Houses have energy that interact with ghosts (#18)
Reviewed-on: #18 Co-authored-by: Dominic <git@msrd0.de> Co-committed-by: Dominic <git@msrd0.de>
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2354e34142
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5 changed files with 117 additions and 40 deletions
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@ -3,7 +3,7 @@ mod grid;
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mod player;
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mod room;
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext};
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use grid::Grid;
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use log::error;
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use player::Player;
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@ -18,7 +18,12 @@ pub struct HouseState {
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rooms: Vec<Room>,
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//grid: Grid,
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player: Player,
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human_layer: bool //Human, magnetic, electric
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human_layer: bool, //Human, magnetic, electric
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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pub charge: f32,
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pub max_charge: f32
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}
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impl HouseState {
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@ -31,12 +36,16 @@ impl HouseState {
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}
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let player = Player::new(rooms.first().unwrap());
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let max_charge = f32::gen_range(2_000.0, 5_000.0);
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HouseState {
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current_room_id: 0,
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room_count,
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rooms,
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player,
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human_layer: false
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human_layer: false,
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// TODO this should be lower depending on the time elapsed
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charge: max_charge,
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max_charge
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}
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}
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}
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@ -1,7 +1,8 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game;
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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@ -88,14 +89,17 @@ impl Room {
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empty_spots.swap_remove_index(random_idx)
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}
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fn random_empty_spot_size(empty_spots: &mut IndexSet<u8>, size: u8) -> Option<u8> {
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fn random_empty_spot_size(
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empty_spots: &mut IndexSet<u8>,
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size: u8
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) -> Option<u8> {
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let mut empty_spots_size = IndexSet::<u8>::new();
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for &index in empty_spots.iter() {
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let mut is_valid = true;
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for offset in 0..size{
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if !empty_spots.contains(&(index + offset)){
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for offset in 0 .. size {
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if !empty_spots.contains(&(index + offset)) {
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is_valid = false;
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break;
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}
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@ -109,7 +113,7 @@ impl Room {
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return None;
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}
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let random_idx = usize::gen_range(0, empty_spots_size.len());
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for offset in (0..size).rev() {
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for offset in (0 .. size).rev() {
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empty_spots.swap_remove_index(random_idx + offset as usize);
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}
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Some(random_idx as u8)
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@ -293,10 +297,9 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(3.0, 1.0),
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f: Furniture::new("bedroom", "couch", ctx),
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z:0
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z: 0
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});
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}
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}
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if let Some(pos) = random_empty_spot(&mut empty_spots) {
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@ -304,7 +307,7 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(1.0, 2.0),
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f: Furniture::new("bedroom", "bookshelf", ctx),
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z:0
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z: 0
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});
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}
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@ -313,10 +316,9 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(0.5, 0.9),
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f: Furniture::new("bedroom", "mini_ac", ctx),
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z:0
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z: 0
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});
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}
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},
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_ => {}
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@ -1,4 +1,8 @@
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use crate::{activities::Activity, game::ZLayer, State};
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use crate::{
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activities::Activity,
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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State
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};
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use comfy::{
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delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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@ -177,9 +181,9 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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// energie lost
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{
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let ghost = &mut state.ghost;
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ghost.charge -= 70.0 * ctx.delta;
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ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
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if ghost.overworld_movement_pending != Vec2::ZERO {
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ghost.charge -= 70.0 * ctx.delta;
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ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
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}
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}
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