Add visibility simulation
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9a2b24e006
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12
src/level.rs
12
src/level.rs
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@ -101,12 +101,18 @@ impl DungeonLevel {
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level.exits
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level.exits
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}
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}
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/// Draws a level on the display window.
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/// Draws a level on the display window. Draws only the cells for
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pub fn draw(&self, win: &Window) {
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/// which `filter` returns true; use `|_| true` to draw the whole
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/// level.
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pub fn draw(&self, win: &Window, filter: impl Fn((i32, i32)) -> bool) {
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for y in 0..LEVEL_SIZE.1 {
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for y in 0..LEVEL_SIZE.1 {
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win.mv(y as _, 0);
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win.mv(y as _, 0);
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for x in 0..LEVEL_SIZE.0 {
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for x in 0..LEVEL_SIZE.0 {
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win.addch(self.render_tile(x, y));
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win.addch(if filter((x as _, y as _)) {
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self.render_tile(x, y)
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} else {
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' '
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});
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}
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}
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}
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}
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}
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}
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@ -15,6 +15,7 @@ mod player;
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mod rooms;
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mod rooms;
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mod systems;
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mod systems;
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mod util;
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mod util;
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mod visibility;
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fn main() {
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fn main() {
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let mut world = World::new();
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let mut world = World::new();
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@ -7,6 +7,7 @@ use crate::{
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components::{CharRender, MobAction, Mobile, Player, Position},
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components::{CharRender, MobAction, Mobile, Player, Position},
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level::DungeonLevel,
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level::DungeonLevel,
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quit,
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quit,
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visibility::{visible, CellVisibility, Lighting},
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};
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};
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/// Runs a player turn on the ECS, using the given `screen` for input
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/// Runs a player turn on the ECS, using the given `screen` for input
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@ -85,9 +86,32 @@ fn possible(ecs: &World, action: &MobAction) -> bool {
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/// Renders the state of the world onto the screen.
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/// Renders the state of the world onto the screen.
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fn render_screen(ecs: &mut World, screen: &mut Window) {
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fn render_screen(ecs: &mut World, screen: &mut Window) {
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// Calculate the player's position.
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let plrs = ecs.read_storage::<Player>();
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let pos = ecs.read_storage::<Position>();
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let (_plr, player_pos) = (&plrs, &pos)
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.join()
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.next()
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.expect("Player must have a position");
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// Draw the base level.
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// Draw the base level.
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let level = ecs.fetch::<DungeonLevel>();
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let level = ecs.fetch::<DungeonLevel>();
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level.draw(screen);
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level.draw(screen, |cell| {
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visible(
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(player_pos.x, player_pos.y),
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cell,
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Some(10),
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|(x, y)| {
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if level.tile(x, y).is_navigable() {
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CellVisibility::Transparent
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} else {
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CellVisibility::Blocking
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}
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},
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// Level is fully lit for now.
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|(_x, _y)| Lighting::Lit,
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)
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});
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// Draw all renderable entities.
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// Draw all renderable entities.
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let renderables = ecs.read_storage::<CharRender>();
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let renderables = ecs.read_storage::<CharRender>();
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@ -97,10 +121,7 @@ fn render_screen(ecs: &mut World, screen: &mut Window) {
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}
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}
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// Leave the cursor on the player's position.
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// Leave the cursor on the player's position.
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let plrs = ecs.read_storage::<Player>();
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screen.mv(player_pos.y, player_pos.x);
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let pos = ecs.read_storage::<Position>();
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let (_plr, pos) = (&plrs, &pos).join().next().unwrap();
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screen.mv(pos.y, pos.x);
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screen.refresh();
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screen.refresh();
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}
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}
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89
src/visibility.rs
Normal file
89
src/visibility.rs
Normal file
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@ -0,0 +1,89 @@
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//! Code for determining which cells the player and monsters can see.
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/// The light transmission properties of a cell in the world.
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#[derive(Debug, PartialEq)]
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pub enum CellVisibility {
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/// This cell allows light to pass through: monsters can see
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/// through this cell as if it is air.
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Transparent,
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/// This cell blocks all light.
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Blocking,
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}
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/// How well-lit a cell is.
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#[derive(Debug, PartialEq)]
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pub enum Lighting {
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/// Monsters can only see in this cell if the cell is immediately
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/// adjacent to the monster.
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Dark,
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/// Monsters can see in this cell from far away.
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Lit,
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}
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/// Calculates whether a monster standing at `origin` can see the
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/// contents of cell `cell`. We assume the monster can see `radius`
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/// cells away at best (None for unlimited range), that `cell_map`
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/// represents whether a cell transmits light, and that `light_map`
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/// represents how well-lit a cell is.
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pub fn visible(
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origin: (i32, i32),
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cell: (i32, i32),
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radius: Option<i32>,
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cell_map: impl Fn((i32, i32)) -> CellVisibility,
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light_map: impl Fn((i32, i32)) -> Lighting,
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) -> bool {
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let dx = cell.0 - origin.0;
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let dy = cell.1 - origin.1;
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radius
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.map(|radius| dx * dx + dy * dy < radius * radius)
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.unwrap_or(true)
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&& (light_map(cell) == Lighting::Lit)
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&& (line(origin, cell).all(|tile| cell_map(tile) == CellVisibility::Transparent))
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}
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/// Constructs an iterator over the cells in a straight line from
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/// `start` to `end`. The line will include `start`, but not `end`.
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fn line(start: (i32, i32), end: (i32, i32)) -> Box<dyn Iterator<Item = (i32, i32)>> {
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// We could use a dedicated iterator type here eventually and
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// avoid the `Box` allocations, but I'm gonna assume it's not a
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// significant problem until proven otherwise.
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let dx = end.0 - start.0;
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let dy = end.1 - start.1;
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// Transform the world so we're working from left to right, with
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// slope magnitude less than 1.
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if dx.abs() < dy.abs() {
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Box::new(line((start.1, start.0), (end.1, end.0)).map(|(x, y)| (y, x)))
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} else if dx < 0 {
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Box::new(line((-start.0, start.1), (-end.0, end.1)).map(|(x, y)| (-x, y)))
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} else {
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// Move the destination over by 0.5 cells on each axis, to
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// navigate to the corner rather than the center of the target
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// cell. It's weird but it makes things work way better.
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let dx = dx as f64 - 0.5;
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let dy = if dy > 0 {
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dy as f64 - 0.5
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} else if dy < 0 {
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dy as f64 + 0.5
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} else {
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dy as f64
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};
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// Now use float math to step along the line, one cell at a
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// time.
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let slope = dy as f64 / dx as f64;
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Box::new(
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std::iter::successors(Some((start.0, start.1 as f64)), move |&(x, y)| {
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Some((x + 1, y + slope))
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})
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// Add 0.5 here to round to nearest rather than rounding
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// towards zero (eliminates some bias).
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.map(|(x, y)| (x, (y + 0.5) as i32))
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.take_while(move |(x, _y)| x < &end.0),
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)
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}
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}
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