attack-human #21
3 changed files with 58 additions and 22 deletions
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@ -37,9 +37,9 @@ impl HouseState {
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let room_count = random_i32(2, MAX_ROOMS) as usize;
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let human_count = random_i32(1, room_count as i32) as usize;
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let mut possible_rooms : IndexSet::<usize> = (0..room_count).collect();
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let mut possible_rooms: IndexSet<usize> = (0 .. room_count).collect();
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let mut human_rooms = Vec::new();
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for _ in 0..human_count {
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for _ in 0 .. human_count {
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if !possible_rooms.is_empty() {
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let random_idx = usize::gen_range(0, possible_rooms.len());
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@ -62,7 +62,7 @@ impl HouseState {
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human_rooms,
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player,
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human_layer: false,
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exit_time: 0.0,
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exit_time: 0.0,
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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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@ -132,6 +132,4 @@ pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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state.ghost.overworld_pos -= vec2(0.0, 1.0);
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state.activity = Activity::Overworld;
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}
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}
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@ -2,7 +2,10 @@ use super::{
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room::{Room, SCALE},
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Grid
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};
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use comfy::{delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut, texture_id, vec2, KeyCode, Vec2, RED, WHITE};
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use comfy::{
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delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut,
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texture_id, vec2, KeyCode, Vec2, RED, WHITE
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};
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use log::error;
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use std::collections::HashSet;
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@ -37,7 +40,13 @@ impl Player {
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pub fn draw(&self) {
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//draw_circle(self.position, 0.5, RED, 0);
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draw_sprite(texture_id("ghost_house"), self.position, WHITE, 5, vec2(1.25, 1.25));
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draw_sprite(
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texture_id("ghost_house"),
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self.position,
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WHITE,
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5,
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vec2(1.25, 1.25)
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);
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}
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pub fn update(&mut self, room: &Room) {
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@ -376,12 +385,16 @@ fn attack_human_routine(player: &mut Player, room: &Room) {
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if in_range {
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let (human_pos, human_nodes) = room.get_human_information();
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let mut human_attacked = false;
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if human_pos.is_some() {
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for node_index in human_nodes {
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if in_node_range(&player.position, room.grid.nodes.get(*node_index).unwrap(), range) {
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if in_node_range(
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&player.position,
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room.grid.nodes.get(*node_index).unwrap(),
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range
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) {
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human_attacked = true;
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}
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}
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@ -394,4 +407,4 @@ fn attack_human_routine(player: &mut Player, room: &Room) {
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}
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}
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}
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}
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}
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@ -1,7 +1,9 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game::{self, ZLayer};
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use comfy::{
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draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN, PURPLE, RED, WHITE
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draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32,
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texture_id, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN,
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PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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@ -61,10 +63,29 @@ impl Room {
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human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
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human_pos *= SCALE;
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let node_index_left = grid.nodes.iter().enumerate().filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0).filter(|(_i, &node)| node.x <= (human_pos.x - 0.5*SCALE)).max_by_key(|(_i, &node)| node.x as i32).map(|(i, _)| i).unwrap();
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let node_index_right = grid.nodes.iter().enumerate().filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0).filter(|(_i, &node)| node.x >= (human_pos.x + 0.5*SCALE)).min_by_key(|(_i, &node)| node.x as i32).map(|(i, _)| i).unwrap();
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(Some(human_pos), (node_index_left..=node_index_right).collect())
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let node_index_left = grid
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.nodes
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.iter()
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.enumerate()
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
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.filter(|(_i, &node)| node.x <= (human_pos.x - 0.5 * SCALE))
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.max_by_key(|(_i, &node)| node.x as i32)
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.map(|(i, _)| i)
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.unwrap();
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let node_index_right = grid
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.nodes
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.iter()
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.enumerate()
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
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.filter(|(_i, &node)| node.x >= (human_pos.x + 0.5 * SCALE))
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.min_by_key(|(_i, &node)| node.x as i32)
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.map(|(i, _)| i)
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.unwrap();
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(
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Some(human_pos),
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(node_index_left ..= node_index_right).collect()
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)
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} else {
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(None, Vec::new())
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};
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@ -74,7 +95,7 @@ impl Room {
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size,
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grid,
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furnitures,
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human_pos,
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human_pos,
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human_nodes
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}
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}
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@ -466,18 +487,22 @@ impl Room {
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}
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if human_layer {
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if let Some(human_pos) = self.human_pos {
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//draw_circle(human_pos, 0.5, RED, 20);
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draw_sprite(texture_id("human_house"), human_pos, WHITE, ZLayer::Human.into(), vec2(1.0, 2.0) * SCALE);
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if let Some(human_pos) = self.human_pos {
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//draw_circle(human_pos, 0.5, RED, 20);
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draw_sprite(
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texture_id("human_house"),
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human_pos,
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WHITE,
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ZLayer::Human.into(),
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vec2(1.0, 2.0) * SCALE
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);
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}
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}
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}
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/* Debug draw
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for node_index in &self.human_nodes {
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draw_circle(*self.grid.nodes.get(*node_index).unwrap(), 0.5, GREEN, ZLayer::Human.into());
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}*/
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self.grid.draw();
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}
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