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path: root/dungeon/src/lib.rs
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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 player_input;
pub mod pos;

pub use bsp::*;
pub use entity::*;
pub use map::*;
pub use player_input::*;
pub use pos::*;

/// The `Dungeon` type represents the game state of the
/// dungeon crawler.
#[derive(Clone, Debug, PartialEq)]
pub struct Dungeon {
	pub floor: Floor,
	pub player: Player,
	pub enemies: Vec<Entity>,
}
impl Dungeon {
	/// Creates a new `Dungeon`.
	///
	/// # Examples
	///
	/// ```no_run
	/// use dungeon::Dungeon;
	///
	/// let dungeon = Dungeon::new();
	/// ```
	#[must_use]
	pub fn new() -> Self {
		Self::from(Floor::generate())
	}

	/// Creates a new `Dungeon` with a provided seed.
	///
	/// # Examples
	///
	/// ```no_run
	/// use dungeon::Dungeon;
	///
	/// let seed = 234690523482u64;
	/// let dungeon = Dungeon::new_seeded(seed);
	/// ```
	#[must_use]
	pub fn new_seeded(seed: u64) -> Self {
		Self::from(Floor::generate_seeded(seed))
	}

	/// Returns the current position of the camera (viewer)
	#[must_use]
	pub fn camera(&self) -> FPos {
		self.player.entity.fpos
	}

	pub fn update(&mut self, player_input: PlayerInput, delta_time: f32) {
		self.act_player(player_input, delta_time);
		self.act_non_players(delta_time);
	}

	fn act_player(&mut self, player_input: PlayerInput, delta_time: f32) {
		let mut move_distance = self.player.entity.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
		// (plus, it was easier to write if i thought of this like a state machine)
		loop {
			match (self.player.moving_to, player_input.direction) {
				(Some(pos), _) => {
					move_distance -= self
						.player
						.entity
						.fpos
						.move_towards_manhattan(pos.into(), move_distance);
					if move_distance == 0.0 {
						// can't move any further
						break;
					}
					// otherwise, reached `pos`
					self.player.entity.pos = pos;
					self.player.moving_to = None;
					// continue moving
				}
				(None, Some(dir)) => {
					// set direction & find out next position
					self.player.entity.dir = dir;
					self.player.moving_to = self.player.entity.pos.step(dir);
				}
				(None, None) => break,
			}
		}
		// TODO: reuse a similar structure across all entities
	}

	fn act_non_players(&mut self, delta_time: f32) {
		for enemy in self.enemies.iter_mut() {
			enemy.handle_movement(self.player.entity.pos, &mut self.floor, delta_time);
		}
	}
}
impl Default for Dungeon {
	fn default() -> Self {
		Self::from(Floor::default())
	}
}
impl From<Floor> for Dungeon {
	fn from(mut floor: Floor) -> Self {
		let player = Player::new(floor.player_start());

		// TODO: initalize rest of game state

		// TODO: Randomize enemy positions/types
		let enemies = vec![Entity::zombie(floor.random_pos())];

		Self {
			floor,
			player,
			enemies,
		}
	}
}