM_SIZE=4 |
||||
) |
||||
|
||||
type Map [][]rune |
||||
type Paths [][]int |
||||
|
||||
type Position struct { |
||||
X int |
||||
Y int |
||||
} |
||||
|
||||
type Thing struct { |
||||
HP int |
||||
Pos Position |
||||
Damage int |
||||
Healing int |
||||
} |
||||
|
||||
type Room struct { |
||||
X int |
||||
Y int |
||||
Width int |
||||
Height int |
||||
} |
||||
|
||||
type Game struct { |
||||
Screen tcell.Screen |
||||
Level Map |
||||
Paths Paths |
||||
Player Thing |
||||
Status string |
||||
Width int |
||||
Height int |
||||
DeadArea Room |
||||
Enemies map[Position]*Thing |
||||
Loot map[Position]*Thing |
||||
Rooms []Room |
||||
DeadEnds []Position |
||||
} |
||||
@ -0,0 +1,33 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"log" |
||||
"os" |
||||
"fmt" |
||||
"github.com/gdamore/tcell/v2" |
||||
) |
||||
|
||||
var dbg *log.Logger |
||||
|
||||
func DebugInit() { |
||||
out, err := os.Create("debug.log") |
||||
if err != nil { log.Fatal(err) } |
||||
dbg = log.New(out, "", log.LstdFlags) |
||||
} |
||||
|
||||
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) |
||||
} |
||||
} |
||||
} |
||||
@ -0,0 +1,100 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"log" |
||||
"os" |
||||
"math/rand" |
||||
"fmt" |
||||
) |
||||
|
||||
func NewGame(width int, height int) (*Game) { |
||||
var game Game |
||||
|
||||
if width % 2 == 0 { log.Fatal("NewGame: width must be odd") } |
||||
if height % 2 == 0 { |
||||
log.Fatal("NewGame: height must be odd") |
||||
} |
||||
|
||||
game.Width = width |
||||
game.Height = height |
||||
game.Enemies = make(map[Position]*Thing) |
||||
game.Loot = make(map[Position]*Thing) |
||||
game.Level = make(Map, height, height) |
||||
game.Paths = make(Paths, height, height) |
||||
game.Player = Thing{20, Position{1,1}, 4, 0} |
||||
|
||||
return &game |
||||
} |
||||
|
||||
func (game *Game) Exit() { |
||||
if RENDER { |
||||
game.Screen.Fini() |
||||
} |
||||
|
||||
os.Exit(0) |
||||
} |
||||
|
||||
func (game *Game) PlaceEnemies() { |
||||
for _, pos := range game.DeadEnds { |
||||
if rand.Int() % 2 == 0 { |
||||
enemy := new(Thing) |
||||
enemy.HP = 10 |
||||
enemy.Pos = pos |
||||
enemy.Damage = 4 |
||||
game.Enemies[pos] = enemy |
||||
} |
||||
} |
||||
} |
||||
|
||||
func (game *Game) PlaceLoot() { |
||||
for _, pos := range game.DeadEnds { |
||||
if !game.Occupied(pos) { |
||||
loot := new(Thing) |
||||
loot.Healing = 10 |
||||
game.Loot[pos] = loot |
||||
} |
||||
} |
||||
} |
||||
|
||||
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.NewMap() |
||||
game.Render() |
||||
} |
||||
|
||||
func (game *Game) WorldGenerator() { |
||||
// clear the map to all '#'
|
||||
game.NewMap() |
||||
|
||||
// first generate a maze to get dead ends
|
||||
game.NewMaze() |
||||
|
||||
// this clears the previous map
|
||||
game.NewMap() |
||||
|
||||
game.SetDeadArea(3) |
||||
|
||||
// create random rooms
|
||||
game.RandomizeRooms(ROOM_SIZE) |
||||
|
||||
// then use the dead_ends to create rooms
|
||||
game.PlaceRooms() |
||||
|
||||
// re-run the maze gen, and it'll work around the rooms
|
||||
game.NewMaze() |
||||
|
||||
// validate the map
|
||||
if !game.Validate() { |
||||
fmt.Println("BAD MAP") |
||||
os.Exit(1) |
||||
} |
||||
|
||||
// finally place enemies inside the rooms
|
||||
game.PlaceEnemies() |
||||
game.PlaceLoot() |
||||
} |
||||
@ -0,0 +1,15 @@ |
||||
module MY/gorogue |
||||
|
||||
go 1.25.1 |
||||
|
||||
require github.com/gdamore/tcell/v2 v2.9.0 |
||||
|
||||
require ( |
||||
github.com/gdamore/encoding v1.0.1 // indirect |
||||
github.com/lucasb-eyer/go-colorful v1.2.0 // indirect |
||||
github.com/mattn/go-runewidth v0.0.16 // 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 |
||||
) |
||||
@ -0,0 +1,48 @@ |
||||
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= |
||||
@ -0,0 +1,26 @@ |
||||
package main |
||||
|
||||
func main() { |
||||
DebugInit() |
||||
|
||||
game := NewGame(41, 41) |
||||
game.InitScreen() |
||||
|
||||
for { |
||||
game.WorldGenerator() |
||||
game.Render() |
||||
|
||||
for game.HandleEvents() && game.Player.HP > 0 { |
||||
game.EnemyDeath() |
||||
game.ComputePaths(game.Player.Pos.X, game.Player.Pos.Y) |
||||
game.EnemyPathing() |
||||
game.Render() |
||||
} |
||||
|
||||
if game.Player.HP <= 0 { |
||||
game.Restart() |
||||
} else { |
||||
game.Exit() |
||||
} |
||||
} |
||||
} |
||||
@ -0,0 +1,67 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"slices" |
||||
) |
||||
|
||||
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_loot := game.Loot[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_loot || 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) |
||||
} |
||||
} |
||||
|
||||
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) NewMap() { |
||||
game.FillMap(game.Level, WALL) |
||||
} |
||||
@ -0,0 +1,331 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"math/rand" |
||||
"time" |
||||
"log" |
||||
"fmt" |
||||
) |
||||
|
||||
func (room *Room) Overlaps(other Room) bool { |
||||
// other left > this right == other too far right
|
||||
return !( other.X > room.X + room.Width || |
||||
|
||||
// other right < this left == other too far left
|
||||
other.X + other.Width < room.X || |
||||
|
||||
// other top > this bottom == too far below
|
||||
other.Y > room.Y + room.Height || |
||||
|
||||
// other bottom < this top == too far above
|
||||
other.Y + other.Height < room.Y) |
||||
} |
||||
|
||||
func (room *Room) Contains(at Position) bool { |
||||
return at.X >= room.X && |
||||
at.X <= room.X + room.Width -1 && |
||||
at.Y >= room.Y && |
||||
at.Y <= room.Y + room.Height - 1 |
||||
} |
||||
|
||||
|
||||
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) 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) NewMaze() []Position { |
||||
on := Position{1, 1} |
||||
found := Position{1,1} |
||||
|
||||
game.DeadEnds = make([]Position, 0) |
||||
game.Rooms = make([]Room, 0) |
||||
|
||||
for { |
||||
neighbors := game.NeighborWalls(on) |
||||
|
||||
if len(neighbors) == 0 { |
||||
game.DeadEnds = append(game.DeadEnds, 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 game.DeadEnds |
||||
} |
||||
|
||||
func (game *Game) RoomShouldExist(room Room) bool { |
||||
// 1 offset means it won't be on the perimeter
|
||||
top_left := Position{room.X - 1, room.Y - 1} |
||||
bottom_right := Position{room.X + room.Width + 2, room.Y + room.Height + 2} |
||||
|
||||
// range of 2 so it's not at the perimeter
|
||||
if !game.Inbounds(top_left, 2) || |
||||
!game.Inbounds(bottom_right, 2) { |
||||
return false |
||||
} |
||||
|
||||
// if it overlaps a game.NoRoomRegion then false
|
||||
if(room.Overlaps(game.DeadArea)) { |
||||
return false |
||||
} |
||||
|
||||
// if this room overlaps any other room then false
|
||||
for _, other := range game.Rooms { |
||||
if room == other { |
||||
continue |
||||
} |
||||
|
||||
if room.Overlaps(other) { |
||||
return false |
||||
} |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
func room_sweetspot(width int, room_size int) int { |
||||
if width < 20 { |
||||
return 4 |
||||
} else if width < 30 { |
||||
return width / room_size / 2 |
||||
} else if width < 50 { |
||||
return width / room_size |
||||
} else { |
||||
return width / 2 |
||||
} |
||||
} |
||||
|
||||
func (game *Game) RandomizeRooms(room_size int) { |
||||
// need to put dead ends in game or a map struct
|
||||
rand.Shuffle(len(game.DeadEnds), func(i, j int) { |
||||
game.DeadEnds[i], game.DeadEnds[j] = game.DeadEnds[j], game.DeadEnds[i] |
||||
}) |
||||
|
||||
// shuffle the dead ends
|
||||
max_rooms := room_sweetspot(game.Width, room_size) |
||||
fmt.Println("max_rooms", max_rooms) |
||||
|
||||
for _, at := range game.DeadEnds { |
||||
// avoid dead ends near edge
|
||||
if !game.Inbounds(at, 2) { continue } |
||||
|
||||
// quit after max_rooms
|
||||
if len(game.Rooms) > max_rooms { |
||||
break |
||||
} |
||||
|
||||
// get the room corners
|
||||
corners := []Position{ |
||||
Position{at.X, at.Y}, // top left
|
||||
Position{at.X - room_size + 1, at.Y}, // top right
|
||||
Position{at.X - room_size + 1, at.Y - room_size + 1}, // bottom right
|
||||
Position{at.X, at.Y - room_size + 1}, // bottom left
|
||||
} |
||||
|
||||
// randomly select starting corner
|
||||
rand.Shuffle(len(corners), func(i, j int) { |
||||
corners[i], corners[j] = corners[j], corners[i] |
||||
}) |
||||
|
||||
// for each possible starting corner
|
||||
for _, corner := range corners { |
||||
room := Room{corner.X, corner.Y, room_size, room_size} |
||||
// if the room is good/should exist
|
||||
|
||||
if game.RoomShouldExist(room) { |
||||
// add it to the room list
|
||||
game.Rooms = append(game.Rooms, room) |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
func (game *Game) Clear() { |
||||
game.FillMap(game.Level, WALL); |
||||
} |
||||
|
||||
|
||||
func (game *Game) PunchHole(pos Position, width int, height int) { |
||||
for y := pos.Y; y < pos.Y + height; y++ { |
||||
for x := pos.X; x < pos.X + width; x++ { |
||||
game.Level[y][x] = SPACE |
||||
} |
||||
} |
||||
} |
||||
|
||||
func (game *Game) PlaceRooms() { |
||||
// switch from using game.DeadEnds to using the rooms list
|
||||
for _, room := range game.Rooms { |
||||
game.PunchHole(Position{room.X, room.Y}, room.Width, room.Height) |
||||
if SHOW_RENDER { game.Render() } |
||||
} |
||||
} |
||||
|
||||
func (game *Game) RemoveDeadEnds() { |
||||
// for each point at dead end
|
||||
// compass to find open space
|
||||
// remove the opposite wall from the space
|
||||
} |
||||
|
||||
func (game *Game) Enclose() { |
||||
// might need the perimeter from shapes
|
||||
// basically just go around the perimeter and fill in with walls
|
||||
} |
||||
|
||||
func (game *Game) Repair() { |
||||
|
||||
} |
||||
|
||||
func (game *Game) ValidDoor(x int, y int) { |
||||
// door is valid if north/south xor east/west is open
|
||||
} |
||||
|
||||
func (game *Game) PlaceDoors() { |
||||
for _, room := range game.Rooms { |
||||
fmt.Println(room) |
||||
// go through all the rooms, punch out doors, find longest path
|
||||
|
||||
// computer longest path from room as a test
|
||||
|
||||
// can't path out so make a hole
|
||||
// walk the perimeter
|
||||
// if it's a wall and it's a valid door location
|
||||
// make it a door
|
||||
// recomputer the longest path
|
||||
// if it's greater than the best_longest
|
||||
// record as best door and best_longest
|
||||
// if best_longest is good then done
|
||||
|
||||
// should now have a door with the longest path
|
||||
} |
||||
} |
||||
|
||||
func (game *Game) Validate() bool { |
||||
// walk the perimeter and
|
||||
// if a dead end is there then not valid
|
||||
// if a door is there not valid
|
||||
// if any part is not a wall, not valid
|
||||
|
||||
// if we have multiple rooms then confirm none overlap
|
||||
if len(game.Rooms) > 1 { |
||||
for _, room := range game.Rooms { |
||||
if !game.RoomShouldExist(room) { |
||||
return false |
||||
} |
||||
} |
||||
} |
||||
|
||||
var from Position |
||||
|
||||
// pick a random room
|
||||
if len(game.Rooms) > 0 { |
||||
room := game.Rooms[0] |
||||
from = Position{room.X, room.Y} |
||||
} else if len(game.DeadEnds) > 0 { |
||||
from = game.DeadEnds[0] |
||||
} else { |
||||
log.Println("Invalid map, doesn't have rooms or dead ends.") |
||||
return false |
||||
} |
||||
|
||||
// compute paths to the room
|
||||
game.ComputePaths(from.X, from.Y) |
||||
|
||||
// search the map for a space value that's also a path limit in Paths
|
||||
for y := 0; y < game.Height; y++ { |
||||
for x := 0; x < game.Width; x++ { |
||||
if game.Level[y][x] == SPACE &&
|
||||
game.Paths[y][x] == PATH_LIMIT { |
||||
// that means the map is not pathable, not valid
|
||||
return false |
||||
} |
||||
} |
||||
} |
||||
|
||||
// all good valid
|
||||
return true |
||||
} |
||||
|
||||
func (game *Game) SetDeadArea(size int) { |
||||
x := game.Width / 2; |
||||
y := game.Height / 2; |
||||
|
||||
game.DeadArea = Room{ |
||||
x - size, |
||||
y - size, |
||||
size * 2 + 1, |
||||
size * 2 + 1, |
||||
} |
||||
|
||||
fmt.Println("room", game.DeadArea) |
||||
r := game.DeadArea |
||||
game.PunchHole(Position{r.X, r.Y}, r.Width, r.Height) |
||||
} |
||||
|
||||
////////// SCRIPT and SHAPES
|
||||
|
||||
func (game *Game) OpenBox(outer_size int) { |
||||
// get the center x/y
|
||||
// compensate for the box's border
|
||||
outer_size++ |
||||
|
||||
// get the x,y/width,height for the outerbox
|
||||
// walk the perimeter
|
||||
// running compass around it
|
||||
// if there's a dead end then punch that out and break
|
||||
} |
||||
|
||||
@ -0,0 +1,22 @@ |
||||
package main |
||||
|
||||
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 |
||||
} |
||||
} |
||||
|
||||
func (game *Game) MoveEnemy(from Position, to Position) { |
||||
enemy, ok := game.Enemies[from] |
||||
if !ok { dbg.Fatal("no enemy at", from, "wtf") } |
||||
|
||||
delete(game.Enemies, from) |
||||
game.Enemies[to] = enemy |
||||
} |
||||
@ -0,0 +1,94 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"slices" |
||||
) |
||||
|
||||
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) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position { |
||||
points := Compass(near, 1) |
||||
|
||||
for _, pos := range points { |
||||
if game.Inbounds(pos, 0) && closed[pos.Y][pos.X] == SPACE { |
||||
closed[pos.Y][pos.X] = WALL |
||||
neighbors = append(neighbors, pos) |
||||
} |
||||
} |
||||
|
||||
return neighbors |
||||
} |
||||
|
||||
func (game *Game) ComputePaths(x int, y int) { |
||||
in_grid := make([][]int, game.Height, game.Height) |
||||
game.FillPaths(in_grid, 1) |
||||
in_grid[y][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) |
||||
} |
||||
} |
||||
} |
||||
@ -0,0 +1,123 @@ |
||||
package main |
||||
|
||||
import ( |
||||
"fmt" |
||||
"github.com/gdamore/tcell/v2" |
||||
"github.com/gdamore/tcell/v2/encoding" |
||||
) |
||||
|
||||
//// 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("W: %d, HP: %d", game.Width, 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) |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
///// RENDERING
|
||||
|
||||
func (game *Game) InitScreen() { |
||||
if !RENDER {return } |
||||
|
||||
var err error |
||||
encoding.Register() |
||||
|
||||
game.Screen, err = tcell.NewScreen() |
||||
|
||||
if err != nil { dbg.Fatal(err) } |
||||
|
||||
err = game.Screen.Init() |
||||
if err != nil { dbg.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) |
||||
} |
||||
|
||||
for pos, _ := range game.Loot { |
||||
game.DrawEntity('!', pos, tcell.ColorGreen) |
||||
} |
||||
|
||||
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 |
||||
} |
||||
Loading…
Reference in new issue