dungeon-game/src/game.rs

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Rust
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use std::fmt::Display;
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use pancurses::Window;
use crate::rooms;
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/// A dungeon root.
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pub struct Dungeon {
main_branch: DungeonBranch,
}
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/// A single branch of a dungeon, which has a number of levels and
/// which can potentially contain passages to other branches.
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pub struct DungeonBranch {
config: BranchConfig,
levels: Vec<DungeonLevel>,
}
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/// The parameters that characterize a particular dungeon branch.
/// Currently a unit struct because there's only one type of branch,
/// but will later include e.g. architectural styles, good vs. evil &
/// lawful vs. chaotic weights, etc.
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pub struct BranchConfig;
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/// The size of a dungeon level, in tiles.
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pub const LEVEL_SIZE: (usize, usize) = (80, 24);
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/// A single level of the dungeon.
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pub struct DungeonLevel {
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/// The tiles at every position in the level.
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tiles: [[DungeonTile; LEVEL_SIZE.0]; LEVEL_SIZE.1],
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/// The location of each of the up-staircases.
upstairs: Vec<(i32, i32)>,
/// The location of each of the down-staircases.
downstairs: Vec<(i32, i32)>,
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}
/// The smallest measurable independent location in the dungeon,
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/// corresponding to a single character on the screen.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum DungeonTile {
Floor,
Wall,
Hallway,
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Upstair,
Downstair,
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}
impl DungeonLevel {
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/// Creates a new level in a branch that has the given
/// configuration.
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pub fn new(_cfg: &BranchConfig) -> Self {
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// Self {
// tiles: rooms::generate_level(100, &mut rand::thread_rng()),
// }
rooms::generate_level(100, &mut rand::thread_rng(), 1, 1)
}
/// Creates a new level with the given set of tiles, upstairs, and
/// downstairs.
pub fn from_raw_parts(
tiles: [[DungeonTile; LEVEL_SIZE.0]; LEVEL_SIZE.1],
upstairs: Vec<(i32, i32)>,
downstairs: Vec<(i32, i32)>,
) -> Self {
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Self {
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tiles,
upstairs,
downstairs,
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}
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}
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/// Draws a level on the display window.
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pub fn draw(&self, win: &Window) {
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for y in 0..LEVEL_SIZE.1 {
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win.mv(y as _, 0);
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for x in 0..LEVEL_SIZE.0 {
win.addch(self.render_tile(x, y));
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}
}
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}
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/// Renders the tile at the given coordinates.
pub fn render_tile(&self, x: usize, y: usize) -> char {
match self.tiles[y][x] {
DungeonTile::Floor => '.',
DungeonTile::Wall => {
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// Walls are rendered like so:
// - If the wall has any floor tiles to its north or
// south, then it is rendered as '-', because it is
// the north or south wall of a room.
// - Otherwise, if the wall has any floor tiles to its
// east or west, then it is rendered as '|'.
// - Otherwise, if any floor tiles are diagonally
// adjacent to the wall, then the wall is rendered as
// '+', because it is in the corner of a room.
// - Otherwise, no floor tiles are adjacent to the
// wall, therefore it is surrounded by stone and will
// never be discovered by the player, so we don't
// render it at all.
let has_floor = |deltas: &[(i32, i32)]| -> bool {
deltas
.iter()
.map(|(dx, dy)| (x as i32 + dx, y as i32 + dy))
.filter(|(x, y)| {
(0..LEVEL_SIZE.0 as i32).contains(x)
&& (0..LEVEL_SIZE.1 as i32).contains(y)
})
.any(|(x, y)| self.tile(x, y) == &DungeonTile::Floor)
};
if has_floor(&[(0, -1), (0, 1)]) {
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'-'
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} else if has_floor(&[(-1, 0), (1, 0)]) {
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'|'
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} else if has_floor(&[(-1, -1), (-1, 1), (1, -1), (1, 1)]) {
'+'
} else {
' '
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}
}
DungeonTile::Hallway => '#',
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DungeonTile::Upstair => '<',
DungeonTile::Downstair => '>',
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}
}
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/// Gets a reference to the tile at the given coordinates. Panics
/// of the coordinates are out of bounds.
pub fn tile(&self, x: i32, y: i32) -> &DungeonTile {
&self.tiles[y as usize][x as usize]
}
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/// Gets the list of up-stairs.
pub fn upstairs(&self) -> &[(i32, i32)] {
&self.upstairs
}
/// Gets the list of down-stairs.
pub fn downstairs(&self) -> &[(i32, i32)] {
&self.downstairs
}
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}
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impl Display for DungeonLevel {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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for y in 0..LEVEL_SIZE.1 {
for x in 0..LEVEL_SIZE.0 {
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write!(f, "{}", self.render_tile(x, y))?;
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}
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writeln!(f)?;
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}
Ok(())
}
}