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() } } }