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path: root/dungeon/src/entity.rs
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//! The `entity` module contains structures of all entities including players and enimies.

use std::mem::take;

use rand::Rng;

use crate::{
	Dungeon, astar, const_pos,
	map::Floor,
	player_input::PlayerInput,
	pos::{Direction, FPos, Pos},
	rng::DungeonRng,
};

/// `PLAYER_FULL_HEALTH` is the starting health of the player entity
pub const PLAYER_FULL_HEALTH: u32 = 10;

/// `PLAYER_INVENTORY_SIZE` is the maximum size of the inventory
pub const PLAYER_INVENTORY_SIZE: u16 = 5;

/// `PLAYER_INVENTORY_SIZE_USIZE` is the maximum size of the inventory
pub const PLAYER_INVENTORY_SIZE_USIZE: usize = PLAYER_INVENTORY_SIZE as usize;

/// 'MIN_ROAM_DIST' and 'MAX_ROAM_DIST' are the enemy roam ranges
pub const MIN_ROAM_DIST: u16 = 1;
pub const MAX_ROAM_DIST: u16 = 4;

/// 'ZOMBIE_HEALTH' is the starting health of a zombie enemy
pub const ZOMBIE_HEALTH: u32 = 5;

/// 'ENEMY_VISION_RADIUS' is the range used to determine if the player is seen by an enemy
pub const ENEMY_VISION_RADIUS: u16 = 10;

/// 'IDLE_WAIT' is how long in seconds an enemy waits in the idle state
pub const IDLE_WAIT: f32 = 1.;

/// The `Item` type represents any item an entity may be using
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Item {
	Potion { heal: u32 },
	Weapon { atack: u32 },
	Armor { defense: u32 },
}

/// The `EntityKind` represents what kind of entity this is.
#[derive(Clone, Debug, Default, PartialEq)]
pub enum EntityKind {
	/// The main player
	#[default]
	Player,
	Zombie(EnemyMoveState),
	/// An item (not in an inventory) on the floor of the dungeon
	Item(Item),
}
impl EntityKind {
	/// Returns the move speed value for this type of entity in tiles/s
	pub const fn move_speed(&self) -> f32 {
		match &self {
			Self::Player => 3.5,
			Self::Zombie(_) => 2.0,
			_ => 0.0,
		}
	}
}

/// The `EnemyMoveState` enum describes the state of an enemies movement, either Idle
/// Roam, or Attack. Idle carries a `f32` value to remember time waited in idle. Both Roam
/// and Attack carry a `Vec<Pos>` to represent the sequence of moves to their desired locations.
/// Attack also holds the desired location itself as a `Pos`.
#[derive(Clone, Debug, PartialEq)]
pub enum EnemyMoveState {
	Idle(f32),
	Roam(Vec<Pos>),
	Attack(Vec<Pos>, Pos),
}

impl EnemyMoveState {
	/// Creates an `EnemyMoveState::Idle` enum, initialized to a time accumlation of 0.
	pub const fn idle() -> Self {
		Self::Idle(0.0)
	}

	/// Creates an `EnemyMoveState::Attack` enum containing the list of steps for movement and the goal position.
	///
	/// Will return `Some(EnemyMoveState::Attack)` if the player is within the vision radius and there is a valid path
	/// to the player. Returns `None` if the player is outside the radius or there is no valid path to the player.
	pub fn attack(starting_pos: Pos, player_pos: Pos, floor: &Floor) -> Option<Self> {
		if player_pos.manhattan(starting_pos) < ENEMY_VISION_RADIUS {
			let data = astar::astar(starting_pos, player_pos, floor)?;
			let mut path = data.0;
			path.reverse();
			return Some(Self::Attack(path, player_pos));
		}
		None
	}

	/// Creates an `EnemyMoveState::Roam` enum containing the list of steps for movement.
	///
	/// Will randomly pick a direction and number of tiles within roaming range to move.
	/// If an invalid tile is selected 50 times in a row, `EnemyMoveState::Idle` is returned instead.
	pub fn roam(starting_pos: Pos, floor: &Floor, rng: &mut DungeonRng) -> Self {
		let mut loop_index = 0;
		loop {
			let dir = rng.random();
			let dist = rng.random_range(MIN_ROAM_DIST..=MAX_ROAM_DIST);

			if let Some(p) = starting_pos.step_by(dir, dist)
				&& !floor.get(p).is_wall()
				&& let Some(data) = astar::astar(starting_pos, p, floor)
			{
				let mut path = data.0;
				path.reverse();
				return Self::Roam(path);
			}

			// Safety check
			loop_index += 1;
			if loop_index >= 100 {
				return Self::idle();
			}
		}
	}

	/// Returns an optional reference to the current path this entity is moving
	pub const fn moves(&self) -> Option<&[Pos]> {
		match self {
			Self::Idle(_) => None,
			Self::Roam(moves) => Some(moves.as_slice()),
			Self::Attack(moves, _) => Some(moves.as_slice()),
		}
	}
}
impl Default for EnemyMoveState {
	fn default() -> Self {
		Self::idle()
	}
}

/// The `Entity` kind represents the main player, or any other
/// ai autonomous character that can move freely across the
/// dungeon.
#[derive(Clone, Debug, PartialEq)]
pub struct Entity {
	/// The fixed grid position of the entity
	pub pos: Pos,
	/// The floating (real) current position of the entity
	pub fpos: FPos,
	/// Which direction this entity is facing
	pub dir: Direction,
	/// Which kind this entity is (along with entity kind specific data)
	pub kind: EntityKind,
	/// The amount of health this entity has (None if this Entity does not use health)
	pub health: Option<u32>,
	/// The fixed grid position we are moving to
	pub moving_to: Option<Pos>,
}
impl Entity {
	/// Creates a new `Entity` at a given `Pos`, `Direction`, and `EntityKind`.
	///
	/// # Examples
	///
	/// ```
	/// use dungeon::{pos::{Pos, Direction}, entity::{Entity, EntityKind}};
	///
	/// let pos = Pos::new(0, 0).unwrap();
	/// let dir = Direction::North;
	/// let kind = EntityKind::Player;
	/// let health = Some(10);
	/// let entity = Entity::new(pos, dir, kind, health);
	/// ```
	#[must_use]
	pub const fn new(
		pos: Pos,
		dir: Direction,
		kind: EntityKind,
		health: Option<u32>,
	) -> Self {
		let fpos = FPos::from_pos(pos);
		Self {
			pos,
			fpos,
			dir,
			kind,
			health,
			moving_to: None,
		}
	}

	/// Creates the Player version of the `Entity`
	///
	/// # Examples
	///
	/// ```
	/// use dungeon::{pos::Pos, entity::Entity};
	///
	/// let pos = Pos::new(0, 0).unwrap();
	/// let player = Entity::player(pos);
	/// ```
	#[must_use]
	pub const fn player(pos: Pos) -> Self {
		let dir = Direction::East;
		let kind = EntityKind::Player;
		let health = Some(PLAYER_FULL_HEALTH);
		Self::new(pos, dir, kind, health)
	}

	/// Creates the Zombie version of the `Entity`
	///
	/// # Examples
	///
	/// ```
	/// use dungeon::{pos::Pos, entity::Entity};
	///
	/// let pos = Pos::new(0, 0).unwrap();
	/// let player = Entity::zombie(pos);
	/// ```
	#[must_use]
	pub const fn zombie(pos: Pos) -> Self {
		let dir = Direction::East;
		let kind = EntityKind::Zombie(EnemyMoveState::idle());
		let health = Some(ZOMBIE_HEALTH);
		Self::new(pos, dir, kind, health)
	}

	/// Returns the position in front of the entity
	pub const fn in_front(&self) -> Option<Pos> {
		self.pos.step(self.dir)
	}

	/// Teleports a player directly to a `Pos`
	pub const fn teleport(&mut self, pos: Pos) {
		self.pos = pos;
		self.fpos = FPos::from_pos(pos);
		self.moving_to = None;
	}

	/// Returns a reference to this entities current AI
	pub const fn get_ai(&self) -> Option<&EnemyMoveState> {
		match &self.kind {
			EntityKind::Zombie(ai) => Some(ai),
			_ => None,
		}
	}
}

/// The `Player` type represents the main player entity
#[derive(Clone, Debug, PartialEq)]
pub struct Player {
	pub entity: Entity,
	pub inventory: Vec<Item>,
}
impl Player {
	/// Instantiates the game player at a given `Pos`
	///
	/// # Examples
	///
	/// ```
	/// use dungeon::{pos::Pos, entity::Player};
	///
	/// let pos = Pos::new(1, 2).unwrap();
	/// let player = Player::new(pos);
	/// ```
	pub const fn new(pos: Pos) -> Self {
		let entity = Entity::player(pos);
		let inventory = vec![];
		Self { entity, inventory }
	}
}
impl Default for Player {
	fn default() -> Self {
		let pos = const_pos!(1, 1);
		Self::new(pos)
	}
}

struct Updater<'a> {
	floor: &'a Floor,
	rng: &'a mut DungeonRng,
	player_pos: Pos,
	input: PlayerInput,
	delta_time: f32,
}
impl Updater<'_> {
	fn update_entity(&mut self, entity: &mut Entity) {
		self.update_ai(entity);
		self.update_movement(entity);
	}

	fn update_ai(&mut self, entity: &mut Entity) {
		let mut kind = take(&mut entity.kind);
		match &mut kind {
			EntityKind::Player => {
				self.update_player_ai(entity);
			}
			EntityKind::Zombie(ai) => {
				self.update_enemy_ai(entity, ai);
			}
			_ => {}
		}
		entity.kind = kind;
	}

	/// Updates entity with player AI
	const fn update_player_ai(&self, entity: &mut Entity) {
		let Some(dir) = self.input.direction else {
			return;
		};
		if entity.moving_to.is_some() {
			return;
		}
		entity.dir = dir;
		let Some(dest) = entity.pos.step(dir) else {
			return;
		};
		if self.floor.get(dest).is_walkable() {
			entity.moving_to = Some(dest);
		}
	}

	/// Update entity with enemy AI
	fn update_enemy_ai(&mut self, entity: &mut Entity, ai: &mut EnemyMoveState) {
		use EnemyMoveState as State;

		// get the next position this entity may be moving to.
		//
		// we want to be able to short circut past pathed movement
		// if we generate a new path, without allowing the entity to move
		// off grid! thus this is the best position to start the new
		// movement from :)
		let next_pos = entity
			.in_front()
			.filter(|pos| self.floor.get(*pos).is_walkable())
			.or(entity.moving_to)
			.unwrap_or(entity.pos);

		// check if player is in range
		if !matches!(ai, State::Attack { .. })
			&& let Some(m_state) = State::attack(next_pos, self.player_pos, self.floor)
		{
			*ai = m_state;
			entity.moving_to = Some(next_pos);
			return;
		}

		match ai {
			State::Idle(idle_accum) => {
				if *idle_accum < IDLE_WAIT {
					*ai = State::Idle(*idle_accum + self.delta_time);
					return;
				}

				*ai = State::roam(next_pos, self.floor, self.rng);
				entity.moving_to = Some(next_pos);
			}
			State::Roam(moves) => {
				if moves.is_empty() {
					*ai = State::idle();
					return;
				}

				if entity.moving_to.is_none() {
					entity.moving_to = moves.pop();
				}
			}
			State::Attack(moves, old_player_pos) => {
				if *old_player_pos != self.player_pos {
					*ai = State::attack(next_pos, self.player_pos, self.floor)
						.unwrap_or_default();
					entity.moving_to = Some(next_pos);
					return;
				}
				*old_player_pos = self.player_pos;

				// Stop at one move left so the enemy is flush with the player tile
				if moves.len() == 1 {
					return;
				}

				while moves.last() == Some(&entity.pos) {
					moves.pop();
				}

				if entity.moving_to.is_none() {
					entity.moving_to = moves.pop();
				}
			}
		}
	}

	/// Update entity movement
	fn update_movement(&self, entity: &mut Entity) {
		let Some(dest) = entity.moving_to else { return };

		let fdest = FPos::from_pos(dest);
		let current = entity.fpos;

		// we are far from the goal, so we need to move towards it
		let to_move = entity.kind.move_speed() * self.delta_time;
		entity.fpos.move_towards_manhattan(fdest, to_move);

		if fdest.abs_diff(entity.fpos).magnitude() <= 0.1 {
			// we have reached our destination (close enough)
			entity.moving_to = None;
			entity.pos = dest;
			entity.fpos = fdest;
		}

		if let Some(dir) = current.dir_to(entity.fpos) {
			entity.dir = dir;
		}
	}
}
impl Dungeon {
	pub(crate) fn update_entities(&mut self, input: PlayerInput, delta_time: f32) {
		let mut updater = Updater {
			floor: &self.floor,
			rng: &mut self.game_rng,
			player_pos: self.player.entity.pos,
			input,
			delta_time,
		};

		updater.update_entity(&mut self.player.entity);
		for enemy in &mut self.enemies {
			updater.update_entity(enemy);
		}
	}
}