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https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 06:12:37 -06:00
refactor: move entity-related code into src/entity submodule
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311
src/entity/ghost.rs
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311
src/entity/ghost.rs
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use rand::rngs::SmallRng;
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use rand::Rng;
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use rand::SeedableRng;
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use crate::animation::{AnimatedAtlasTexture, FrameDrawn};
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use crate::constants::{MapTile, BOARD_WIDTH};
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use crate::direction::Direction;
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use crate::entity::pacman::Pacman;
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use crate::entity::{Entity, MovableEntity, Moving, Renderable};
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use crate::map::Map;
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use crate::modulation::{SimpleTickModulator, TickModulator};
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use glam::{IVec2, UVec2};
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use sdl2::pixels::Color;
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use sdl2::render::Texture;
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use std::cell::RefCell;
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use std::rc::Rc;
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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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/// Shared movement and position fields.
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pub base: MovableEntity,
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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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/// Reference to Pac-Man for targeting
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pub pacman: Rc<RefCell<Pacman<'a>>>,
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pub body_sprite: AnimatedAtlasTexture<'a>,
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pub eyes_sprite: AnimatedAtlasTexture<'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: UVec2,
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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 = AnimatedAtlasTexture::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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let pixel_position = Map::cell_to_pixel(starting_position);
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Ghost {
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base: MovableEntity::new(
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pixel_position,
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starting_position,
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Direction::Left,
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3,
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SimpleTickModulator::new(1.0),
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map,
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),
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mode: GhostMode::Chase,
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ghost_type,
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pacman,
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body_sprite,
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eyes_sprite: AnimatedAtlasTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
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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) -> IVec2 {
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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) -> IVec2 {
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match self.ghost_type {
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GhostType::Blinky => IVec2::new(25, 0), // Top right
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GhostType::Pinky => IVec2::new(2, 0), // Top left
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GhostType::Inky => IVec2::new(27, 35), // Bottom right
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GhostType::Clyde => IVec2::new(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) -> IVec2 {
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let mut rng = SmallRng::from_os_rng();
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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 &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
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// Don't allow reversing direction
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if *dir == self.base.direction.opposite() {
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continue;
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}
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let next_cell = self.base.next_cell(Some(*dir));
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if !matches!(self.base.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) {
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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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self.base.next_cell(Some(self.base.direction.opposite()))
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} else {
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// Choose a random valid move
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possible_moves[rng.random_range(0..possible_moves.len())]
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}
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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) -> IVec2 {
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IVec2::new(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) -> IVec2 {
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IVec2::new(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) -> IVec2 {
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let pacman = self.pacman.borrow();
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let cell = pacman.base().cell_position;
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IVec2::new(cell.x as i32, cell.y as i32)
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}
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/// Calculates the path to the target tile using the A* algorithm.
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pub fn get_path_to_target(&self, target: UVec2) -> Option<(Vec<UVec2>, u32)> {
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let start = self.base.base.cell_position;
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let map = self.base.map.borrow();
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use pathfinding::prelude::dijkstra;
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dijkstra(
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&start,
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|&p| {
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let mut successors = vec![];
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let tile = map.get_tile(IVec2::new(p.x as i32, p.y as i32));
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// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
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if let Some(MapTile::Tunnel) = tile {
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if p.x == 0 {
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successors.push((UVec2::new(BOARD_WIDTH - 2, p.y), 1));
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} else if p.x == BOARD_WIDTH - 1 {
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successors.push((UVec2::new(1, p.y), 1));
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}
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}
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for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
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let (dx, dy) = dir.offset();
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let next_p = IVec2::new(p.x as i32 + dx, p.y 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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continue;
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}
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let next_u = UVec2::new(next_p.x as u32, next_p.y as u32);
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successors.push((next_u, 1));
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}
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}
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successors
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},
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|&p| p == target,
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)
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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 =
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self.mode != GhostMode::House && new_mode != GhostMode::Frightened && self.mode != GhostMode::Frightened;
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self.mode = new_mode;
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self.base.speed = match new_mode {
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GhostMode::Chase => 3,
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GhostMode::Scatter => 2,
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GhostMode::Frightened => 2,
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GhostMode::Eyes => 7,
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GhostMode::House => 0,
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};
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if should_reverse {
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self.base.set_direction_if_valid(self.base.direction.opposite());
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}
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}
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pub 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.base.is_grid_aligned() {
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self.base.update_cell_position();
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if !self.base.handle_tunnel() {
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// Pathfinding logic (only if not in tunnel)
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let target_tile = self.get_target_tile();
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if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
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if path.len() > 1 {
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let next_move = path[1];
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let x = self.base.base.cell_position.x;
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let y = self.base.base.cell_position.y;
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let dx = next_move.x as i32 - x as i32;
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let dy = next_move.y as i32 - y as i32;
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let new_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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self.base.set_direction_if_valid(new_direction);
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}
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}
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}
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// Don't move if the next tile is a wall
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if self.base.is_wall_ahead(None) {
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return;
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}
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}
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if self.base.modulation.next() {
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self.base.move_forward();
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if self.base.is_grid_aligned() {
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self.base.update_cell_position();
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}
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}
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}
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}
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impl<'a> Moving for Ghost<'a> {
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fn move_forward(&mut self) {
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self.base.move_forward();
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}
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fn update_cell_position(&mut self) {
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self.base.update_cell_position();
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}
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fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
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self.base.next_cell(direction)
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}
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fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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self.base.is_wall_ahead(direction)
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}
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fn handle_tunnel(&mut self) -> bool {
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self.base.handle_tunnel()
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}
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fn is_grid_aligned(&self) -> bool {
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self.base.is_grid_aligned()
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}
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fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
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self.base.set_direction_if_valid(new_direction)
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}
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}
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impl<'a> Renderable for Ghost<'a> {
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fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
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let pos = self.base.base.pixel_position;
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self.body_sprite.render(canvas, (pos.x, pos.y), Direction::Right, None);
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// Inline the eye_frame logic here
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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.base.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
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.render(canvas, (pos.x, pos.y), Direction::Right, Some(eye_frame));
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}
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}
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