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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 rand::{Rng, rngs::SmallRng};

use crate::{
	astar, const_pos,
	map::Floor,
	pos::{Direction, FPos, Pos},
};

/// `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, PartialEq)]
pub enum EntityKind {
	/// The main player
	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 => 5.,
			Self::Zombie(_) => 4.,
			_ => 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 new_idle() -> Self {
		Self::Idle(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 new_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 new_roam(starting_pos: Pos, floor: &Floor, rng: &mut SmallRng) -> 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) {
				if !floor.get(p).is_wall() {
					if 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::new_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>,
}
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,
		}
	}

	/// 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::new_idle());
		let health = Some(ZOMBIE_HEALTH);
		Self::new(pos, dir, kind, health)
	}

	/// Handle movement for this entity.
	///
	/// TODO: Merge this implementation (and Self::zombie_movement and Self::movement_helper) with the player movement
	/// in lib.rs.
	pub fn handle_movement(
		&mut self,
		player_pos: Pos,
		floor: &Floor,
		rng: &mut SmallRng,
		delta_time: f32,
	) {
		match &self.kind {
			EntityKind::Zombie(move_state) => {
				self.zombie_movement(
					move_state.clone(),
					player_pos,
					delta_time,
					floor,
					rng,
				);
			}
			EntityKind::Player => {}
			_ => {}
		}
	}

	/// State machine for zombie_movement.
	pub fn zombie_movement(
		&mut self,
		move_state: EnemyMoveState,
		player_pos: Pos,
		delta_time: f32,
		floor: &Floor,
		rng: &mut SmallRng,
	) {
		// Check if player is in range
		if !matches!(move_state, EnemyMoveState::Attack { .. })
			&& let Some(m_state) = EnemyMoveState::new_attack(self.pos, player_pos, floor)
		{
			self.kind = EntityKind::Zombie(m_state);
			return;
		}

		match move_state {
			EnemyMoveState::Idle(idle_accum) => {
				if idle_accum < IDLE_WAIT {
					self.kind =
						EntityKind::Zombie(EnemyMoveState::Idle(idle_accum + delta_time));
					return;
				}

				self.kind =
					EntityKind::Zombie(EnemyMoveState::new_roam(self.pos, floor, rng));
			}
			EnemyMoveState::Roam(mut moves) => {
				let Some(p) = moves.last() else {
					self.kind = EntityKind::Zombie(EnemyMoveState::new_idle());
					return;
				};

				Self::movement_helper(self, *p, &mut moves, delta_time);

				self.kind = EntityKind::Zombie(EnemyMoveState::Roam(moves));
			}
			EnemyMoveState::Attack(mut moves, old_player_pos) => {
				if old_player_pos != player_pos {
					self.kind = EntityKind::Zombie(
						match EnemyMoveState::new_attack(self.pos, player_pos, floor) {
							Some(move_state) => move_state,
							None => EnemyMoveState::new_idle(),
						},
					);
					return;
				}

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

				let next_move = *moves.last().unwrap_or(&Pos::default());

				if next_move == self.pos {
					moves.pop();
				} else {
					Self::movement_helper(self, next_move, &mut moves, delta_time);
				}

				self.kind = EntityKind::Zombie(EnemyMoveState::Attack(moves, player_pos));
			}
		}
	}

	/// Simple movement_helper for enemy/player movement.
	fn movement_helper(
		&mut self,
		mut next_move: Pos,
		moves: &mut Vec<Pos>,
		delta_time: f32,
	) {
		let mut move_distance = self.kind.move_speed() * delta_time;
		// having this be a loop is a *little* unnecessary,
		// but is technically more correct if the entity is fast enough
		// to move more than one tile in a single frame
		loop {
			move_distance -= self
				.fpos
				.move_towards_manhattan(FPos::from(next_move), move_distance);
			if move_distance == 0.0 {
				// can't move any further
				break;
			}
			// otherwise, we reached `next_move`, set position & pop from vec
			self.pos = next_move;
			let _ = moves.pop();

			// there is likely more distance to travel
			let Some(last) = moves.last() else { break };
			next_move = *last;
		}
	}
}

/// The `Player` type represents the main player entity
#[derive(Clone, Debug, PartialEq)]
pub struct Player {
	pub moving_to: Option<Pos>,
	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,
			moving_to: None,
		}
	}
}
impl Default for Player {
	fn default() -> Self {
		let pos = const_pos!(1, 1);
		Self::new(pos)
	}
}