added entity factory, id inside structs

master
Rostyslav Hnatyshyn 9 months ago
parent d6b93daf7a
commit 2fd7c9c9d5
  1. 130
      src/main.rs

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

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