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@ -1,376 +1,17 @@ |
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package main |
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import ( |
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"os" |
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"slices" |
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"log" |
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"fmt" |
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"math/rand" |
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"time" |
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"github.com/gdamore/tcell/v2" |
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"github.com/gdamore/tcell/v2/encoding" |
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) |
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var dbg *log.Logger |
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const ( |
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WALL = '#' |
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SPACE = '.' |
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PATH_LIMIT = 1000 |
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RENDER = true |
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SHOW_RENDER = false |
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) |
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type Map [][]rune |
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type Paths [][]int |
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type Position struct { |
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x int |
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y int |
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} |
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type Enemy struct { |
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hp int |
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pos Position |
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damage int |
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} |
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type Game struct { |
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screen tcell.Screen |
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level Map |
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player Enemy |
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status string |
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width int |
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height int |
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enemies map[Position]*Enemy |
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} |
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func (game *Game) DrawText(x int, y int, text string) { |
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for i, cell := range text { |
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game.screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault) |
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} |
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} |
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func (game *Game) DrawStatus() { |
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game.DrawText(0, game.height, game.status) |
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hp := fmt.Sprintf("HP: %d", game.player.hp) |
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game.DrawText(game.width - len(hp), game.height, hp) |
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} |
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func (game *Game) Status(msg string) { |
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game.status = msg |
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} |
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func (game *Game) DrawEntity(symbol rune, pos Position, color tcell.Color) { |
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style := tcell.StyleDefault.Bold(true).Foreground(color) |
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game.screen.SetContent(pos.x, pos.y, symbol, nil, style) |
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} |
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func (game *Game) DrawMap() { |
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gray := tcell.StyleDefault.Foreground(tcell.ColorGray) |
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for y, line := range game.level { |
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for x, cell := range line { |
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if cell == SPACE { |
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game.screen.SetContent(x, y, cell, nil, gray) |
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} else { |
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game.screen.SetContent(x, y, cell, nil, tcell.StyleDefault) |
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} |
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} |
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} |
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} |
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func (game *Game) Render() { |
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if !RENDER { return } |
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game.screen.Clear() |
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game.DrawMap() |
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game.DrawEntity('@', game.player.pos, tcell.ColorYellow) |
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for pos, _ := range game.enemies { |
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game.DrawEntity('G', pos, tcell.ColorRed) |
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} |
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game.DrawStatus() |
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game.screen.Show() |
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} |
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func (game *Game) Exit() { |
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if RENDER { |
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game.screen.Fini() |
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} |
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os.Exit(0) |
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} |
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func (game *Game) Occupied(x int, y int) bool { |
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pos := Position{x, y} |
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_, is_enemy := game.enemies[pos] |
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is_player := pos == game.player.pos |
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// Inbounds comes first to prevent accessing level with bad x,y
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return !game.Inbounds(pos, 1) || |
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game.level[y][x] == WALL || |
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is_enemy || |
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is_player |
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} |
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func (game *Game) MovePlayer(x_delta int, y_delta int) { |
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target := Position{ |
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game.player.pos.x + x_delta, |
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game.player.pos.y + y_delta, |
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} |
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if !game.Occupied(target.x, target.y) { |
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game.player.pos = target |
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} |
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} |
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func (game *Game) HandleKeys(ev *tcell.EventKey) bool { |
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switch ev.Key() { |
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case tcell.KeyEscape: |
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return false |
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case tcell.KeyUp: |
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game.MovePlayer(0, -1) |
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case tcell.KeyDown: |
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game.MovePlayer(0, 1) |
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case tcell.KeyRight: |
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game.MovePlayer(1, 0) |
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case tcell.KeyLeft: |
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game.MovePlayer(-1, 0) |
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} |
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switch ev.Rune() { |
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case 'q': |
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return false |
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} |
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return true |
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} |
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func (game *Game) HandleEvents() bool { |
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if !RENDER { return false } |
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switch ev := game.screen.PollEvent().(type) { |
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case *tcell.EventResize: |
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game.screen.Sync() |
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case *tcell.EventKey: |
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return game.HandleKeys(ev) |
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} |
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return true |
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} |
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func (game *Game) InitScreen() { |
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encoding.Register() |
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var err error |
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game.screen, err = tcell.NewScreen() |
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if err != nil { log.Fatal(err) } |
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err = game.screen.Init() |
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if err != nil { log.Fatal(err) } |
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} |
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func NewGame(width int, height int) (*Game) { |
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var game Game |
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game.width = width |
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game.height = height |
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game.enemies = make(map[Position]*Enemy) |
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game.level = make(Map, height, height) |
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game.player = Enemy{20, Position{1,1}, 4} |
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return &game |
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} |
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func compass(x int, y int, offset int) []Position { |
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return []Position{ |
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Position{x, y - offset}, |
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Position{x, y + offset}, |
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Position{x + offset, y}, |
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Position{ x - offset, y}, |
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} |
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} |
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func (game *Game) Inbounds(pos Position, offset int) bool { |
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return pos.x >= offset && |
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pos.x < game.width - offset && |
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pos.y >= offset && |
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pos.y < game.height - offset |
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} |
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func (game *Game) Neighbors(near Position) []Position { |
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result := make([]Position, 0, 4) |
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points := compass(near.x, near.y, 2) |
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for _, pos := range points { |
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if game.Inbounds(pos, 0) { |
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result = append(result, pos) |
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} |
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} |
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return result |
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} |
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func (game *Game) NeighborWalls(pos Position) []Position { |
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neighbors := game.Neighbors(pos) |
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result := make([]Position, 0) |
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for _, at := range neighbors { |
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cell := game.level[at.y][at.x] |
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if cell == WALL { |
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result = append(result, at) |
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} |
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} |
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return result |
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} |
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func (game *Game) FindCoord(on *Position, found *Position) bool { |
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for y := 1; y < game.height ; y += 2 { |
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for x := 1; x < game.width ; x += 2 { |
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if game.level[y][x] != WALL { |
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continue |
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} |
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neighbors := game.Neighbors(Position{x, y}) |
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for _, pos := range neighbors { |
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if game.level[pos.y][pos.x] == SPACE { |
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*on = Position{x, y} |
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*found = pos |
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return true |
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} |
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} |
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} |
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} |
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return false |
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} |
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func (game *Game) HAKStep(from Position, to Position) { |
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game.level[from.y][from.x] = SPACE |
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row := (from.y + to.y) / 2 |
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col := (from.x + to.x) / 2 |
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game.level[row][col] = SPACE |
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} |
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func (game *Game) HuntAndKill() []Position { |
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on := Position{1, 1} |
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found := Position{1,1} |
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dead_ends := make([]Position, 0) |
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for { |
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neighbors := game.NeighborWalls(on) |
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if len(neighbors) == 0 { |
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dead_ends = append(dead_ends, on) |
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if !game.FindCoord(&on, &found) { |
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break |
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} |
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game.HAKStep(on, found) |
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} else { |
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rand_neighbor := rand.Int() % len(neighbors) |
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nb := neighbors[rand_neighbor] |
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game.HAKStep(nb, on) |
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on = nb |
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} |
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if SHOW_RENDER { |
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game.Render() |
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time.Sleep(50 * time.Millisecond) |
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} |
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} |
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return dead_ends |
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} |
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func (game *Game) FillMap(target Map, setting rune) { |
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for y := 0 ; y < game.height; y++ { |
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target[y] = slices.Repeat([]rune{setting}, game.width) |
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} |
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} |
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func (game *Game) CarveRoom(pos Position, size int) { |
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// only use ones far enough inside
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for y := pos.y - size; y < pos.y + size; y++ { |
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for x := pos.x - size; x < pos.x + size; x++ { |
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if game.Inbounds(Position{x, y}, 1) { |
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game.level[y][x] = SPACE |
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} |
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} |
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} |
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} |
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func (game *Game) CloneMap() Map { |
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// this is a shallow copy though
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new_map := slices.Clone(game.level) |
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for i, row := range new_map { |
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// this makes sure the row is an actual copy
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new_map[i] = slices.Clone(row) |
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} |
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return new_map |
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} |
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func (game *Game) AddRooms(dead_ends []Position, size int) { |
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rand.Shuffle(len(dead_ends), func(i, j int) { |
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dead_ends[i], dead_ends[j] = dead_ends[j], dead_ends[i] |
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}) |
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for _, pos := range dead_ends[0:4] { |
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rs := rand.Int() % size + 1 |
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game.CarveRoom(pos, rs) |
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} |
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} |
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func (game *Game) NewMap() []Position { |
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game.FillMap(game.level, '#') |
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dead_ends := game.HuntAndKill() |
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game.FillMap(game.level, '#') |
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game.AddRooms(dead_ends, game.height / 8) |
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dead_ends = game.HuntAndKill() |
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return dead_ends |
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} |
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func (game *Game) PlaceEnemies(places []Position) { |
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for _, pos := range places { |
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if rand.Int() % 2 == 0 { |
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game.enemies[pos] = &Enemy{10, pos, 4} |
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} |
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} |
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} |
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func main() { |
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out, err := os.Create("debug.log") |
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if err != nil { log.Fatal(err) } |
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dbg = log.New(out, "", log.LstdFlags) |
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DebugInit() |
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game := NewGame(27, 17) |
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game.InitScreen() |
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dead_ends := game.NewMap() |
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game.NewMap() |
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dead_ends := game.NewMaze() |
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game.PlaceEnemies(dead_ends) |
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game.Render() |
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for game.HandleEvents() && game.player.hp > 0 { |
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for game.HandleEvents() && game.Player.HP > 0 { |
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game.Render() |
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} |
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