added entity factory, id inside structs
This commit is contained in:
+82
-48
@@ -1,5 +1,5 @@
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extern crate ncurses;
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extern crate downcast_rs;
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extern crate ncurses;
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use ncurses::*;
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use rand::seq::SliceRandom;
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@@ -76,42 +76,27 @@ impl World {
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}
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}
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use downcast_rs::{Downcast, impl_downcast};
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use downcast_rs::{impl_downcast, Downcast};
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trait Entity: AI + Renderable + Downcast {}
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impl_downcast!(Entity);
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struct Colony {
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ants: HashMap<u32, Box<dyn Entity>>,
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id_counter: u32,
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}
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impl Colony {
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fn new() -> Colony {
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Colony {
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ants: HashMap::new(),
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id_counter: 0,
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}
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}
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fn add_entity<T: Entity + 'static>(&mut self, e: T) {
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self.ants.insert(self.id_counter, Box::new(e));
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self.id_counter += 1;
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}
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}
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trait AI {
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fn step(&mut self, id: u32, b: &Board, w: &World) -> BoardCommand;
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fn step(&mut self, b: &Board, w: &World) -> BoardCommand;
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fn get_position(&self) -> Point;
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}
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struct Ant {
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pos: Point,
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id: u32,
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}
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impl Ant {
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fn new(x: i32, y: i32) -> Ant {
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Ant { pos: Point(x, y) }
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fn new(x: i32, y: i32, id: u32) -> Ant {
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Ant {
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pos: Point(x, y),
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id,
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}
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}
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}
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@@ -126,6 +111,7 @@ impl Renderable for Ant {
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struct Queen {
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pos: Point,
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egg_count: u8,
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id: u32,
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}
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impl Renderable for Queen {
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@@ -141,10 +127,11 @@ trait Renderable {
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}
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impl Queen {
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fn new(x: i32, y: i32) -> Queen {
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fn new(x: i32, y: i32, id: u32) -> Queen {
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Queen {
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pos: Point(x, y),
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egg_count: 0,
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id,
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}
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}
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}
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@@ -153,7 +140,8 @@ impl Queen {
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struct Egg {
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pos: Point,
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counter: u8,
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queen_id: u32
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queen_id: u32,
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id: u32,
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}
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impl Renderable for Egg {
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@@ -163,22 +151,23 @@ impl Renderable for Egg {
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}
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impl Egg {
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fn new(x: i32, y: i32, queen_id: u32) -> Egg {
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fn new(x: i32, y: i32, id: u32, queen_id: u32) -> Egg {
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Egg {
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pos: Point(x, y),
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counter: 10,
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queen_id
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id,
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queen_id,
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}
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}
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}
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impl AI for Egg {
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fn step(&mut self, id: u32, b: &Board, w: &World) -> BoardCommand {
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fn step(&mut self, b: &Board, w: &World) -> BoardCommand {
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if self.counter > 0 {
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self.counter -= 1;
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return BoardCommand::Noop;
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} else {
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BoardCommand::Hatch(id, self.queen_id)
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BoardCommand::Hatch(self.id, self.queen_id)
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}
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}
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@@ -199,7 +188,7 @@ impl AI for Ant {
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self.pos.clone()
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}
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// return the next move for this ant
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fn step(&mut self, id: u32, b: &Board, w: &World) -> BoardCommand {
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fn step(&mut self, b: &Board, w: &World) -> BoardCommand {
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let valid = w.get_valid_movements(&self.pos, b);
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let mut rng = thread_rng();
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@@ -226,7 +215,7 @@ impl AI for Queen {
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fn get_position(&self) -> Point {
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self.pos.clone()
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}
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fn step(&mut self, id: u32, b: &Board, w: &World) -> BoardCommand {
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fn step(&mut self, b: &Board, w: &World) -> BoardCommand {
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let valid: Vec<Point> = w.get_valid_movements(&self.pos, b);
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let mut rng = thread_rng();
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@@ -240,7 +229,7 @@ impl AI for Queen {
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// choose between laying an egg and moving
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if self.egg_count < 3 {
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self.egg_count += 1;
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return BoardCommand::LayEgg(pos, id);
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return BoardCommand::LayEgg(pos, self.id);
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} else {
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self.pos = pos;
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return BoardCommand::Noop;
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@@ -252,12 +241,12 @@ impl AI for Queen {
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}
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}
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fn render(c: &Colony, w: &World, b: &Board) {
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fn render(e: &Entities, w: &World, b: &Board) {
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for c in w.cleared.iter() {
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mvprintw(c.1 + b.center.1, c.0 + b.center.0, "x");
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}
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for a in c.ants.values() {
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for a in e.data.values() {
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let pos = a.get_position();
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mvprintw(pos.1 + b.center.1, pos.0 + b.center.0, a.render());
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}
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@@ -281,8 +270,12 @@ mod tests {
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}
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}
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fn simulate(c: &mut Colony, w: &mut World, b: &mut Board) {
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let cmds: Vec<BoardCommand> = c.ants.iter_mut().map(|(id, a)| a.step(*id, b, &w)).collect();
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fn simulate(e: &mut Entities, w: &mut World, b: &mut Board) {
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let cmds: Vec<BoardCommand> = e
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.data
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.values_mut()
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.map(|a| a.step(b, &w))
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.collect();
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for cmd in cmds {
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match cmd {
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@@ -290,22 +283,60 @@ fn simulate(c: &mut Colony, w: &mut World, b: &mut Board) {
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w.clear(pos);
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}
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BoardCommand::LayEgg(pos, id) => {
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c.add_entity(Egg::new(pos.0, pos.1, id));
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e.add_egg(pos.0, pos.1, id);
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}
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BoardCommand::Hatch(egg_id, queen_id) => {
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let egg = c.ants.remove(&egg_id);
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let egg = e.data.remove(&egg_id);
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let pos = egg.unwrap().get_position();
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let q = c.ants.get_mut(&queen_id).unwrap();
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let q = e.data.get_mut(&queen_id).unwrap();
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let queen: &mut Queen = q.downcast_mut::<Queen>().unwrap();
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queen.egg_count -= 1;
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c.add_entity(Ant::new(pos.0, pos.1));
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e.add_ant(pos.0, pos.1);
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}
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BoardCommand::Noop => {}
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}
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}
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w.occupied.clear();
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let _ = c.ants.values().map(|p| w.occupied.insert(p.get_position()));
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let _ = e.data.values().map(|p| w.occupied.insert(p.get_position()));
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}
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struct Entities {
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data: HashMap<u32, Box<dyn Entity>>,
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id_counter: u32,
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}
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impl Entities {
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fn new() -> Entities {
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Entities {
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id_counter: 0,
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data: HashMap::new(),
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}
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}
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fn add_ant(&mut self, x: i32, y: i32) -> u32 {
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let a = Ant::new(x, y, self.id_counter);
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let id = a.id;
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self.data.insert(a.id, Box::new(a));
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self.id_counter += 1;
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id
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}
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fn add_queen(&mut self, x: i32, y: i32) -> u32 {
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let q = Queen::new(x, y, self.id_counter);
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let id = q.id;
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self.data.insert(q.id, Box::new(q));
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self.id_counter += 1;
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id
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}
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fn add_egg(&mut self, x: i32, y: i32, queen_id: u32) -> u32 {
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let e = Egg::new(x, y, self.id_counter, queen_id);
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let id = e.id;
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self.data.insert(e.id, Box::new(e));
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self.id_counter += 1;
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id
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}
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}
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fn main() {
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@@ -321,13 +352,16 @@ fn main() {
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// might move all of contents of board into world
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// TODO: rename board to screen -> will keep track of where we are looking at in the world
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// TODO: create entity factory to build new entities, will make it easier to have multiple
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// colonies because no ids will ever overlap
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// TODO: fix renderable to render different colors
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let mut board = Board::new(max_x, max_y);
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let mut world = World::new();
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let q = Queen::new(0,0);
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let mut colony = Colony::new();
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colony.add_entity(q);
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let mut entities = Entities::new();
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entities.add_queen(0,0);
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for i in -3..3 {
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for j in -3..3 {
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@@ -337,8 +371,8 @@ fn main() {
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loop {
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// TODO: add way to break out of the loop by hitting a random key
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simulate(&mut colony, &mut world, &mut board);
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render(&colony, &world, &board);
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simulate(&mut entities, &mut world, &mut board);
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render(&entities, &world, &board);
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sleep(time::Duration::from_millis(100));
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refresh();
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}
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