diff options
author | Griffin Smith <root@gws.fyi> | 2019-08-25T17·25-0400 |
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committer | Griffin Smith <root@gws.fyi> | 2019-08-25T17·25-0400 |
commit | fb0d1b3e66251aa56a3df1d05fd4b82b33380a31 (patch) | |
tree | 367edbe5f504a3eb8130e5e0a8dd695fbbc65684 /src/game.rs | |
parent | e2d2f011c6373894b3cdcfbdb98fbc783504561a (diff) |
Wipe Rust project
Sorry rust, but you're just not fun to write
Diffstat (limited to 'src/game.rs')
-rw-r--r-- | src/game.rs | 617 |
1 files changed, 0 insertions, 617 deletions
diff --git a/src/game.rs b/src/game.rs deleted file mode 100644 index c478e0d2f55b..000000000000 --- a/src/game.rs +++ /dev/null @@ -1,617 +0,0 @@ -use crate::description::list_to_sentence; -use crate::display::{self, Viewport}; -use crate::entities::entity::Describe; -use crate::entities::entity::Entity; -use crate::entities::{ - AnEntity, Character, Creature, EntityID, Identified, Item, -}; -use crate::messages::message; -use crate::settings::Settings; -use crate::types::command::Command; -use crate::types::entity_map::EntityMap; -use crate::types::{ - pos, BoundingBox, Collision, Dimensions, Position, Positioned, Ticks, -}; -use crate::util::promise::Cancelled; -use crate::util::promise::{promise, Complete, Promise, Promises}; -use crate::util::template::TemplateParams; -use rand::rngs::SmallRng; -use rand::SeedableRng; -use std::io::{self, StdinLock, StdoutLock, Write}; -use termion::input::Keys; -use termion::input::TermRead; -use termion::raw::RawTerminal; - -type Stdout<'a> = RawTerminal<StdoutLock<'a>>; - -type Rng = SmallRng; - -enum PromptResolution { - Uncancellable(Complete<String>), - Cancellable(Complete<Result<String, Cancelled>>), -} - -/// The mode to use when describing entities on a tile to the user -#[derive(Debug, Clone, Copy, PartialEq, Eq)] -enum EntityDescriptionMode { - /// Describe the entities that the user is walking over. - /// - /// This means: - /// - Skip the character themselves - /// - Describe nothing if there are no items other than the character - Walk, - - /// Describe entities that the user is actively asking about. - /// - /// This means: - /// - Describe the character themselves if they've asked to look at the tile - /// they're standing on - /// - Explicitly say there's nothing there if there's nothing there. - Look, -} - -impl PromptResolution { - fn is_cancellable(&self) -> bool { - use PromptResolution::*; - match self { - Uncancellable(_) => false, - Cancellable(_) => true, - } - } - - fn fulfill(&mut self, val: String) { - use PromptResolution::*; - match self { - Cancellable(complete) => complete.ok(val), - Uncancellable(complete) => complete.fulfill(val), - } - } - - fn cancel(&mut self) { - use PromptResolution::*; - match self { - Cancellable(complete) => complete.cancel(), - Uncancellable(_complete) => {} - } - } -} - -/// The kind of input the game is waiting to receive -enum InputState { - /// The initial input state of the game - we're currently waiting for direct - /// commands. - Initial, - - /// A free text prompt has been shown to the user, and every character - /// besides "escape" is interpreted as a response to that prompt - Prompt { - complete: PromptResolution, - buffer: String, - }, -} - -impl InputState { - fn uncancellable_prompt(complete: Complete<String>) -> Self { - InputState::Prompt { - complete: PromptResolution::Uncancellable(complete), - buffer: String::new(), - } - } - - fn cancellable_prompt( - complete: Complete<Result<String, Cancelled>>, - ) -> Self { - InputState::Prompt { - complete: PromptResolution::Cancellable(complete), - buffer: String::new(), - } - } -} - -impl Default for InputState { - fn default() -> Self { - InputState::Initial - } -} - -/// The full state of a running Game -pub struct Game<'a> { - settings: Settings, - - viewport: Viewport<Stdout<'a>>, - - /// An iterator on keypresses from the user - keys: Keys<StdinLock<'a>>, - - /// The kind of input the game is waiting to receive - input_state: InputState, - - /// The map of all the entities in the game - entities: EntityMap<AnEntity>, - - /// The entity ID of the player character - character_entity_id: EntityID, - - /// The messages that have been said to the user, in forward time order - messages: Vec<String>, - - /// The index of the currently-displayed message. Used to track the index of - /// the currently displayed message when handling PreviousMessage commands - message_idx: usize, - - /// A global random number generator for the game - rng: Rng, - - /// A list of promises that are waiting on the game and a result - promises: Promises<'a, Self>, -} - -impl<'a> Game<'a> { - pub fn new( - settings: Settings, - stdout: RawTerminal<StdoutLock<'a>>, - stdin: StdinLock<'a>, - w: u16, - h: u16, - ) -> Game<'a> { - let rng = match settings.seed { - Some(seed) => SmallRng::seed_from_u64(seed), - None => SmallRng::from_entropy(), - }; - let mut entities: EntityMap<AnEntity> = EntityMap::new(); - - // TODO make this dynamic - { - entities.insert(Box::new(Creature::new_from_raw( - "gormlak", - pos(10, 0), - ))); - - entities - .insert(Box::new(Item::new_from_raw("noodles", pos(0, 10)))); - } - - Game { - settings, - rng, - message_idx: 0, - viewport: Viewport::new( - BoundingBox::at_origin(Dimensions { w, h }), - BoundingBox::at_origin(Dimensions { w: w - 2, h: h - 2 }), - stdout, - ), - keys: stdin.keys(), - input_state: Default::default(), - character_entity_id: entities.insert(Box::new(Character::new())), - messages: Vec::new(), - entities, - promises: Promises::new(), - } - } - - fn downcast_entities_at<A: Entity>(&self, pos: Position) -> Vec<&A> { - self.entities - .at(pos) - .iter() - .filter_map(|e| e.downcast_ref()) - .collect() - } - - /// Returns a list of all creature entities at the given position - fn creatures_at(&self, pos: Position) -> Vec<&Creature> { - self.downcast_entities_at(pos) - } - - /// Returns a list of all item entities at the given position - fn items_at(&self, pos: Position) -> Vec<&Item> { - self.downcast_entities_at(pos) - } - - /// Returns a collision, if any, at the given Position in the game - fn collision_at(&self, pos: Position) -> Option<Collision> { - if !pos.within(self.viewport.inner) { - Some(Collision::Stop) - } else if self.creatures_at(pos).is_empty() { - None - } else { - Some(Collision::Combat) - } - } - - fn character(&self) -> &Character { - (*self.entities.get(self.character_entity_id).unwrap()) - .downcast_ref() - .unwrap() - } - - fn mut_character(&mut self) -> &mut Character { - (*self.entities.get_mut(self.character_entity_id).unwrap()) - .downcast_mut() - .unwrap() - } - - /// Draw all the game entities to the screen - fn draw_entities(&mut self) -> io::Result<()> { - for entity in self.entities.entities() { - self.viewport.draw( - entity, - &self.entities.neighbor_entities(entity.position()), - )?; - } - Ok(()) - } - - /// Draw all the game entities to the screen - fn draw_entities_at(&mut self, pos: Position) -> io::Result<()> { - for entity in self.entities.at(pos) { - self.viewport.draw( - entity, - &self.entities.neighbor_entities(entity.position()), - )?; - } - Ok(()) - } - - /// Draw the game entity with the given ID, if any, to the screen - fn draw_entity(&mut self, entity_id: EntityID) -> io::Result<bool> { - if let Some(entity) = self.entities.get(entity_id) { - self.viewport.draw( - entity, - &self.entities.neighbor_entities(entity.position()), - )?; - Ok(true) - } else { - Ok(false) - } - } - - /// Describe all the entities at a given position to the user. - /// - /// If `force` is not set to `true`, will not do anything if there are no - /// entities - fn describe_entities_at( - &mut self, - pos: Position, - mode: EntityDescriptionMode, - ) -> io::Result<()> { - use EntityDescriptionMode::*; - let mut entities = self.entities.at(pos); - if mode == Walk { - entities.retain(|e| e.id() != self.character_entity_id); - } - - if entities.is_empty() { - match mode { - Walk => return Ok(()), - Look => { - return self.say( - "global.describe_no_entities", - &template_params!(), - ) - } - } - } - - let descriptions = list_to_sentence( - &entities - .iter() - .map(|e| e.description()) - .collect::<Vec<String>>(), - ); - - self.say( - "global.describe_entities", - &template_params!({ "descriptions" => &descriptions, }), - ) - } - - /// Remove the given entity from the game, drawing over it if it's visible - fn remove_entity(&mut self, entity_id: EntityID) -> io::Result<()> { - if let Some(entity) = self.entities.remove(entity_id) { - self.viewport.clear(entity.position())?; - } - Ok(()) - } - - /// Step the game forward the given number of ticks - fn tick(&mut self, _ticks: Ticks) {} - - /// Get a message from the global map based on the rng in this game - fn message<'params>( - &mut self, - name: &'static str, - params: &TemplateParams<'params>, - ) -> String { - message(name, &mut self.rng, params) - } - - /// Say a message to the user - fn say<'params>( - &mut self, - message_name: &'static str, - params: &TemplateParams<'params>, - ) -> io::Result<()> { - let message = self.message(message_name, params); - self.messages.push(message.to_string()); - self.message_idx = self.messages.len() - 1; - self.viewport.write_message(&message)?; - Ok(()) - } - - /// Prompt the user for input, returning a Future for the result of the - /// prompt - fn prompt( - &mut self, - name: &'static str, - params: &TemplateParams<'_>, - ) -> io::Result<Promise<Self, String>> { - let (complete, promise) = promise(); - self.input_state = InputState::uncancellable_prompt(complete); - let message = self.message(name, params); - self.viewport.write_prompt(&message)?; - self.promises.push(Box::new(promise.clone())); - Ok(promise) - } - - fn prompt_cancellable( - &mut self, - name: &'static str, - params: &TemplateParams<'_>, - ) -> io::Result<Promise<Self, Result<String, Cancelled>>> { - let (complete, promise) = promise(); - self.input_state = InputState::cancellable_prompt(complete); - let message = self.message(name, params); - self.viewport.write_prompt(&message)?; - self.promises.push(Box::new(promise.clone())); - Ok(promise) - } - - fn previous_message(&mut self) -> io::Result<()> { - if self.message_idx == 0 { - return Ok(()); - } - self.message_idx -= 1; - let message = &self.messages[self.message_idx]; - self.viewport.write_message(message)?; - Ok(()) - } - - fn clear_message(&mut self) -> io::Result<()> { - debug!("{:?} {:?}", self.message_idx, self.messages); - if self.message_idx == self.messages.len() { - return Ok(()); - } - self.viewport.clear_message()?; - self.message_idx += 1; - Ok(()) - } - - fn creature(&self, creature_id: EntityID) -> Option<&Creature> { - self.entities - .get(creature_id) - .and_then(|e| e.downcast_ref::<Creature>()) - } - - fn expect_creature(&self, creature_id: EntityID) -> &Creature { - self.creature(creature_id).unwrap_or_else(|| { - panic!("Creature ID went away: {:?}", creature_id) - }) - } - - fn mut_creature(&mut self, creature_id: EntityID) -> Option<&mut Creature> { - self.entities - .get_mut(creature_id) - .and_then(|e| e.downcast_mut::<Creature>()) - } - - fn expect_mut_creature(&mut self, creature_id: EntityID) -> &mut Creature { - self.mut_creature(creature_id).unwrap_or_else(|| { - panic!("Creature ID went away: {:?}", creature_id) - }) - } - - fn attack(&mut self, creature_id: EntityID) -> io::Result<()> { - info!("Attacking creature {:?}", creature_id); - let damage = self.character().damage(); - let creature_name = self.expect_creature(creature_id).typ.name; - let tps = template_params!({ - "creature" => { - "name" => creature_name, - }, - }); - self.say("combat.attack", &tps)?; - - let creature = self.expect_mut_creature(creature_id); - creature.damage(damage); - if creature.dead() { - self.say("combat.killed", &tps)?; - info!("Killed creature {:?}", creature_id); - self.remove_entity(creature_id)?; - } - Ok(()) - } - - fn attack_at(&mut self, pos: Position) -> io::Result<()> { - let creatures = self.creatures_at(pos); - match creatures.len() { - 0 => Ok(()), - 1 => { - let creature = creatures.get(0).unwrap(); - let creature_id = creature.id(); - self.attack(creature_id) - } - _ => { - // TODO prompt with a menu of creatures to combat - unimplemented!() - } - } - } - - fn pick_up(&mut self) -> io::Result<()> { - let pos = self.character().position; - let items = self.items_at(pos); - match items.len() { - 0 => Ok(()), - 1 => { - let item_id = items.get(0).unwrap().id(); - let item: Box<Item> = - self.entities.remove(item_id).unwrap().downcast().unwrap(); - let desc = item.description(); - self.mut_character().inventory.push(item); - self.say( - "global.pick_up", - &template_params!({ - "item" => { "name" => &desc, }, - }), - ) - } - _ => { - // TODO prompt with a menu of items to pick up - unimplemented!() - } - } - } - - fn flush_promises(&mut self) { - unsafe { - let game = self as *mut Self; - (*game).promises.give_all(&mut *game); - } - } - - /// Run the game - pub fn run(mut self) -> io::Result<()> { - info!("Running game"); - self.viewport.init()?; - self.draw_entities()?; - self.flush().unwrap(); - - self.prompt("character.name_prompt", &template_params!())? - .on_fulfill(|game, char_name| { - game.say( - "global.welcome", - &template_params!({ - "character" => { - "name" => char_name, - }, - }), - ) - .unwrap(); - game.flush().unwrap(); - game.mut_character().set_name(char_name.to_string()); - }); - - loop { - let mut old_position = None; - let next_key = self.keys.next().unwrap().unwrap(); - match &mut self.input_state { - InputState::Initial => { - use Command::*; - match Command::from_key(next_key) { - Some(Quit) => { - info!("Quitting game due to user request"); - break; - } - - Some(Move(direction)) => { - use Collision::*; - let new_pos = self.character().position + direction; - match self.collision_at(new_pos) { - None => { - old_position = - Some(self.character().position); - self.entities.update_position( - self.character_entity_id, - new_pos, - ); - } - Some(Combat) => { - self.attack_at(new_pos)?; - } - Some(Stop) => (), - } - } - - Some(PreviousMessage) => self.previous_message()?, - - Some(PickUp) => self.pick_up()?, - - None => (), - } - - if let Some(old_pos) = old_position { - let character = self.character(); - let char_pos = character.position; - self.viewport.game_cursor_position = char_pos; - self.viewport.clear(old_pos)?; - self.draw_entities_at(old_pos)?; - self.draw_entity(self.character_entity_id)?; - self.clear_message()?; - self.describe_entities_at( - char_pos, - EntityDescriptionMode::Walk, - )?; - self.tick( - self.character().speed().tiles_to_ticks( - (old_pos - char_pos).as_tiles(), - ), - ); - } - } - - InputState::Prompt { complete, buffer } => { - use termion::event::Key::*; - match next_key { - Char('\n') => { - info!("Prompt complete: \"{}\"", buffer); - self.viewport.clear_prompt()?; - complete.fulfill(buffer.clone()); - self.input_state = InputState::Initial; - } - Char(chr) => { - buffer.push(chr); - self.viewport.push_prompt_chr(chr)?; - } - Esc => complete.cancel(), - Backspace => { - buffer.pop(); - self.viewport.pop_prompt_chr()?; - } - _ => {} - } - } - } - - self.flush()?; - self.flush_promises(); - debug!("{:?}", self.character()); - } - Ok(()) - } -} - -impl<'a> Drop for Game<'a> { - fn drop(&mut self) { - display::clear(self).unwrap_or(()); - } -} - -impl<'a> Write for Game<'a> { - fn write(&mut self, buf: &[u8]) -> io::Result<usize> { - self.viewport.write(buf) - } - - fn flush(&mut self) -> io::Result<()> { - self.viewport.flush() - } - - fn write_all(&mut self, buf: &[u8]) -> io::Result<()> { - self.viewport.write_all(buf) - } -} - -impl<'a> Positioned for Game<'a> { - fn position(&self) -> Position { - Position { x: 0, y: 0 } - } -} |