Preparing for combat

This commit is contained in:
Michael Smith 2021-10-25 23:56:05 +02:00
parent 99795856af
commit d81ace4555
3 changed files with 334 additions and 156 deletions

82
Cargo.lock generated
View File

@ -14,22 +14,82 @@ version = "1.0.69"
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dependencies = [
"libc",
"rand 0.4.6",
]
[[package]]
name = "rand"
version = "0.4.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "552840b97013b1a26992c11eac34bdd778e464601a4c2054b5f0bff7c6761293"
dependencies = [
"fuchsia-cprng",
"libc",
"rand_core 0.3.1",
"rdrand",
"winapi",
]
[[package]]
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"rand_core 0.4.2",
]
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dependencies = [
"rand_core 0.3.1",
]
[[package]]
name = "roguelike"
version = "0.1.0"
dependencies = [
"rand 0.3.23",
"tcod",
]
@ -53,3 +113,25 @@ dependencies = [
"cc",
"pkg-config",
]
[[package]]
name = "winapi"
version = "0.3.9"
source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
"winapi-i686-pc-windows-gnu",
"winapi-x86_64-pc-windows-gnu",
]
[[package]]
name = "winapi-i686-pc-windows-gnu"
version = "0.4.0"
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[[package]]
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View File

@ -7,3 +7,4 @@ edition = "2018"
[dependencies]
tcod = "*"
rand = "0.3.9"

View File

@ -3,9 +3,11 @@
#![allow(unused_mut)]
#![allow(dead_code)]
use rand::Rng;
use std::cmp;
use tcod::colors::*;
use tcod::console::*;
use tcod::map::{FovAlgorithm, Map as FovMap};
const SCREEN_WIDTH: i32 = 80;
const SCREEN_HEIGHT: i32 = 50;
@ -13,232 +15,325 @@ const FPS: i32 = 20;
const MAP_WIDTH: i32 = 80;
const MAP_HEIGHT: i32 = 45;
const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 };
const COLOR_DARK_GROUND: Color = Color {
r: 50,
g: 50,
b: 150,
const COLOR_LIGHT_WALL: Color = Color {
r: 130,
g: 110,
b: 50,
};
const COLOR_DARK_GROUND: Color = Color {
r: 50,
g: 50,
b: 150,
};
const COLOR_LIGHT_GROUND: Color = Color {
r: 200,
g: 180,
b: 50,
};
const ROOM_MAX_SIZE: i32 = 10;
const ROOM_MIN_SIZE: i32 = 6;
const MAX_ROOMS: i32 = 30;
const FOV_ALGO: FovAlgorithm = FovAlgorithm::Basic;
const FOV_LIGHT_WALLS: bool = true;
const TORCH_RADIUS: i32 = 10;
struct Tcod {
root: Root,
con: Offscreen,
root: Root,
con: Offscreen,
fov: FovMap,
}
#[derive(Debug)]
struct Object {
x: i32,
y: i32,
char: char,
color: Color,
x: i32,
y: i32,
char: char,
color: Color,
}
impl Object {
pub fn new(x: i32, y: i32, char: char, color: Color) -> Self {
Object { x, y, char, color }
}
pub fn new(x: i32, y: i32, char: char, color: Color) -> Self {
Object { x, y, char, color }
}
// Move by given amount, if the destination is not blocked
pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
self.x += dx;
self.y += dy;
}
// Move by given amount, if the destination is not blocked
pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
self.x += dx;
self.y += dy;
}
}
// Set the color and then draw the character that represents this object at its position
pub fn draw(&self, con: &mut dyn Console) {
con.set_default_foreground(self.color);
con.put_char(self.x, self.y, self.char, BackgroundFlag::None);
}
// Set the color and then draw the character that represents this object at its position
pub fn draw(&self, con: &mut dyn Console) {
con.set_default_foreground(self.color);
con.put_char(self.x, self.y, self.char, BackgroundFlag::None);
}
}
#[derive(Clone, Copy, Debug)]
struct Tile {
blocked: bool,
block_sight: bool,
blocked: bool,
explored: bool,
block_sight: bool,
}
impl Tile {
pub fn empty() -> Self {
Tile {
blocked: false,
block_sight: false,
}
pub fn empty() -> Self {
Tile {
blocked: false,
explored: false,
block_sight: false,
}
}
pub fn wall() -> Self {
Tile {
blocked: true,
block_sight: true,
}
pub fn wall() -> Self {
Tile {
blocked: true,
explored: false,
block_sight: true,
}
}
}
type Map = Vec<Vec<Tile>>;
struct Game {
map: Map,
map: Map,
}
// A rectangle on the map, used to characterise a room.
#[derive(Clone, Copy, Debug)]
struct Rect {
x1: i32,
y1: i32,
x2: i32,
y2: i32,
x1: i32,
y1: i32,
x2: i32,
y2: i32,
}
impl Rect {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
Rect {
x1: x,
y1: y,
x2: x + w,
y2: y + h,
}
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
Rect {
x1: x,
y1: y,
x2: x + w,
y2: y + h,
}
}
pub fn center(&self) -> (i32, i32) {
let center_x = (self.x1 + self.x2) / 2;
let center_y = (self.y1 + self.y2) / 2;
(center_x, center_y)
}
pub fn intersects_with(&self, other: &Rect) -> bool {
(self.x1 <= other.x2) && (self.x2 >= other.x1) && (self.y1 <= other.y2) && (self.y2 >= other.y1)
}
}
fn handle_keys(tcod: &mut Tcod, game: &Game, player: &mut Object) -> bool {
use tcod::input::Key;
use tcod::input::KeyCode::*;
use tcod::input::Key;
use tcod::input::KeyCode::*;
let key = tcod.root.wait_for_keypress(true);
match key {
Key {
code: Enter,
alt: true,
..
} => {
// Alt+Enter: toggle fullscreen
let fullscreen = tcod.root.is_fullscreen();
tcod.root.set_fullscreen(!fullscreen);
}
Key { code: Escape, .. } => return true, // exit game
Key { code: Up, .. } => player.move_by(0, -1, game),
Key { code: Down, .. } => player.move_by(0, 1, game),
Key { code: Left, .. } => player.move_by(-1, 0, game),
Key { code: Right, .. } => player.move_by(1, 0, game),
_ => {}
let key = tcod.root.wait_for_keypress(true);
match key {
Key {
code: Enter,
alt: true,
..
} => {
// Alt+Enter: toggle fullscreen
let fullscreen = tcod.root.is_fullscreen();
tcod.root.set_fullscreen(!fullscreen);
}
false
Key { code: Escape, .. } => return true, // exit game
Key { code: Up, .. } => player.move_by(0, -1, game),
Key { code: Down, .. } => player.move_by(0, 1, game),
Key { code: Left, .. } => player.move_by(-1, 0, game),
Key { code: Right, .. } => player.move_by(1, 0, game),
_ => {}
}
false
}
fn make_map() -> Map {
// Fill the map with unblocked tiles
let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
fn make_map(player: &mut Object) -> Map {
// Fill the map with unblocked tiles
let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
// Create two rooms
let room1 = Rect::new(20, 15, 10, 15);
let room2 = Rect::new(50, 15, 10, 15);
create_room(room1, &mut map);
create_room(room2, &mut map);
create_h_tunnel(25, 55, 23, &mut map);
let mut rooms = vec![];
map
for _ in 0..MAX_ROOMS {
let w = rand::thread_rng().gen_range(ROOM_MIN_SIZE, ROOM_MAX_SIZE + 1);
let h = rand::thread_rng().gen_range(ROOM_MIN_SIZE, ROOM_MAX_SIZE + 1);
let x = rand::thread_rng().gen_range(0, MAP_WIDTH - w);
let y = rand::thread_rng().gen_range(0, MAP_HEIGHT - h);
let new_room = Rect::new(x, y, w, h);
let failed = rooms
.iter()
.any(|other_room| new_room.intersects_with(other_room));
if !failed {
create_room(new_room, &mut map);
let (new_x, new_y) = new_room.center();
if rooms.is_empty() {
player.x = new_x;
player.y = new_y;
} else {
let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
if rand::random() {
create_h_tunnel(prev_x, new_x, prev_y, &mut map);
create_v_tunnel(prev_y, new_y, new_x, &mut map);
} else {
create_v_tunnel(prev_y, new_y, prev_x, &mut map);
create_h_tunnel(prev_x, new_x, new_y, &mut map);
}
}
rooms.push(new_room);
}
}
map
}
fn create_room(room: Rect, map: &mut Map) {
// Go through the tiles in the rectangle and make them passable
for x in (room.x1 + 1)..room.x2 {
for y in (room.y1 + 1)..room.y2 {
map[x as usize][y as usize] = Tile::empty();
}
// Go through the tiles in the rectangle and make them passable
for x in (room.x1 + 1)..room.x2 {
for y in (room.y1 + 1)..room.y2 {
map[x as usize][y as usize] = Tile::empty();
}
}
}
fn create_h_tunnel(x1: i32, x2: i32, y: i32, map: &mut Map) {
// Horizontal tunnel. `min()` and `max()` are used in case
// `x1 > x2`
for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
// Horizontal tunnel. `min()` and `max()` are used in case
// `x1 > x2`
for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
}
fn create_v_tunnel(y1: i32, y2: i32, x: i32, map: &mut Map) {
// Vertical tunnel
for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
// Vertical tunnel
for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
}
fn render_all(tcod: &mut Tcod, game: &Game, objects: &[Object]) {
// Draw all objects in the list
for object in objects {
object.draw(&mut tcod.con);
}
fn render_all(tcod: &mut Tcod, game: &mut Game, objects: &[Object], fov_recompute: bool) {
if fov_recompute {
let player = &objects[0];
tcod
.fov
.compute_fov(player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO);
}
// Go through all tiles and set their background color
for y in 0..MAP_HEIGHT {
for x in 0..MAP_WIDTH {
let wall = game.map[x as usize][y as usize].block_sight;
if wall {
tcod.con
.set_char_background(x, y, COLOR_DARK_WALL, BackgroundFlag::Set);
} else {
tcod.con
.set_char_background(x, y, COLOR_DARK_GROUND, BackgroundFlag::Set)
}
}
// Draw all objects in the list
for object in objects {
if tcod.fov.is_in_fov(object.x, object.y) {
object.draw(&mut tcod.con);
}
}
// Blit contents of "con" to the root console
blit(
&tcod.con,
(0, 0),
(MAP_WIDTH, MAP_HEIGHT),
&mut tcod.root,
(0, 0),
1.0,
1.0,
);
// Go through all tiles and set their background color
for y in 0..MAP_HEIGHT {
for x in 0..MAP_WIDTH {
let visible = tcod.fov.is_in_fov(x, y);
let wall = game.map[x as usize][y as usize].block_sight;
let color = match (visible, wall) {
// Outside fov:
(false, true) => COLOR_DARK_WALL,
(false, false) => COLOR_DARK_GROUND,
// INside fov:
(true, true) => COLOR_LIGHT_WALL,
(true, false) => COLOR_LIGHT_GROUND,
};
let explored = &mut game.map[x as usize][y as usize].explored;
if visible {
*explored = true;
}
if *explored {
tcod
.con
.set_char_background(x, y, color, BackgroundFlag::Set);
}
}
}
// Blit contents of "con" to the root console
blit(
&tcod.con,
(0, 0),
(MAP_WIDTH, MAP_HEIGHT),
&mut tcod.root,
(0, 0),
1.0,
1.0,
);
}
fn main() {
tcod::system::set_fps(FPS);
tcod::system::set_fps(FPS);
let root = Root::initializer()
.font("arial10x10.png", FontLayout::Tcod)
.font_type(FontType::Greyscale)
.size(SCREEN_WIDTH, SCREEN_HEIGHT)
.title("Rust/libtcod tutorial")
.init();
let root = Root::initializer()
.font("arial10x10.png", FontLayout::Tcod)
.font_type(FontType::Greyscale)
.size(SCREEN_WIDTH, SCREEN_HEIGHT)
.title("Rust/libtcod tutorial")
.init();
let con = Offscreen::new(MAP_WIDTH, MAP_HEIGHT);
let mut tcod = Tcod {
root,
con: Offscreen::new(MAP_WIDTH, MAP_HEIGHT),
fov: FovMap::new(MAP_WIDTH, MAP_HEIGHT),
};
let mut tcod = Tcod { root, con };
// Create player object
let player = Object::new(0, 0, '@', WHITE);
// Create player object
let player = Object::new(25, 23, '@', WHITE);
// // Create an NPC
let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
// // Create an NPC
let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
// List of objects in the world
let mut objects = [player, npc];
// List of objects in the world
let mut objects = [player, npc];
let mut game = Game {
// Generate map
map: make_map(&mut objects[0]),
};
let game = Game {
// Generate map
map: make_map(),
};
while !tcod.root.window_closed() {
tcod.con.clear();
for object in &objects {
object.draw(&mut tcod.con)
}
render_all(&mut tcod, &game, &objects);
tcod.root.flush();
let player = &mut objects[0];
let exit = handle_keys(&mut tcod, &game, player);
if exit {
break;
}
// Populate FOV map, according to generated map
for y in 0..MAP_HEIGHT {
for x in 0..MAP_WIDTH {
tcod.fov.set(
x,
y,
!game.map[x as usize][y as usize].block_sight,
!game.map[x as usize][y as usize].blocked,
)
}
}
let mut previous_player_position = (-1, -1);
// Main game loop
while !tcod.root.window_closed() {
tcod.con.clear();
let fov_recompute = previous_player_position != (objects[0].x, objects[0].y);
render_all(&mut tcod, &mut game, &objects, fov_recompute);
tcod.root.flush();
let player = &mut objects[0];
previous_player_position = (player.x, player.y);
let exit = handle_keys(&mut tcod, &game, player);
if exit {
break;
}
}
}