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Goblin fighter (#4037)

* touching publish.yml

* WIP Investigate how to build random maze

* Fix maze rendering

* Use line canvas for rendering

* Move around the maze

* Code cleanup

* Infinite maze

* Fight goblins

* Generate new npcs on new maps

* Code cleanup

* Make it possible to die

* Fix variable naming

* Refactored Mazing to use Commmands and KeyBindings.
Code cleanup of Mazing.
Refactored Snake to use KeyBindings/Commmands + some code cleanup

* Fix bug where your health would regenerate when reaching end making it impossible to loose.

---------

Co-authored-by: Tig <[email protected]>
Thomas Nind 4 meses atrás
pai
commit
a53e6744f4
2 arquivos alterados com 439 adições e 52 exclusões
  1. 405 0
      UICatalog/Scenarios/Mazing.cs
  2. 34 52
      UICatalog/Scenarios/Snake.cs

+ 405 - 0
UICatalog/Scenarios/Mazing.cs

@@ -0,0 +1,405 @@
+#nullable enable
+using System.Text;
+using Terminal.Gui;
+
+namespace UICatalog.Scenarios;
+
+[ScenarioMetadata ("A Mazing", "Illustrates how to make a basic maze game.")]
+[ScenarioCategory ("Drawing")]
+[ScenarioCategory ("Mouse and KeyBoard")]
+[ScenarioCategory ("Games")]
+public class Mazing : Scenario
+{
+    private Toplevel? _top;
+    private MazeGenerator? _m;
+
+    private List<Point>? _potions;
+    private List<Point>? _goblins;
+    private string? _message;
+    private bool _dead;
+
+    public override void Main ()
+    {
+        Application.Init ();
+        _top = new ();
+
+        _m = new ();
+
+        GenerateNpcs ();
+
+        // Define the keys for movement
+        _top.KeyBindings.Add (Key.CursorLeft, Command.Left);
+        _top.KeyBindings.Add (Key.CursorRight, Command.Right);
+        _top.KeyBindings.Add (Key.CursorUp, Command.Up);
+        _top.KeyBindings.Add (Key.CursorDown, Command.Down);
+
+        // Changing the key-bindings of a View is not allowed, however,
+        // by default, Toplevel does't bind any of our movement keys, so
+        // we can take advantage of the CommandNotBound event to handle them
+        // 
+        // An alternative implementation would be to create a TopLevel subclass that
+        // calls AddCommand/KeyBindings.Add in the constructor. See the Snake game scenario
+        // for an example.
+        _top.CommandNotBound += TopCommandNotBound;
+
+        _top.DrawingContent += (s, _) =>
+                               {
+                                   if (s is not Toplevel top)
+                                   {
+                                       return;
+                                   }
+
+                                   // Build maze
+                                   var lc = new LineCanvas (_m.BuildWallLinesFromMaze ());
+
+                                   // Print maze
+                                   foreach (KeyValuePair<Point, Rune> p in lc.GetMap ())
+                                   {
+                                       top.Move (p.Key.X, p.Key.Y);
+                                       top.AddRune (p.Value);
+                                   }
+
+                                   // Draw objects
+                                   top.Move (_m.Start.X, _m.Start.Y);
+                                   top.AddStr ("s");
+
+                                   top.Move (_m.End.X, _m.End.Y);
+                                   top.AddStr ("e");
+
+                                   top.Move (_m.Player.X, _m.Player.Y);
+                                   top.SetAttribute (new (Color.Cyan, top.GetNormalColor ().Background));
+                                   top.AddStr (_dead ? "x" : "@");
+
+                                   // Draw goblins
+                                   foreach (Point goblin in _goblins!)
+                                   {
+                                       top.Move (goblin.X, goblin.Y);
+                                       top.SetAttribute (new (Color.Red, top.GetNormalColor ().Background));
+                                       top.AddStr ("G");
+                                   }
+
+                                   // Draw potions
+                                   foreach (Point potion in _potions!)
+                                   {
+                                       top.Move (potion.X, potion.Y);
+                                       top.SetAttribute (new (Color.Yellow, top.GetNormalColor ().Background));
+                                       top.AddStr ("p");
+                                   }
+
+                                   // Draw UI
+                                   top.SetAttribute (top.GetNormalColor ());
+
+                                   var g = new Gradient ([new (Color.Red), new (Color.BrightGreen)], [10]);
+                                   top.Move (_m.MazeWidth + 1, 0);
+                                   top.AddStr ("Name: Sir Flibble");
+                                   top.Move (_m.MazeWidth + 1, 1);
+                                   top.AddStr ("HP:");
+
+                                   for (var i = 0; i < _m.PlayerHp; i++)
+                                   {
+                                       top.Move (_m.MazeWidth + 1 + "HP:".Length + i, 1);
+                                       top.SetAttribute (new (g.GetColorAtFraction (i / 20f)));
+                                       top.AddRune ('█');
+                                   }
+
+                                   top.SetAttribute (top.GetNormalColor ());
+
+                                   if (!string.IsNullOrWhiteSpace (_message))
+                                   {
+                                       top.Move (_m.MazeWidth + 2, 2);
+                                       top.AddStr (_message);
+                                   }
+                               };
+
+        Application.Run (_top);
+
+        _top.Dispose ();
+        Application.Shutdown ();
+    }
+
+    private void GenerateNpcs ()
+    {
+        _goblins = _m?.GenerateSpawnLocations (3, []); // Generate 3 goblins
+        _potions = _m?.GenerateSpawnLocations (3, _goblins!); // Generate 3 potions
+    }
+
+    private void TopCommandNotBound (object? sender, CommandEventArgs e)
+    {
+        if (_dead)
+        {
+            return;
+        }
+
+        Point newPos = _m.Player;
+
+        Command? command = e.Context?.Command;
+
+        if (command == Command.Left)
+        {
+            newPos = _m.Player with { X = _m.Player.X - 1 };
+        }
+
+        if (command == Command.Right)
+        {
+            newPos = _m.Player with { X = _m.Player.X + 1 };
+        }
+
+        if (command == Command.Up)
+        {
+            newPos = _m.Player with { Y = _m.Player.Y - 1 };
+        }
+
+        if (command == Command.Down)
+        {
+            newPos = _m.Player with { Y = _m.Player.Y + 1 };
+        }
+
+        // Only move if in bounds and it's a path
+        if (newPos.X >= 0 && newPos.X < _m._maze.GetLength (1) && newPos.Y >= 0 && newPos.Y < _m._maze.GetLength (0) && _m._maze [newPos.Y, newPos.X] == 0)
+        {
+            _m.Player = newPos;
+
+            // Check if player is on a goblin
+            if (_goblins!.Contains (_m.Player))
+            {
+                _message = "You fight a goblin!";
+                _m.PlayerHp -= 5; // Decrease player's HP when attacked
+
+                // Remove the goblin
+                _goblins.Remove (_m.Player);
+
+                // Check if player is dead
+                if (_m.PlayerHp <= 0)
+                {
+                    _message = "You died!";
+                    Application.Top!.SetNeedsDraw (); // trigger redraw
+                    _dead = true;
+
+                    return; // Stop further action if dead
+                }
+            }
+            else if (_potions!.Contains (_m.Player))
+            {
+                _message = "You drink a health potion!";
+                _m.PlayerHp = Math.Min (20, _m.PlayerHp + 5); // increase player's HP when drinking potion
+
+                // Remove the potion
+                _potions.Remove (_m.Player);
+            }
+            else
+            {
+                _message = string.Empty;
+            }
+
+            Application.Top!.SetNeedsDraw (); // trigger redraw
+        }
+
+        // Optional win condition:
+        if (_m.Player == _m.End)
+        {
+            var hp = _m.PlayerHp;
+            _m = new (); // Generate a new maze
+            _m.PlayerHp = hp;
+            GenerateNpcs ();
+            Application.Top!.SetNeedsDraw (); // trigger redraw
+        }
+    }
+}
+
+internal class MazeGenerator
+{
+    private const int WIDTH = 20;
+    private const int HEIGHT = 10;
+    public int [,] _maze;
+    public Random Rand { get; } = new ();
+    public Point Start { get; }
+    public Point End { get; }
+    public Point Player { get; set; }
+    public int PlayerHp { get; set; } = 20;
+
+    // Private accessors for width and height
+    public int MazeWidth => WIDTH * 2 + 1;
+    public int MazeHeight => HEIGHT * 2 + 1;
+
+    public MazeGenerator ()
+    {
+        int w = WIDTH * 2 + 1;
+        int h = HEIGHT * 2 + 1;
+        _maze = new int [h, w];
+
+        // Fill with walls
+        for (var y = 0; y < h; y++)
+        for (var x = 0; x < w; x++)
+        {
+            _maze [y, x] = 1;
+        }
+
+        // Start carving from a random odd cell
+        int startX = Rand.Next (WIDTH) * 2 + 1;
+        int startY = Rand.Next (HEIGHT) * 2 + 1;
+        Carve (new (startX, startY));
+
+        // Set random entrance
+        Start = GetRandomEdgePoint (w, h, true);
+        _maze [Start.Y, Start.X] = 0;
+        Player = Start;
+
+        // Set random exit (ensure it's not same as entrance)
+        End = GetRandomEdgePoint (w, h, false, Start.X, Start.Y);
+        _maze [End.Y, End.X] = 0;
+    }
+
+    public List<StraightLine> BuildWallLinesFromMaze ()
+    {
+        List<StraightLine> lines = new ();
+
+        int h = _maze.GetLength (0);
+        int w = _maze.GetLength (1);
+
+        // Horizontal lines
+        for (var y = 0; y < h; y++)
+        {
+            var x = 0;
+
+            while (x < w)
+            {
+                if (_maze [y, x] == 1)
+                {
+                    int startX = x;
+
+                    while (x < w && _maze [y, x] == 1)
+                    {
+                        x++;
+                    }
+
+                    int length = x - startX;
+
+                    if (length > 1)
+                    {
+                        lines.Add (new (new (startX, y), length, Orientation.Horizontal, LineStyle.Single));
+                    }
+                }
+                else
+                {
+                    x++;
+                }
+            }
+        }
+
+        // Vertical lines
+        for (var x = 0; x < w; x++)
+        {
+            var y = 0;
+
+            while (y < h)
+            {
+                if (_maze [y, x] == 1)
+                {
+                    int startY = y;
+
+                    while (y < h && _maze [y, x] == 1)
+                    {
+                        y++;
+                    }
+
+                    int length = y - startY;
+                    lines.Add (new (new (x, startY), length, Orientation.Vertical, LineStyle.Single));
+                }
+                else
+                {
+                    y++;
+                }
+            }
+        }
+
+        return lines;
+    }
+
+    public List<Point> GenerateSpawnLocations (int count, List<Point> exclude)
+    {
+        // Create a new copy of the list so we can track exclusions
+        exclude = exclude.ToList ();
+
+        List<Point> locations = new ();
+
+        for (var i = 0; i < count; i++)
+        {
+            Point point;
+
+            do
+            {
+                point = new (Rand.Next (1, WIDTH * 2), Rand.Next (1, HEIGHT * 2));
+            }
+
+            // Ensure the spawn point is not in the exclusion list and it's an open space (not a wall)
+            while (exclude.Contains (point) || _maze [point.Y, point.X] != 0);
+
+            exclude.Add (point); // Mark this location as occupied
+            locations.Add (point); // Add the location to the list
+        }
+
+        return locations;
+    }
+
+    private void Carve (Point p)
+    {
+        _maze [p.Y, p.X] = 0;
+
+        int [] [] dirs =
+        {
+            [0, -2],
+            [0, 2],
+            [-2, 0],
+            [2, 0]
+        };
+
+        Shuffle (dirs);
+
+        foreach (int [] dir in dirs)
+        {
+            int nx = p.X + dir [0], ny = p.Y + dir [1];
+
+            if (nx > 0 && ny > 0 && nx < WIDTH * 2 && ny < HEIGHT * 2 && _maze [ny, nx] == 1)
+            {
+                _maze [p.Y + dir [1] / 2, p.X + dir [0] / 2] = 0;
+                Carve (new (nx, ny));
+            }
+        }
+    }
+
+    private void Shuffle (int [] [] array)
+    {
+        for (int i = array.Length - 1; i > 0; i--)
+        {
+            int j = Rand.Next (i + 1);
+            int [] temp = array [i];
+            array [i] = array [j];
+            array [j] = temp;
+        }
+    }
+
+    private Point GetRandomEdgePoint (int w, int h, bool isEntrance, int avoidX = -1, int avoidY = -1)
+    {
+        List<Point> candidates = [];
+
+        for (var i = 1; i < h - 1; i += 2)
+        {
+            candidates.Add (new (0, i)); // Left edge
+            candidates.Add (new (w - 1, i)); // Right edge
+        }
+
+        for (var i = 1; i < w - 1; i += 2)
+        {
+            candidates.Add (new (i, 0)); // Top edge
+            candidates.Add (new (i, h - 1)); // Bottom edge
+        }
+
+        // Remove one if same as entrance
+        if (!isEntrance)
+        {
+            candidates.RemoveAll (p => p.X == avoidX && p.Y == avoidY);
+        }
+
+        return candidates [Rand.Next (candidates.Count)];
+    }
+}

+ 34 - 52
UICatalog/Scenarios/Snake.cs

@@ -1,9 +1,5 @@
-using System;
-using System.Collections.Generic;
 using System.Diagnostics;
-using System.Linq;
 using System.Text;
-using System.Threading.Tasks;
 using Terminal.Gui;
 
 namespace UICatalog.Scenarios;
@@ -11,9 +7,10 @@ namespace UICatalog.Scenarios;
 [ScenarioMetadata ("Snake", "The game of apple eating.")]
 [ScenarioCategory ("Colors")]
 [ScenarioCategory ("Drawing")]
+[ScenarioCategory ("Games")]
 public class Snake : Scenario
 {
-    private bool isDisposed;
+    private bool _isDisposed;
 
     public override void Main ()
     {
@@ -33,7 +30,7 @@ public class Snake : Scenario
         Task.Run (
                   () =>
                   {
-                      while (!isDisposed)
+                      while (!_isDisposed)
                       {
                           sw.Restart ();
 
@@ -60,7 +57,7 @@ public class Snake : Scenario
 
     protected override void Dispose (bool disposing)
     {
-        isDisposed = true;
+        _isDisposed = true;
         base.Dispose (disposing);
     }
 
@@ -170,7 +167,7 @@ public class Snake : Scenario
             var middle = new Point (width / 2, height / 2);
 
             // Start snake with a length of 2
-            Snake = new List<Point> { middle, middle };
+            Snake = new () { middle, middle };
             Apple = GetNewRandomApplePoint ();
 
             SleepAfterAdvancingState = StartingSpeed;
@@ -198,19 +195,19 @@ public class Snake : Scenario
             switch (CurrentDirection)
             {
                 case Direction.Left:
-                    return new Point (Head.X - 1, Head.Y);
+                    return new (Head.X - 1, Head.Y);
 
                 case Direction.Right:
-                    return new Point (Head.X + 1, Head.Y);
+                    return new (Head.X + 1, Head.Y);
 
                 case Direction.Up:
-                    return new Point (Head.X, Head.Y - 1);
+                    return new (Head.X, Head.Y - 1);
 
                 case Direction.Down:
-                    return new Point (Head.X, Head.Y + 1);
+                    return new (Head.X, Head.Y + 1);
             }
 
-            throw new Exception ("Unknown direction");
+            throw new ("Unknown direction");
         }
 
         private Point GetNewRandomApplePoint ()
@@ -302,7 +299,7 @@ public class Snake : Scenario
             State = state;
             CanFocus = true;
 
-            ColorScheme = new ColorScheme
+            base.ColorScheme = new ()
             {
                 Normal = white,
                 Focus = white,
@@ -310,21 +307,40 @@ public class Snake : Scenario
                 HotFocus = white,
                 Disabled = white
             };
+
+            KeyBindings.Add (Key.CursorLeft, Command.Left);
+            KeyBindings.Add (Key.CursorRight, Command.Right);
+            KeyBindings.Add (Key.CursorUp, Command.Up);
+            KeyBindings.Add (Key.CursorDown, Command.Down);
+
+            AddCommand (Command.Left, () => SetDirection (Direction.Left));
+            AddCommand (Command.Right, () => SetDirection (Direction.Right));
+            AddCommand (Command.Up, () => SetDirection (Direction.Up));
+            AddCommand (Command.Down, () => SetDirection (Direction.Down));
+
+            return;
+
+            bool? SetDirection (Direction direction)
+            {
+                State.PlannedDirection = direction;
+
+                return true;
+            }
         }
 
-        public SnakeState State { get; }
+        private SnakeState State { get; }
 
         protected override bool OnDrawingContent ()
         {
             SetAttribute (white);
-            ClearViewport (null);
+            ClearViewport ();
 
             var canvas = new LineCanvas ();
 
             canvas.AddLine (Point.Empty, State.Width, Orientation.Horizontal, LineStyle.Double);
             canvas.AddLine (Point.Empty, State.Height, Orientation.Vertical, LineStyle.Double);
-            canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
-            canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
+            canvas.AddLine (new (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
+            canvas.AddLine (new (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
 
             for (var i = 1; i < State.Snake.Count; i++)
             {
@@ -355,39 +371,5 @@ public class Snake : Scenario
 
             return true;
         }
-
-        // BUGBUG: Should (can) this use key bindings instead.
-        protected override bool OnKeyDown (Key key)
-        {
-            if (key.KeyCode == KeyCode.CursorUp)
-            {
-                State.PlannedDirection = Direction.Up;
-
-                return true;
-            }
-
-            if (key.KeyCode == KeyCode.CursorDown)
-            {
-                State.PlannedDirection = Direction.Down;
-
-                return true;
-            }
-
-            if (key.KeyCode == KeyCode.CursorLeft)
-            {
-                State.PlannedDirection = Direction.Left;
-
-                return true;
-            }
-
-            if (key.KeyCode == KeyCode.CursorRight)
-            {
-                State.PlannedDirection = Direction.Right;
-
-                return true;
-            }
-
-            return false;
-        }
     }
 }