Files
Pac-Man/src/entity/ghost.rs

255 lines
9.7 KiB
Rust

// //! Ghost entity implementation.
// //!
// //! This module contains the ghost character logic, including movement,
// //! animation, and rendering. Ghosts move through the game graph using
// //! a traverser and display directional animated textures.
// use pathfinding::prelude::dijkstra;
// use rand::prelude::*;
// use smallvec::SmallVec;
// use tracing::error;
// use crate::entity::{
// collision::Collidable,
// direction::Direction,
// graph::{Edge, EdgePermissions, Graph, NodeId},
// r#trait::Entity,
// traversal::Traverser,
// };
// use crate::texture::animated::AnimatedTexture;
// use crate::texture::directional::DirectionalAnimatedTexture;
// use crate::texture::sprite::SpriteAtlas;
// use crate::error::{EntityError, GameError, GameResult, TextureError};
// /// Determines if a ghost can traverse a given edge.
// ///
// /// Ghosts can move through edges that allow all entities or ghost-only edges.
// fn can_ghost_traverse(edge: Edge) -> bool {
// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
// }
// /// The four classic ghost types.
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
// pub enum GhostType {
// Blinky,
// Pinky,
// Inky,
// Clyde,
// }
// impl GhostType {
// /// Returns the ghost type name for atlas lookups.
// pub fn as_str(self) -> &'static str {
// match self {
// GhostType::Blinky => "blinky",
// GhostType::Pinky => "pinky",
// GhostType::Inky => "inky",
// GhostType::Clyde => "clyde",
// }
// }
// /// Returns the base movement speed for this ghost type.
// pub fn base_speed(self) -> f32 {
// match self {
// GhostType::Blinky => 1.0,
// GhostType::Pinky => 0.95,
// GhostType::Inky => 0.9,
// GhostType::Clyde => 0.85,
// }
// }
// }
// /// A ghost entity that roams the game world.
// ///
// /// Ghosts move through the game world using a graph-based navigation system
// /// and display directional animated sprites. They randomly choose directions
// /// at each intersection.
// pub struct Ghost {
// /// Handles movement through the game graph
// pub traverser: Traverser,
// /// The type of ghost (affects appearance and speed)
// pub ghost_type: GhostType,
// /// Manages directional animated textures for different movement states
// texture: DirectionalAnimatedTexture,
// /// Current movement speed
// speed: f32,
// }
// impl Entity for Ghost {
// fn traverser(&self) -> &Traverser {
// &self.traverser
// }
// fn traverser_mut(&mut self) -> &mut Traverser {
// &mut self.traverser
// }
// fn texture(&self) -> &DirectionalAnimatedTexture {
// &self.texture
// }
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
// &mut self.texture
// }
// fn speed(&self) -> f32 {
// self.speed
// }
// fn can_traverse(&self, edge: Edge) -> bool {
// can_ghost_traverse(edge)
// }
// fn tick(&mut self, dt: f32, graph: &Graph) {
// // Choose random direction when at a node
// if self.traverser.position.is_at_node() {
// self.choose_random_direction(graph);
// }
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
// error!("Ghost movement error: {}", e);
// }
// self.texture.tick(dt);
// }
// }
// impl Ghost {
// /// Creates a new ghost instance at the specified starting node.
// ///
// /// Sets up animated textures for all four directions with moving and stopped states.
// /// The moving animation cycles through two sprite variants.
// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
// let mut textures = [None, None, None, None];
// let mut stopped_textures = [None, None, None, None];
// for direction in Direction::DIRECTIONS {
// let moving_prefix = match direction {
// Direction::Up => "up",
// Direction::Down => "down",
// Direction::Left => "left",
// Direction::Right => "right",
// };
// let moving_tiles = vec![
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
// .ok_or_else(|| {
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
// "ghost/{}/{}_{}.png",
// ghost_type.as_str(),
// moving_prefix,
// "a"
// )))
// })?,
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
// .ok_or_else(|| {
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
// "ghost/{}/{}_{}.png",
// ghost_type.as_str(),
// moving_prefix,
// "b"
// )))
// })?,
// ];
// let stopped_tiles =
// vec![
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
// .ok_or_else(|| {
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
// "ghost/{}/{}_{}.png",
// ghost_type.as_str(),
// moving_prefix,
// "a"
// )))
// })?,
// ];
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
// }
// Ok(Self {
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
// ghost_type,
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
// speed: ghost_type.base_speed(),
// })
// }
// /// Chooses a random available direction at the current intersection.
// fn choose_random_direction(&mut self, graph: &Graph) {
// let current_node = self.traverser.position.from_node_id();
// let intersection = &graph.adjacency_list[current_node];
// // Collect all available directions
// let mut available_directions = SmallVec::<[_; 4]>::new();
// for direction in Direction::DIRECTIONS {
// if let Some(edge) = intersection.get(direction) {
// if can_ghost_traverse(edge) {
// available_directions.push(direction);
// }
// }
// }
// // Choose a random direction (avoid reversing unless necessary)
// if !available_directions.is_empty() {
// let mut rng = SmallRng::from_os_rng();
// // Filter out the opposite direction if possible, but allow it if we have limited options
// let opposite = self.traverser.direction.opposite();
// let filtered_directions: Vec<_> = available_directions
// .iter()
// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
// .collect();
// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
// self.traverser.set_next_direction(*random_direction);
// }
// }
// }
// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
// ///
// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
// /// The path includes the current node and the target node.
// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
// let start_node = self.traverser.position.from_node_id();
// // Use Dijkstra's algorithm to find the shortest path
// let result = dijkstra(
// &start_node,
// |&node_id| {
// // Get all edges from the current node
// graph.adjacency_list[node_id]
// .edges()
// .filter(|edge| can_ghost_traverse(*edge))
// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
// .collect::<Vec<_>>()
// },
// |&node_id| node_id == target,
// );
// result.map(|(path, _cost)| path).ok_or_else(|| {
// GameError::Entity(EntityError::PathfindingFailed(format!(
// "No path found from node {} to target {}",
// start_node, target
// )))
// })
// }
// /// Returns the ghost's color for debug rendering.
// pub fn debug_color(&self) -> sdl2::pixels::Color {
// match self.ghost_type {
// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
// }
// }
// }
// impl Collidable for Ghost {
// fn position(&self) -> crate::entity::traversal::Position {
// self.traverser.position
// }
// }