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https://github.com/Xevion/Pac-Man.git
synced 2025-12-13 14:12:20 -06:00
feat: pathfinding, ghost and blinky state, update dependencies
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367
src/ghost.rs
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367
src/ghost.rs
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use pathfinding::prelude::astar;
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use sdl2::{
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pixels::Color,
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render::{Canvas, Texture},
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video::Window,
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};
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use std::cell::RefCell;
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use std::rc::Rc;
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use rand::Rng;
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use crate::{
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animation::AnimatedTexture,
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constants::{MapTile, BOARD_OFFSET, CELL_SIZE},
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direction::Direction,
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entity::Entity,
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map::Map,
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modulation::{SimpleTickModulator, TickModulator},
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pacman::Pacman,
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};
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/// The different modes a ghost can be in
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum GhostMode {
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/// Chase mode - ghost actively pursues Pac-Man using its unique strategy
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Chase,
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/// Scatter mode - ghost heads to its home corner
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Scatter,
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/// Frightened mode - ghost moves randomly and can be eaten
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Frightened,
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/// Eyes mode - ghost returns to the ghost house after being eaten
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Eyes,
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/// House mode - ghost is in the ghost house, waiting to exit
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House,
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}
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/// The different ghost personalities
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum GhostType {
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Blinky, // Red - Shadow
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Pinky, // Pink - Speedy
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Inky, // Cyan - Bashful
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Clyde, // Orange - Pokey
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}
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impl GhostType {
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/// Returns the color of the ghost.
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pub fn color(&self) -> Color {
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match self {
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GhostType::Blinky => Color::RGB(255, 0, 0),
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GhostType::Pinky => Color::RGB(255, 184, 255),
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GhostType::Inky => Color::RGB(0, 255, 255),
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GhostType::Clyde => Color::RGB(255, 184, 82),
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}
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}
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}
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/// Base ghost struct that contains common functionality
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pub struct Ghost<'a> {
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/// The absolute position of the ghost on the board, in pixels
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pub pixel_position: (i32, i32),
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/// The position of the ghost on the board, in grid coordinates
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pub cell_position: (u32, u32),
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/// The current direction of the ghost
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pub direction: Direction,
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/// The current mode of the ghost
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pub mode: GhostMode,
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/// The type/personality of this ghost
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pub ghost_type: GhostType,
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/// Whether the ghost is currently blue (frightened)
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pub is_blue: bool,
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/// Reference to the game map
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pub map: Rc<RefCell<Map>>,
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/// Reference to Pac-Man for targeting
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pub pacman: Rc<RefCell<Pacman<'a>>>,
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/// Movement speed
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speed: u32,
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/// Movement modulator
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modulation: SimpleTickModulator,
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/// Ghost body sprite
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body_sprite: AnimatedTexture<'a>,
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/// Ghost eyes sprite
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eyes_sprite: AnimatedTexture<'a>,
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}
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impl Ghost<'_> {
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/// Creates a new ghost instance
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pub fn new<'a>(
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ghost_type: GhostType,
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starting_position: (u32, u32),
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body_texture: Texture<'a>,
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eyes_texture: Texture<'a>,
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map: Rc<RefCell<Map>>,
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pacman: Rc<RefCell<Pacman<'a>>>,
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) -> Ghost<'a> {
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let color = ghost_type.color();
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let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
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body_sprite.set_color_modulation(color.r, color.g, color.b);
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Ghost {
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pixel_position: Map::cell_to_pixel(starting_position),
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cell_position: starting_position,
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direction: Direction::Left,
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mode: GhostMode::Chase,
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ghost_type,
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is_blue: false,
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map,
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pacman,
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speed: 3,
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modulation: SimpleTickModulator::new(1.0),
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body_sprite,
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eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
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}
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}
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/// Renders the ghost to the canvas
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pub fn render(&mut self, canvas: &mut Canvas<Window>) {
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// Render body
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if self.mode != GhostMode::Eyes {
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let color = if self.mode == GhostMode::Frightened {
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Color::RGB(0, 0, 255)
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} else {
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self.ghost_type.color()
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};
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self.body_sprite
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.set_color_modulation(color.r, color.g, color.b);
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self.body_sprite
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.render(canvas, self.pixel_position, Direction::Right);
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}
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// Always render eyes on top
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let eye_frame = if self.mode == GhostMode::Frightened {
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4 // Frightened frame
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} else {
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match self.direction {
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Direction::Right => 0,
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Direction::Up => 1,
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Direction::Left => 2,
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Direction::Down => 3,
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}
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};
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self.eyes_sprite.render_static(
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canvas,
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self.pixel_position,
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Direction::Right,
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Some(eye_frame),
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);
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}
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/// Calculates the path to the target tile using the A* algorithm.
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fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
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let start = self.cell_position;
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let map = self.map.borrow();
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astar(
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&start,
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|&p| {
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let mut successors = vec![];
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for dir in &[
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Direction::Up,
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Direction::Down,
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Direction::Left,
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Direction::Right,
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] {
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let (dx, dy) = dir.offset();
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let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
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if let Some(tile) = map.get_tile(next_p) {
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if tile != MapTile::Wall {
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successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
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}
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}
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}
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successors
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},
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|&p| {
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((p.0 as i32 - target.0 as i32).abs() + (p.1 as i32 - target.1 as i32).abs()) as u32
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},
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|&p| p == target,
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)
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}
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/// Gets the target tile for this ghost based on its current mode
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pub fn get_target_tile(&self) -> (i32, i32) {
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match self.mode {
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GhostMode::Scatter => self.get_scatter_target(),
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GhostMode::Chase => self.get_chase_target(),
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GhostMode::Frightened => self.get_random_target(),
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GhostMode::Eyes => self.get_house_target(),
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GhostMode::House => self.get_house_exit_target(),
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}
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}
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/// Gets this ghost's home corner target for scatter mode
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fn get_scatter_target(&self) -> (i32, i32) {
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match self.ghost_type {
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GhostType::Blinky => (25, 0), // Top right
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GhostType::Pinky => (2, 0), // Top left
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GhostType::Inky => (27, 35), // Bottom right
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GhostType::Clyde => (0, 35), // Bottom left
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}
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}
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/// Gets a random adjacent tile for frightened mode
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fn get_random_target(&self) -> (i32, i32) {
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let mut rng = rand::thread_rng();
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let (x, y) = self.cell_position;
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let mut possible_moves = Vec::new();
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// Check all four directions
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for dir in &[
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Direction::Up,
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Direction::Down,
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Direction::Left,
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Direction::Right,
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] {
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// Don't allow reversing direction
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if *dir == self.direction.opposite() {
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continue;
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}
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let (dx, dy) = dir.offset();
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let next_cell = (x as i32 + dx, y as i32 + dy);
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let tile = self.map.borrow().get_tile(next_cell);
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if let Some(MapTile::Wall) = tile {
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// It's a wall, not a valid move
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} else {
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possible_moves.push(next_cell);
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}
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}
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if possible_moves.is_empty() {
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// No valid moves, must reverse
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let (dx, dy) = self.direction.opposite().offset();
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return (x as i32 + dx, y as i32 + dy);
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}
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// Choose a random valid move
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possible_moves[rng.gen_range(0..possible_moves.len())]
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}
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/// Gets the ghost house target for returning eyes
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fn get_house_target(&self) -> (i32, i32) {
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(13, 14) // Center of ghost house
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}
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/// Gets the exit point target when leaving house
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fn get_house_exit_target(&self) -> (i32, i32) {
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(13, 11) // Just above ghost house
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}
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/// Gets this ghost's chase mode target (to be implemented by each ghost type)
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fn get_chase_target(&self) -> (i32, i32) {
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// Default implementation just targets Pac-Man directly
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let pacman = self.pacman.borrow();
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(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
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}
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/// Changes the ghost's mode and handles direction reversal
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pub fn set_mode(&mut self, new_mode: GhostMode) {
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// Don't reverse if going to/from frightened or if in house
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let should_reverse = self.mode != GhostMode::House
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&& new_mode != GhostMode::Frightened
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&& self.mode != GhostMode::Frightened;
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self.mode = new_mode;
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if should_reverse {
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self.direction = self.direction.opposite();
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}
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}
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}
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impl Entity for Ghost<'_> {
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fn position(&self) -> (i32, i32) {
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self.pixel_position
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}
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fn cell_position(&self) -> (u32, u32) {
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self.cell_position
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}
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fn internal_position(&self) -> (u32, u32) {
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let (x, y) = self.position();
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(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
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}
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fn is_colliding(&self, other: &dyn Entity) -> bool {
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let (x, y) = self.position();
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let (other_x, other_y) = other.position();
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x == other_x && y == other_y
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}
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fn tick(&mut self) {
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if self.mode == GhostMode::House {
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// For now, do nothing in the house
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return;
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}
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if self.internal_position() == (0, 0) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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// Pathfinding logic
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let target_tile = self.get_target_tile();
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if let Some((path, _)) =
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self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
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{
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if path.len() > 1 {
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let next_move = path[1];
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let (x, y) = self.cell_position;
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let dx = next_move.0 as i32 - x as i32;
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let dy = next_move.1 as i32 - y as i32;
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self.direction = if dx > 0 {
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Direction::Right
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} else if dx < 0 {
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Direction::Left
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} else if dy > 0 {
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Direction::Down
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} else {
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Direction::Up
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};
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}
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}
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// Check if the next tile in the current direction is a wall
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let (dx, dy) = self.direction.offset();
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let next_cell = (
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self.cell_position.0 as i32 + dx,
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self.cell_position.1 as i32 + dy,
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);
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let next_tile = self
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.map
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.borrow()
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.get_tile(next_cell)
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.unwrap_or(MapTile::Empty);
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if next_tile == MapTile::Wall {
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// Don't move if the next tile is a wall
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return;
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}
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}
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if !self.modulation.next() {
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return;
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}
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// Update position based on current direction and speed
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let speed = self.speed as i32;
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match self.direction {
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Direction::Right => self.pixel_position.0 += speed,
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Direction::Left => self.pixel_position.0 -= speed,
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Direction::Up => self.pixel_position.1 -= speed,
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Direction::Down => self.pixel_position.1 += speed,
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}
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// Update cell position when aligned with grid
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if self.internal_position() == (0, 0) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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}
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}
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}
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