1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
extern crate ansi_term;

use std::fmt;
use std::io::{Write, stdout};

use ansi_term::Colour::{White, Red, Yellow, Blue, Green, Black, Cyan};

static GOLD_VALUE: u32 = 30;
static ENEMY_VALUE: u32 = 20;
static ROW_SIZE: usize = 19;
static COL_SIZE: usize = 30;

/// Helper function to clear the terminal screen, not tested on Windows
fn clear_screen() {
	std::io::stdout().write_all("\x1b[2J\x1b[1;1H".as_bytes()).unwrap()
}

/// Dir is an enum representing directions one could make a move in
#[derive(PartialEq, Eq, Hash, Clone, Debug)]
pub enum Dir {
	Up,
	Right,
	Down,
	Left,
}

impl Dir {
	/// The REnforce library generates random u32's and needs to go from that to an action, in this case a Dir
	pub fn from_u32(int: &u32) -> Dir {
		match *int {
			0 => Dir::Up,
			1 => Dir::Right,
			2 => Dir::Down,
			_ => Dir::Left,
		}
	}
}

/// Object representing things on the map.
/// An enemy needs to be hit twice in a row unless you have a sword,
/// in which case they only need to be hit once in order to die.
/// Gold is just extra points and takes no effort to pick up and reaching the goal
/// finishes the game regardless of how many enemies you've killed.
#[derive(PartialEq, Eq, Hash, Clone, Copy)]
pub enum Object {
	Wall,
	Enemy,
	Gold,
	Sword,
	Goal,
	Empty,
}

impl fmt::Display for Object {
	fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
		match *self {
			Object::Wall  => write!(f, "{}", White.paint("\u{2588}")),
			Object::Enemy => write!(f, "{}", Red.paint("\u{2588}")),
			Object::Gold  => write!(f, "{}", Yellow.paint("\u{2588}")),
			Object::Sword => write!(f, "{}", Blue.paint("\u{2588}")),
			Object::Goal  => write!(f, "{}", Green.paint("\u{2588}")),
			Object::Empty => write!(f, "{}", Black.paint("\u{2588}")),
		}
	}
}

/// An Action represents something that happened, meta-data about the last move if you will.
/// You could've picked something up, attacked or killed an enemy, walked into a wall or won.
/// Nothing represents that you moved, but nothing happened, meaning you moved into an empty square.
#[derive(PartialEq, Eq, Hash, Clone)]
pub enum Action {
	PickedSword(usize, usize),
	PickedGold(usize, usize),
	KilledEnemy(usize, usize),
	AttackedEnemy(usize, usize),
	Nothing,
	Won,
	WalkedIntoWall,
}

impl fmt::Display for Action {
	fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
		let s = match *self {
			Action::PickedSword(_, _) => "You picked up a sword!",
			Action::PickedGold(_, _) => "You found some gold, that sweet sweet loot!",
			Action::KilledEnemy(_, _) => "You killed an enemy.",
			Action::AttackedEnemy(_, _) => "You attacked an enemy, but he didn't die.",
			Action::Nothing => "You're not doing anything, get moving!",
			Action::Won => "You won the game, woop!",
			Action::WalkedIntoWall => "You walked into a wall, doh.",
		};
		write!(f, "{}", s)
	}
}

/// Simple type alias for the world, a matrix of objects
type World = Vec<Vec<Object>>;

/// The Game with accompanying state
#[derive(PartialEq, Eq, Hash, Clone)]
pub struct Game {
	/// The current state of the game board, will change when you take actions
	world: World,
	/// Position of the player, defined as (row, column) coordinate on the world map
	pub position: (usize, usize),
	/// How many moves the player has made
	moves: u32,
	/// What score the player has so far
	score: u32,
	/// Last action that you took
	pub action: Action,
	/// Whether or not the player has picked up the sword
	has_sword: bool,
}

impl Game {
	/// Initialize a new game state and optionally print it
	pub fn new(print: bool) -> Game {
		let g = Game {
			world: world(),
			position: (17, 4),
			moves: 0,
			score: 0,
			action: Action::Nothing,
			has_sword: false,
		};
		if print {
			g.print_map()
		};
		g
	}

	/// Getter for the count of moves made
	pub fn get_moves(&self) -> u32 {
		self.moves
	}

	/// Getter for the current score
	pub fn get_score(&self) -> u32 {
		self.score
	}

	/// Getter for whether or not the game has been won
	pub fn has_won(&self) -> bool {
		self.action == Action::Won
	}

	/// Euclidean distance to the goal
	pub fn distance_to_goal(&self) -> f64 {
		((((1 - self.position.0 as i32).pow(2) + (21 - self.position.1 as i32).pow(2)) as f64).sqrt())
	}

	/// Enter move and optionally print the map, returning whether or not this move won the game
	pub fn enter_move(&mut self, dir: &Dir, print: bool) -> bool {
		self.make_move(&dir);
		if print {
			self.print_map();
		}
		if self.has_won() {
			true
		} else {
			false
		}
	}

	/// Make a move, this just mutates the board according to the game rules
	fn make_move(&mut self, dir: &Dir) {
		self.moves += 1;
		let target = match *dir {
			Dir::Up => (self.position.0 - 1, self.position.1),
			Dir::Right => (self.position.0, self.position.1 + 1),
			Dir::Down => (self.position.0 + 1, self.position.1),
			Dir::Left => (self.position.0, self.position.1 - 1)
		};
		match self.world[target.0][target.1] {
			Object::Wall => self.action = Action::WalkedIntoWall,
			Object::Enemy => {
				if self.has_sword || self.action == Action::AttackedEnemy(target.0, target.1) {
					self.move_into(target);
					self.action = Action::KilledEnemy(target.0, target.1);
					self.score += ENEMY_VALUE;
				} else {
					self.action = Action::AttackedEnemy(target.0, target.1);
				}
			}
			Object::Gold => {
				self.move_into(target);
				self.score += GOLD_VALUE;
				self.action = Action::PickedGold(target.0, target.1);
			}
			Object::Sword => {
				self.move_into(target);
				self.has_sword = true;
				self.action = Action::PickedSword(target.0, target.1);
			}
			Object::Goal => {
				self.move_into(target);
				self.action = Action::Won;
			}
			Object::Empty => {
				self.action = Action::Nothing;
				self.position = target;
			}
		}
	}

	/// Convenience function to make a target position empty and move into it with the player
	fn move_into(&mut self, target: (usize, usize)) {
		self.world[target.0][target.1] = Object::Empty;
		self.position = target;
	}

	/// Prints the map on screen
	pub fn print_map(&self) {
		clear_screen();
		for r in 0..ROW_SIZE {
			for c in 0..COL_SIZE {
				if (r, c) == self.position {
					print!("{}", Cyan.paint("\u{2588}"));
				} else {
					print!("{}", self.world[r][c]);
				}
			}
			print!("\n\r");
		}
		print!("\n\rMoves: {} | Score: {}", self.moves, self.score);
		if self.action != Action::Nothing {
			print!(" | {}", self.action);
		}
		print!("\n\r\n\rPress <ESC> to exit game.\n\r");
		stdout().flush().unwrap();
	}
}

/*
wwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwww___h__wwwwww
wwwwwwwwwwwwwwwwww______wwwwww
wwwwwwwwww____e_______e_wwwwww
wwwwwwwww___e______e____wwwwww
wwwwwwwwww______e_____wwwwwwww
wwwwwwwwwww__________wwwwwwwww
wwwwwwwwwwwwwww__wwwwwwwwwwwww
wwwwwwwwwwwwwwwe_wwwwwwwwwwwww
wwwwwwwwwwwwwww__wwwwwwwwwwwww
wwwwwwwwwww_____e_______wwwwww
ww_____wwww__wwwwwwwwwe_wwwwww
w___e___www__wwwwwwwww__wwwwww
w_g________e_wwwwwwwww____e__w
ww___e__www__wwwwwwwww__e____w
wwwwwwwwwww__wwwwwwwwwwww__www
w____________wwwwwwwwww______w
w______wwwwwwwwwwwwwwww__s___w
wwwwwwwwwwwwwwwwwwwwwwwwwwwwww
*/
/// The basic world we're playing in
fn world() -> World {
	vec![
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Goal, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Enemy, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Enemy, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Empty, Object::Gold, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Enemy, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall],
		vec![Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall],
		vec![Object::Wall, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Empty, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Empty, Object::Empty, Object::Sword, Object::Empty, Object::Empty, Object::Empty, Object::Wall],
		vec![Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall, Object::Wall]
	]
}