idk
This commit is contained in:
FantasyPvP
2023-10-07 14:04:05 +01:00
parent ffc274808d
commit 550b61e07e
5 changed files with 252 additions and 102 deletions
+5
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@@ -0,0 +1,5 @@
<component name="ProjectCodeStyleConfiguration">
<state>
<option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" />
</state>
</component>
-1
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@@ -5,7 +5,6 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[package.metadata.bootimage] [package.metadata.bootimage]
test-args = ["-device", "isa-debug-exit,iobase=0xf4,iosize=0x04", "-serial", "stdio", "-display", "none"] test-args = ["-device", "isa-debug-exit,iobase=0xf4,iosize=0x04", "-serial", "stdio", "-display", "none"]
test-success-exit-code = 33 test-success-exit-code = 33
+159 -89
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@@ -1,5 +1,6 @@
use alloc::string::String; use alloc::string::String;
use alloc::{format, vec, vec::Vec, boxed::Box}; use alloc::{format, vec, vec::Vec, boxed::Box};
use alloc::borrow::ToOwned;
use core::arch::x86_64::_mm_test_all_ones; use core::arch::x86_64::_mm_test_all_ones;
use core::cell::RefCell; use core::cell::RefCell;
use async_trait::async_trait; use async_trait::async_trait;
@@ -9,30 +10,12 @@ use crate::kernel::tasks::keyboard::KEYBOARD;
use crossbeam_queue::SegQueue; use crossbeam_queue::SegQueue;
use lazy_static::lazy_static; use lazy_static::lazy_static;
use crate::kernel::render::{ColorCode, ScreenChar}; use crate::kernel::render::{ColorCode, ScreenChar};
use crate::{println};
use crate::std::application::{Application, Error}; use crate::std::application::{Application, Error};
use crate::std::random::Random; use crate::std::random::Random;
use crate::system::std::frame::ColouredElement; use crate::system::std::frame::ColouredElement;
use super::super::lib::coords::{Line, Position, Direction};
#[derive(Clone, Debug, PartialEq)]
struct Point {
x: i8,
y: i8,
}
#[derive(Clone, Debug, PartialEq)]
struct Position {
x: i8,
y: i8,
dir: Direction,
}
#[derive(Clone, Debug, PartialEq)]
enum Direction {
Up,
Down,
Left,
Right,
}
#[derive(Clone, Debug, PartialEq)] #[derive(Clone, Debug, PartialEq)]
enum Status { enum Status {
@@ -44,7 +27,7 @@ enum Status {
pub struct Game { pub struct Game {
snakes: Vec<Snake>, snakes: Vec<Snake>,
pois: Vec<Point>, pois: Vec<Position>,
score: u8, score: u8,
hardmode: bool, hardmode: bool,
} }
@@ -63,25 +46,26 @@ impl Application for Game {
} }
async fn run(&mut self, _: Vec<String>) -> Result<(), Error> { async fn run(&mut self, _: Vec<String>) -> Result<(), Error> {
Screen::application_mode(); //Screen::application_mode();
// render the initial state of the screen.
self.render().map_err(|_| Error::ApplicationError(String::from("failed to render game screen")))?;
// make the first poi // make the first poi
self.snakes.borrow_mut().push(Snake::player(0)); self.snakes.push(Snake::player(0));
for i in 0..5 { for i in 0..5 {
self.new_poi(); self.new_poi();
self.snakes.borrow_mut().push(Snake::ai(i + 1)); self.snakes.push(Snake::ai(i + 1));
} }
// render the initial state of the screen.
self.render().map_err(|_| Error::ApplicationError(String::from("failed to render game screen")))?;
// run the game // run the game
self.gameloop().await?; self.gameloop().await?;
// return to the terminal // return to the terminal
Screen::terminal_mode(); //Screen::terminal_mode();
Ok(()) Ok(())
} }
} }
@@ -89,36 +73,23 @@ impl Application for Game {
impl Game { impl Game {
async fn gameloop(&mut self) -> Result<(), Error> { // main gameloop async fn gameloop(&mut self) -> Result<(), Error> { // main gameloop
let mut all_points: Vec<Point>; let mut all_points: Vec<Position>;
'gameloop: loop { 'gameloop: loop {
time::wait(0.1); time::wait(0.1);
let mut points: Vec<Point>; let mut points: Vec<Position>;
let length = self.snakes.len(); let length = self.snakes.len();
let mut status = Vec::new();
for i in 0..length { for i in 0..length {
let points: Vec<Point> = self.snakes.clone().into_iter().map(|s| s.tail).flatten().collect(); let points: Vec<Position> = self.snakes.clone().into_iter().map(|s| s.tail).flatten().collect();
let res = self.snakes[i].next(&self.pois, &points); let res = self.snakes[i].next(&self.pois, &points);
status.push(res);
match res {
Status::Lost => {
} if !self.snakes[i].ai_controlled {
let res = self.snakes.iter_mut().map(|s| {
let points: Vec<Point> = self.snakes.clone().into_iter().map(|s| s.tail).flatten().collect();
s.next(&self.pois, &points)
}).collect::<Vec<Status>>();
if res.contains(&Status::Lost) {
self.render_end_screen().map_err(|_| Error::ApplicationError(String::from("failed to render end screen")))?; self.render_end_screen().map_err(|_| Error::ApplicationError(String::from("failed to render end screen")))?;
// loop triggers when game is lost // loop triggers when game is lost
loop { loop {
match Stdin::keystroke().await { match Stdin::keystroke().await {
@@ -126,11 +97,20 @@ impl Game {
_ => continue, _ => continue,
} }
} }
} else if res.contains(&Status::Exited) { }
break 'gameloop; },
} else if res.contains(&Status::Scored) { Status::Exited => {
break 'gameloop
},
Status::Scored => {
if !self.snakes[i].ai_controlled {
self.score += 1; self.score += 1;
} }
self.replace_poi(&self.snakes[i].clone().head); // passes a reference to the location of the current snake's head
},
Status::None => {},
}
}
self.render().map_err(|_| Error::ApplicationError(String::from("failed to render game screen")))?; self.render().map_err(|_| Error::ApplicationError(String::from("failed to render game screen")))?;
}; };
@@ -138,22 +118,22 @@ impl Game {
} }
fn new_poi(&mut self) { fn new_poi(&mut self) {
self.pois.push(Point { x: Random::int(3, 76) as i8, y: Random::int(3, 21) as i8 }); self.pois.push(Position { x: Random::int(3, 76) as i64, y: Random::int(3, 21) as i64 });
} }
fn replace_poi(&mut self, poi: &Point) { fn replace_poi(&mut self, poi: &Position) {
self.pois.remove(self.pois.iter().position(|p| p == poi).unwrap()); self.pois.remove(self.pois.iter().position(|p| p == poi).unwrap());
self.new_poi(); self.new_poi();
} }
fn render(&mut self) -> Result<(), ()> { fn render(&mut self) -> Result<(), ()> {
let mut frame = vec![vec![ScreenChar::null(); 80]; 25]; let mut frame = vec![vec![ScreenChar::null(); 80]; 25];
self.snakes.borrow().clone().into_iter().map(|s| s.tail).flatten().for_each(|p| { self.snakes.clone().into_iter().map(|s| s.tail).flatten().for_each(|p| {
frame[p.y as usize][p.x as usize] = ScreenChar::new('@' as u8, ColorCode::new(Color::Cyan, Color::Black)); frame[24 - p.y as usize][p.x as usize] = ScreenChar::new('@' as u8, ColorCode::new(Color::Cyan, Color::Black));
}); });
self.pois.iter().for_each(|poi| { self.pois.iter().for_each(|poi| {
frame[poi.y as usize][poi.x as usize] = ScreenChar::new('o' as u8, ColorCode::new(Color::Red, Color::Black)); frame[24 - poi.y as usize][poi.x as usize] = ScreenChar::new('o' as u8, ColorCode::new(Color::Red, Color::Black));
}); });
let literal = format!("snake go brr score: {}", self.score); let literal = format!("snake go brr score: {}", self.score);
@@ -183,7 +163,6 @@ impl Game {
frame[12] = Game::centre_text(80, String::from(format!("ur score was {}", self.score))).chars().map(|c| ScreenChar::new(c as u8, ColorCode::new(Color::LightGreen, Color::Black))).collect(); frame[12] = Game::centre_text(80, String::from(format!("ur score was {}", self.score))).chars().map(|c| ScreenChar::new(c as u8, ColorCode::new(Color::LightGreen, Color::Black))).collect();
frame[14] = Game::centre_text(80, String::from("L bozo")).chars().map(|c| ScreenChar::new(c as u8, ColorCode::new(Color::Red, Color::Black))).collect(); frame[14] = Game::centre_text(80, String::from("L bozo")).chars().map(|c| ScreenChar::new(c as u8, ColorCode::new(Color::Red, Color::Black))).collect();
let mut elem = ColouredElement::generate(frame, (80, 25)); let mut elem = ColouredElement::generate(frame, (80, 25));
elem.render((0,0)) elem.render((0,0))
} }
@@ -203,8 +182,8 @@ impl Game {
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
struct Snake { struct Snake {
ai_controlled: bool, ai_controlled: bool,
head: Point, head: Position,
tail: Vec<Point>, tail: Vec<Position>,
dir: Direction, dir: Direction,
} }
@@ -212,71 +191,69 @@ impl Snake {
fn ai(id: usize) -> Self { fn ai(id: usize) -> Self {
Self { Self {
ai_controlled: true, ai_controlled: true,
head: Point { x: 1 + id as i8 * 2, y: 1 }, head: Position { x: 4 + 4*id as i64 * 2, y: 9 },
tail: Vec::new(), tail: (1..4).map(|p| Position { x: 4 + 4*id as i64, y: 5 + p}).collect(),
dir: Direction::Up dir: Direction::PosY,
} }
} }
fn player(id: usize) -> Self { fn player(id: usize) -> Self {
Self { Self {
ai_controlled: false, ai_controlled: false,
head: Point { x: 1 + id as i8 * 2, y: 1 }, head: Position { x: 4 + 4*id as i64, y: 9 },
tail: Vec::new(), tail: (1..4).map(|p| Position { x: 4 + 4*id as i64, y: 5 + p}).collect(),
dir: Direction::Up, dir: Direction::PosY,
} }
} }
fn next(&mut self, points_of_interest: &Vec<Point>, tails: &Vec<Point>) -> Status { // returns (lose_condition, scored) fn next(&mut self, points_of_interest: &Vec<Position>, tails: &Vec<Position>) -> Status { // returns (lose_condition, scored)
// uses pathing algorithm if ai else keyboard input if human // uses pathing algorithm if ai else keyboard input if human
if self.ai_controlled { if self.ai_controlled {
self.dir = self.decide_dir(); self.dir = PathFinder::decide(&self.head, points_of_interest, tails);
} else { } else {
if let Some(c) = Stdin::try_keystroke() { // if let Some(c) = Stdin::try_keystroke() {
self.dir = match c { // self.dir = match c {
'w' => Direction::Up, // 'w' => Direction::PosY,
'a' => Direction::Left, // 'a' => Direction::NegX,
's' => Direction::Down, // 's' => Direction::NegY,
'd' => Direction::Right, // 'd' => Direction::PosX,
'x' => return Status::Exited, // 'x' => return Status::Exited,
_ => self.dir.clone(), // _ => self.dir.clone(),
} // }
} // }
self.dir = Direction::None;
} }
if self.dir != Direction::None {
self.tail.push(self.head.clone()); self.tail.push(self.head.clone());
}
match self.dir { match self.dir {
Direction::Up => self.head.y -= 1, Direction::PosY => self.head.y += 1,
Direction::Down => self.head.y += 1, Direction::NegY => self.head.y -= 1,
Direction::Left => self.head.x -= 1, Direction::NegX => self.head.x -= 1,
Direction::Right => self.head.x += 1, Direction::PosX => self.head.x += 1,
Direction::None => {},
} }
if self.lose_condition(tails) { if self.lose_condition(tails) {
if !self.ai_controlled { self.tail.remove(0);
return Status::Lost; return Status::Lost;
} }
}
if points_of_interest.contains(&self.head) { if points_of_interest.contains(&self.head) {
if !self.ai_controlled {
return Status::Scored; return Status::Scored;
}
} else { } else {
if self.dir != Direction::None {
self.tail.remove(0); self.tail.remove(0);
} }
}
Status::None Status::None
} }
fn decide_dir(&mut self) -> Direction { fn lose_condition(&mut self, tails: &Vec<Position>) -> bool { // where tails includes the tail of every other snake
unimplemented!() // implement a basic pathfinding or random movement algorithm
}
fn lose_condition(&mut self, tails: &Vec<Point>) -> bool { // where tails includes the tail of every other snake
let p = self.head.clone(); let p = self.head.clone();
let snake_overlaps = tails.contains(&self.head); // checks if any part of the snake overlaps itself let snake_overlaps = tails.contains(&self.head); // checks if any part of the snake overlaps itself
let out_of_bounds = p.x < 0 || p.y < 0 || p.x > 79 || p.y > 24; // checks if the snake goes out of bounds let out_of_bounds = p.x < 0 || p.y < 0 || p.x > 79 || p.y > 24; // checks if the snake goes out of bounds
@@ -284,6 +261,98 @@ impl Snake {
} }
} }
struct PathFinder {}
impl PathFinder {
fn decide(head: &Position, tails: &Vec<Position>, pois: &Vec<Position>) -> Direction {
let nearest_poi = head.nearest(pois);
let rel_pos = head.distance(&nearest_poi);
// check actions don't lose them the game
let mut possible_moves = Vec::new();
let mut h: Position;
h = Position { x: head.x + 1, y: head.y };
if !(PathFinder::check_bounds(&h) || PathFinder::check_collision(&h, &tails)) {
possible_moves.push(Direction::PosX);
}
h = Position { x: head.x - 1, y: head.y };
if !(PathFinder::check_bounds(&h) || PathFinder::check_collision(&h, &tails)) {
possible_moves.push(Direction::NegX);
}
h = Position { x: head.x, y: head.y + 1 };
if !(PathFinder::check_bounds(&h) || PathFinder::check_collision(&h, &tails)) {
possible_moves.push(Direction::PosY);
}
h = Position { x: head.x, y: head.y - 1 };
if !(PathFinder::check_bounds(&h) || PathFinder::check_collision(&h, &tails)) {
possible_moves.push(Direction::NegY);
}
if possible_moves.is_empty() {
panic!("no possible moves");
return Direction::None;
} else {
let optimal = PathFinder::optimal_move(head, &rel_pos, &possible_moves);
println!("{:?} {:?} {:?} {:?}", nearest_poi, rel_pos, head, optimal);
}
Direction::None
}
fn optimal_move(head: &Position, rel_pos: &Position, moves: &Vec<Direction>) -> Direction {
let mut optimal_moves = vec![Direction::None; 4];
let x_offset: usize;
let y_offset: usize;
if rel_pos.x.abs() > rel_pos.y.abs() {
y_offset = 1;
x_offset = 0;
} else {
x_offset = 1;
y_offset = 0;
}
if rel_pos.x < 0 {
optimal_moves[x_offset] = Direction::NegX;
optimal_moves[x_offset + 2] = Direction::PosX;
} else {
optimal_moves[x_offset] = Direction::PosX;
optimal_moves[x_offset + 2] = Direction::NegX;
}
if rel_pos.y < 0 {
optimal_moves[y_offset] = Direction::NegY;
optimal_moves[y_offset + 2] = Direction::PosY;
} else {
optimal_moves[y_offset] = Direction::PosY;
optimal_moves[y_offset + 2] = Direction::NegY;
}
//println!("moves: {:?}, optimal_moves: {:?}, rel_pos: {:?}", moves, optimal_moves, rel_pos);
for m in optimal_moves {
if moves.contains(&m) {
return m;
}
};
// this should never be used, the above statement should always return a value.
panic!("No optimal move found (this should not happen)");
}
fn check_bounds(head: &Position) -> bool {
head.x < 0 || head.y < 0 || head.x > 79 || head.y > 24
}
fn check_collision(head: &Position, tails: &Vec<Position>) -> bool {
tails.contains(&head)
}
}
fn round_up(n: f64) -> usize { fn round_up(n: f64) -> usize {
(n + 0.99) as usize (n + 0.99) as usize
@@ -291,3 +360,4 @@ fn round_up(n: f64) -> usize {
fn round_down(n: f64) -> usize { fn round_down(n: f64) -> usize {
n as usize n as usize
} }
+75
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@@ -0,0 +1,75 @@
use alloc::borrow::ToOwned;
use alloc::vec::Vec;
use crate::println;
#[derive(Clone, Debug, PartialEq)]
pub enum Line {
Vertical(i64),
Horizontal(i64),
}
#[derive(Clone, Debug, PartialEq)]
pub struct Position {
pub x: i64,
pub y: i64,
}
impl Position {
pub fn touches_line(&self, line: &Line) -> bool {
match line {
Line::Vertical(y) => self.y == *y,
Line::Horizontal(x) => self.x == *x,
}
}
pub fn aligns(&self, other: &Position) -> (bool, bool) {
(self.x == other.x, self.y == other.y)
}
pub fn distance(&self, other: &Position) -> Position {
Position {
x: other.x - self.x,
y: other.y - self.y
}
}
pub fn as_usize(&self) -> (usize, usize) {
(self.x as usize, self.y as usize)
}
pub fn magnitude(&self) -> i64 {
(self.x.abs() + self.y.abs())
}
pub fn nearest(&self, points: &Vec<Position>) -> Position {
let mut points = points.clone();
points.sort_by_key(|p| {
let p = self.distance(p);
p.x.abs() + p.y.abs()
});
points.first().unwrap().to_owned()
}
}
#[derive(Clone, Debug, PartialEq)]
pub enum Direction {
PosY,
NegY,
PosX,
NegX,
None,
}
impl Direction {
pub fn rev(&self) -> Direction {
match self {
Direction::PosY => Direction::NegY,
Direction::NegY => Direction::PosY,
Direction::PosX => Direction::NegX,
Direction::NegX => Direction::PosX,
Direction::None => Direction::None,
}
}
}
+1
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@@ -1 +1,2 @@
pub mod libgui; pub mod libgui;
pub mod coords;