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