Projektgerüst, Karte/Wegfindung und Spiellogik

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-02 21:49:10 +01:00
commit a569aff7a8
5 files changed
+1792

No files matched your search

+334
View File
@@ -0,0 +1,334 @@
// Karte, Kacheln, Generierung und Wegfindung.
use std::cmp::Reverse;
use std::collections::BinaryHeap;
pub const MW: usize = 64;
pub const MH: usize = 64;
pub const N: usize = MW * MH;
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Kind {
Rock,
Earth,
Gold,
Floor,
Treasury,
Lair,
Farm,
Training,
Library,
Core,
Portal,
Gate,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Owner {
None,
Player,
Hero,
}
#[derive(Clone, Copy)]
pub struct Tile {
pub kind: Kind,
pub owner: Owner,
pub hp: f32, // Grab-Widerstand
pub gold: i32, // Goldvorrat (Goldader)
pub marked: bool, // zum Graben markiert
pub reserved: u32, // Entity-ID + 1, die diese Kachel bearbeitet
pub food: f32, // Pilze im Pilzgarten
pub bed: u32, // Entity-ID + 1, die hier schläft
pub var: u8, // Texturvariante
}
impl Tile {
pub fn new(kind: Kind) -> Tile {
Tile { kind, owner: Owner::None, hp: 0.0, gold: 0, marked: false, reserved: 0, food: 0.0, bed: 0, var: 0 }
}
pub fn solid(&self) -> bool {
matches!(self.kind, Kind::Rock | Kind::Earth | Kind::Gold)
}
pub fn diggable(&self) -> bool {
matches!(self.kind, Kind::Earth | Kind::Gold)
}
pub fn walkable(&self) -> bool {
matches!(
self.kind,
Kind::Floor | Kind::Treasury | Kind::Lair | Kind::Farm | Kind::Training | Kind::Library | Kind::Portal | Kind::Gate
)
}
pub fn is_room(&self) -> bool {
matches!(self.kind, Kind::Treasury | Kind::Lair | Kind::Farm | Kind::Training | Kind::Library)
}
}
pub fn idx(x: i32, y: i32) -> usize {
y as usize * MW + x as usize
}
pub fn xy(i: usize) -> (i32, i32) {
((i % MW) as i32, (i / MW) as i32)
}
pub fn inb(x: i32, y: i32) -> bool {
x >= 0 && y >= 0 && (x as usize) < MW && (y as usize) < MH
}
pub const DIR4: [(i32, i32); 4] = [(0, -1), (1, 0), (0, 1), (-1, 0)];
pub const DIR8: [(i32, i32); 8] = [(0, -1), (1, 0), (0, 1), (-1, 0), (1, -1), (1, 1), (-1, 1), (-1, -1)];
pub struct Rng(pub u32);
impl Rng {
pub fn next(&mut self) -> u32 {
let mut x = self.0;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 5;
self.0 = x;
x
}
pub fn f(&mut self) -> f32 {
(self.next() >> 8) as f32 / (1u32 << 24) as f32
}
pub fn range(&mut self, a: i32, b: i32) -> i32 {
if b <= a {
return a;
}
a + (self.next() % (b - a + 1) as u32) as i32
}
}
pub struct Map {
pub t: Vec<Tile>,
pub core: (i32, i32), // linke obere Ecke des Kerns (3x3)
pub portal: (i32, i32),
pub gate: (i32, i32),
}
impl Map {
pub fn get(&self, x: i32, y: i32) -> Option<&Tile> {
if inb(x, y) {
Some(&self.t[idx(x, y)])
} else {
None
}
}
pub fn walk(&self, x: i32, y: i32) -> bool {
inb(x, y) && self.t[idx(x, y)].walkable()
}
pub fn generate(seed: u32) -> Map {
let mut s = seed;
loop {
let m = Map::try_generate(s);
// Sicherstellen, dass Helden den Kern erreichen können
if m.hero_path_to_core(idx(m.gate.0 + 1, m.gate.1 + 1)).is_some() {
return m;
}
s = s.wrapping_mul(747796405).wrapping_add(2891336453) | 1;
}
}
fn try_generate(seed: u32) -> Map {
let mut rng = Rng(seed | 1);
for _ in 0..10 {
rng.next();
}
let mut t = vec![Tile::new(Kind::Earth); N];
for (i, tile) in t.iter_mut().enumerate() {
let (x, y) = xy(i);
tile.var = (rng.next() % 4) as u8;
tile.hp = 6.0;
if x < 2 || y < 2 || x >= MW as i32 - 2 || y >= MH as i32 - 2 {
tile.kind = Kind::Rock;
}
}
let core = (11, rng.range(26, 35));
let portal = (rng.range(24, 30), if core.1 > 31 { rng.range(12, 18) } else { rng.range(44, 50) });
let gate = (rng.range(51, 55), rng.range(10, 50));
let mut blob = |t: &mut Vec<Tile>, rng: &mut Rng, cx: i32, cy: i32, r: i32, k: Kind| {
for y in cy - r..=cy + r {
for x in cx - r..=cx + r {
if !inb(x, y) || x < 2 || y < 2 || x >= MW as i32 - 2 || y >= MH as i32 - 2 {
continue;
}
let d = ((x - cx) * (x - cx) + (y - cy) * (y - cy)) as f32;
if d <= (r as f32 + 0.5).powi(2) - rng.f() * r as f32 {
let tl = &mut t[idx(x, y)];
tl.kind = k;
if k == Kind::Gold {
tl.gold = rng.range(250, 550);
}
}
}
}
};
// Felsbrocken
for _ in 0..22 {
let cx = rng.range(4, MW as i32 - 5);
let cy = rng.range(4, MH as i32 - 5);
let r = rng.range(1, 3);
blob(&mut t, &mut rng, cx, cy, r, Kind::Rock);
}
// Goldadern
for _ in 0..16 {
let cx = rng.range(4, MW as i32 - 5);
let cy = rng.range(4, MH as i32 - 5);
let r = rng.range(1, 2);
blob(&mut t, &mut rng, cx, cy, r, Kind::Gold);
}
// Garantiertes Gold in Startnähe
for k in 0..3 {
let cx = core.0 + rng.range(-3, 9);
let cy = core.1 + if k % 2 == 0 { rng.range(-9, -6) } else { rng.range(7, 9) };
blob(&mut t, &mut rng, cx, cy, 1, Kind::Gold);
}
let mut room = |t: &mut Vec<Tile>, x0: i32, y0: i32, x1: i32, y1: i32, owner: Owner| {
for y in y0..=y1 {
for x in x0..=x1 {
if inb(x, y) && x >= 2 && y >= 2 && x < MW as i32 - 2 && y < MH as i32 - 2 {
let tl = &mut t[idx(x, y)];
tl.kind = Kind::Floor;
tl.owner = owner;
tl.gold = 0;
}
}
}
};
// Kleine natürliche Höhlen
for _ in 0..4 {
let cx = rng.range(20, 48);
let cy = rng.range(6, 58);
let w = rng.range(1, 2);
let h = rng.range(1, 2);
room(&mut t, cx - w, cy - h, cx + w, cy + h, Owner::None);
}
// Startbereich
room(&mut t, core.0 - 3, core.1 - 3, core.0 + 5, core.1 + 5, Owner::Player);
// Kern 3x3
for y in 0..3 {
for x in 0..3 {
let tl = &mut t[idx(core.0 + x, core.1 + y)];
tl.kind = Kind::Core;
tl.owner = Owner::Player;
}
}
// Portalhöhle
room(&mut t, portal.0 - 2, portal.1 - 2, portal.0 + 4, portal.1 + 4, Owner::None);
for y in 0..3 {
for x in 0..3 {
t[idx(portal.0 + x, portal.1 + y)].kind = Kind::Portal;
}
}
// Heldentor
room(&mut t, gate.0 - 2, gate.1 - 2, gate.0 + 4, gate.1 + 4, Owner::Hero);
for y in 0..3 {
for x in 0..3 {
let tl = &mut t[idx(gate.0 + x, gate.1 + y)];
tl.kind = Kind::Gate;
tl.owner = Owner::Hero;
}
}
for tl in t.iter_mut() {
if tl.kind == Kind::Gold {
tl.hp = 6.0;
}
}
Map { t, core, portal, gate }
}
// Allgemeine Dijkstra-Suche.
// cost(i) -> None = unpassierbar, Some(c) = Kosten zum Betreten.
// goal(i) -> true = Ziel erreicht.
pub fn search<C, G>(&self, start: usize, cost: C, goal: G, diag: bool) -> Option<Vec<usize>>
where
C: Fn(usize) -> Option<u32>,
G: Fn(usize) -> bool,
{
let mut dist = vec![u32::MAX; N];
let mut prev = vec![usize::MAX; N];
let mut heap = BinaryHeap::new();
dist[start] = 0;
heap.push(Reverse((0u32, start)));
while let Some(Reverse((d, i))) = heap.pop() {
if d > dist[i] {
continue;
}
if goal(i) {
let mut path = Vec::new();
let mut c = i;
while c != start {
path.push(c);
c = prev[c];
}
path.reverse();
return Some(path);
}
let (x, y) = xy(i);
let dirs: &[(i32, i32)] = if diag { &DIR8 } else { &DIR4 };
for (k, &(dx, dy)) in dirs.iter().enumerate() {
let nx = x + dx;
let ny = y + dy;
if !inb(nx, ny) {
continue;
}
let ni = idx(nx, ny);
let Some(c) = cost(ni) else { continue };
let mut step = c * 10;
if k >= 4 {
// Diagonal nur, wenn beide Nachbarn begehbar sind (keine Ecken schneiden)
if c > 1 || !self.walk(x + dx, y) || !self.walk(x, y + dy) {
continue;
}
step = 14;
}
let nd = d + step;
if nd < dist[ni] {
dist[ni] = nd;
prev[ni] = i;
heap.push(Reverse((nd, ni)));
}
}
}
None
}
pub fn walk_cost(&self) -> impl Fn(usize) -> Option<u32> + '_ {
move |i| if self.t[i].walkable() { Some(1) } else { None }
}
pub fn hero_cost(&self) -> impl Fn(usize) -> Option<u32> + '_ {
move |i| {
let tl = &self.t[i];
match tl.kind {
Kind::Earth => Some(7),
Kind::Gold => Some(12),
Kind::Rock | Kind::Core => None,
_ => Some(1),
}
}
}
pub fn adj_core(&self, i: usize) -> bool {
let (x, y) = xy(i);
DIR4.iter().any(|&(dx, dy)| self.get(x + dx, y + dy).map_or(false, |t| t.kind == Kind::Core))
}
pub fn hero_path_to_core(&self, start: usize) -> Option<Vec<usize>> {
self.search(start, self.hero_cost(), |i| self.adj_core(i), true)
}
pub fn path_to(&self, start: usize, target: usize) -> Option<Vec<usize>> {
self.search(start, self.walk_cost(), |i| i == target, true)
}
pub fn count(&self, k: Kind) -> usize {
self.t.iter().filter(|t| t.kind == k && t.owner == Owner::Player).count()
}
}