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//! The `dungon` crate contains the core functionality for
//! interacting with a `Dungeon` and its components.
pub mod astar;
pub mod bsp;
pub mod entity;
pub mod map;
pub mod msg;
pub mod player_input;
pub mod pos;
use rand::{
Rng, SeedableRng, TryRngCore,
rngs::{OsRng, SmallRng},
};
use crate::{
entity::{Entity, Player},
map::{Floor, Tile},
msg::Message,
player_input::PlayerInput,
pos::FPos,
};
/// Lets the caller know what has
/// changed in the game state this
/// tick
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum UpdateResult {
/// Default, entities have moved
EntityMovement,
/// We have moved to the next floor
NextFloor,
/// Message on screen updated.
/// Contains if a char was added.
MessageUpdated(bool),
}
/// The `Dungeon` type represents the game state of the
/// dungeon crawler.
#[derive(Debug, Clone)]
pub struct Dungeon {
pub floor: Floor,
pub player: Player,
pub enemies: Vec<Entity>,
pub msg: Message,
seed: u64,
level_rng: SmallRng,
game_rng: SmallRng,
}
impl Dungeon {
/// Creates a new `Dungeon` with a provided seed.
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
///
/// let seed = 234690523482u64;
/// let dungeon = Dungeon::new(seed);
/// ```
#[must_use]
pub fn new(seed: u64) -> Self {
let mut game_rng = SmallRng::seed_from_u64(seed);
let mut level_rng = SmallRng::seed_from_u64(game_rng.random());
let floor = bsp::generate(&mut level_rng);
let player = Player::new(floor.player_start());
let enemies = vec![];
let msg = Message::empty();
let mut dungeon = Self {
floor,
player,
enemies,
msg,
seed,
level_rng,
game_rng,
};
dungeon.spawn_enimies();
dungeon
}
/// Creates a new `Dungeon` with a random seed
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
///
/// let dungeon = Dungeon::random();
/// ```
#[must_use]
pub fn random() -> Self {
let seed = OsRng.try_next_u64().unwrap_or_default();
Self::new(seed)
}
/// Returns the current position of the camera (viewer)
#[must_use]
pub const fn camera(&self) -> FPos {
self.player.entity.fpos
}
/// Returns the seed used to generate the map
#[must_use]
pub const fn seed(&self) -> u64 {
self.seed
}
/// Returns the runtime random number gen for the `Floor`
#[must_use]
pub const fn rng(&mut self) -> &mut SmallRng {
&mut self.game_rng
}
pub fn update(&mut self, player_input: PlayerInput, delta_time: f32) -> UpdateResult {
if self.msg.visible() {
let changed = self.msg.update(player_input);
UpdateResult::MessageUpdated(changed)
} else {
self.update_entities(player_input, delta_time);
if self.floor.get(self.player.entity.pos) == Tile::Stairs {
// we are moving to a new floor
self.floor = bsp::generate(&mut self.level_rng);
self.player.entity.teleport(self.floor.player_start());
self.spawn_enimies();
return UpdateResult::NextFloor;
}
UpdateResult::EntityMovement
}
}
fn spawn_enimies(&mut self) {
// TODO: better entity spawning
let zombie = Entity::zombie(self.floor.random_walkable_pos(&mut self.level_rng));
self.enemies.clear();
self.enemies.push(zombie);
}
}
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