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 = true ) type Map [][]rune type Paths [][]int type Position struct { x int y int } type Enemy struct { hp int } type Game struct { screen tcell.Screen level Map paths Paths player Position status string width int height int enemies map[Position]Enemy } func (game *Game) DrawStatus(msg string) { for x, cell := range msg { game.screen.SetContent(x, game.height, cell, nil, tcell.StyleDefault) } } func (game *Game) Status(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() { for y, line := range game.level { for x, cell := range line { 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 <= 16 { as_str := fmt.Sprintf("%x", path_num) game.screen.SetContent(x, y, rune(as_str[0]), nil, tcell.StyleDefault) } } } } func (game *Game) Render() { if !RENDER { return } game.screen.Clear() game.DrawMap() if SHOW_PATHS { game.DrawPaths() } game.DrawEntity('@', game.player, tcell.ColorYellow) for pos, _ := range game.enemies { game.DrawEntity('G', pos, tcell.ColorRed) } game.DrawStatus(game.status) game.screen.Show() } func (game *Game) Exit() { if RENDER { game.screen.Fini() } os.Exit(0) } func (game *Game) Occupied(x int, y int) bool { pos := Position{x, y} _, is_enemy := game.enemies[pos] is_player := pos == game.player // Inbounds comes first to prevent accessing level with bad x,y return !game.Inbounds(pos, 1) || game.level[y][x] == WALL || is_enemy || is_player } 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 } } 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 } func MakeGame(width int, height int) (*Game) { var game Game var err error encoding.Register() game.width = width game.height = height game.enemies = make(map[Position]Enemy) game.level = make(Map, height, height) game.paths = make(Paths, height, height) if RENDER { game.screen, err = tcell.NewScreen() if err != nil { log.Fatal(err) } err = game.screen.Init() if err != nil { log.Fatal(err) } } game.player = Position{1,1} return &game } 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, offset int) bool { return pos.x >= offset && pos.x < game.width - offset && pos.y >= offset && pos.y < game.height - offset } func (game *Game) Neighbors(near Position) []Position { result := make([]Position, 0, 4) points := compass(near.x, near.y, 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) FindCoord(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.FindCoord(&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) FillMap(target Map, setting rune) { for y := 0 ; y < game.height; y++ { target[y] = slices.Repeat([]rune{setting}, game.width) } } 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) CarveRoom(pos Position, size int) { // only use ones far enough inside for y := pos.y - size; y < pos.y + size; y++ { for x := pos.x - size; x < pos.x + size; x++ { if game.Inbounds(Position{x, y}, 1) { game.level[y][x] = SPACE } } } } 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) 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) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position { points := compass(near.x, near.y, 1) for _, pos := range points { if !game.Occupied(pos.x, pos.y) && closed[pos.y][pos.x] == SPACE { closed[pos.y][pos.x] = WALL neighbors = append(neighbors, pos) } } return neighbors } func (game *Game) PathEnemies() { in_grid := make([][]int, game.height, game.height) game.FillPaths(in_grid, 1) in_grid[game.player.y][game.player.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 } dbg.Println("pathing is", game.paths) } func (game *Game) AddRooms(dead_ends []Position, size int) { rand.Shuffle(len(dead_ends), func(i, j int) { dead_ends[i], dead_ends[j] = dead_ends[j], dead_ends[i] }) for _, pos := range dead_ends[0:4] { rs := rand.Int() % size + 1 game.CarveRoom(pos, rs) } } func (game *Game) MakeMap() []Position { game.FillMap(game.level, '#') game.Status("FIRST MAZE") dead_ends := game.HuntAndKill() game.FillMap(game.level, '#') game.AddRooms(dead_ends, game.height / 8) game.Status("SECOND MAZE") dead_ends = game.HuntAndKill() game.Status("FINISHED") return dead_ends } func (game *Game) PlaceEnemies(places []Position) { for _, pos := range places { if rand.Int() % 2 == 0 { game.enemies[pos] = Enemy{10} } } } func main() { out, err := os.Create("debug.log") if err != nil { log.Fatal(err) } dbg = log.New(out, "", log.LstdFlags) game := MakeGame(27, 17) dead_ends := game.MakeMap() game.PlaceEnemies(dead_ends) game.Render() for game.HandleEvents() { game.PathEnemies() game.Render() } game.Exit() }