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