//! This module defines the game map and provides functions for interacting with it. use rand::seq::IteratorRandom; use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE}; use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH}; use glam::{IVec2, UVec2}; use once_cell::sync::OnceCell; use std::collections::{HashSet, VecDeque}; /// The game map. /// /// The map is represented as a 2D array of `MapTile`s. It also stores a copy of /// the original map, which can be used to reset the map to its initial state. pub struct Map { /// The current state of the map. current: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize], /// The default state of the map. default: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize], } impl Map { /// Creates a new `Map` instance from a raw board layout. /// /// # Arguments /// /// * `raw_board` - A 2D array of characters representing the board layout. pub fn new(raw_board: [&str; BOARD_HEIGHT as usize]) -> Map { let mut map = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize]; for (y, line) in raw_board.iter().enumerate().take(BOARD_HEIGHT as usize) { for (x, character) in line.chars().enumerate().take(BOARD_WIDTH as usize) { let tile = match character { '#' => MapTile::Wall, '.' => MapTile::Pellet, 'o' => MapTile::PowerPellet, ' ' => MapTile::Empty, 'T' => MapTile::Tunnel, c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8), '=' => MapTile::Empty, _ => panic!("Unknown character in board: {character}"), }; map[x][y] = tile; } } Map { current: map, default: map, } } /// Resets the map to its original state. pub fn reset(&mut self) { // Restore the map to its original state for (x, col) in self.current.iter_mut().enumerate().take(BOARD_WIDTH as usize) { for (y, cell) in col.iter_mut().enumerate().take(BOARD_HEIGHT as usize) { *cell = self.default[x][y]; } } } /// Returns the tile at the given cell coordinates. /// /// # Arguments /// /// * `cell` - The cell coordinates, in grid coordinates. pub fn get_tile(&self, cell: IVec2) -> Option { let x = cell.x as usize; let y = cell.y as usize; if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize { return None; } Some(self.current[x][y]) } /// Sets the tile at the given cell coordinates. /// /// # Arguments /// /// * `cell` - The cell coordinates, in grid coordinates. /// * `tile` - The tile to set. pub fn set_tile(&mut self, cell: IVec2, tile: MapTile) -> bool { let x = cell.x as usize; let y = cell.y as usize; if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize { return false; } self.current[x][y] = tile; true } /// Converts cell coordinates to pixel coordinates. /// /// # Arguments /// /// * `cell` - The cell coordinates, in grid coordinates. pub fn cell_to_pixel(cell: UVec2) -> IVec2 { IVec2::new((cell.x * CELL_SIZE) as i32, ((cell.y + BOARD_OFFSET.1) * CELL_SIZE) as i32) } /// Returns a reference to a cached vector of all valid playable positions in the maze. /// This is computed once using a flood fill from a random pellet, and then cached. pub fn get_valid_playable_positions(&mut self) -> &Vec { use MapTile::*; static CACHE: OnceCell> = OnceCell::new(); if let Some(cached) = CACHE.get() { return cached; } // Find a random starting pellet let mut pellet_positions = vec![]; for (x, col) in self.current.iter().enumerate().take(BOARD_WIDTH as usize) { for (y, &cell) in col.iter().enumerate().take(BOARD_HEIGHT as usize) { match cell { Pellet | PowerPellet => pellet_positions.push(UVec2::new(x as u32, y as u32)), _ => {} } } } let mut rng = rand::rng(); let &start = pellet_positions .iter() .choose(&mut rng) .expect("No pellet found for flood fill"); // Flood fill let mut visited = HashSet::new(); let mut queue = VecDeque::new(); queue.push_back(start); while let Some(pos) = queue.pop_front() { if !visited.insert(pos) { continue; } match self.current[pos.x as usize][pos.y as usize] { Empty | Pellet | PowerPellet => { for offset in [IVec2::new(-1, 0), IVec2::new(1, 0), IVec2::new(0, -1), IVec2::new(0, 1)] { let neighbor = (pos.as_ivec2() + offset).as_uvec2(); if neighbor.x < BOARD_WIDTH && neighbor.y < BOARD_HEIGHT { let neighbor_tile = self.current[neighbor.x as usize][neighbor.y as usize]; if matches!(neighbor_tile, Empty | Pellet | PowerPellet) { queue.push_back(neighbor); } } } } StartingPosition(_) | Wall | Tunnel => {} } } let mut result: Vec = visited.into_iter().collect(); result.sort_unstable_by_key(|v| (v.x, v.y)); CACHE.get_or_init(|| result) } }