Files
Pac-Man/src/map.rs

217 lines
7.0 KiB
Rust

//! 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 once_cell::sync::OnceCell;
use std::collections::{HashSet, VecDeque};
use std::ops::Add;
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct SignedPosition {
pub x: i32,
pub y: i32,
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct Position {
pub x: u32,
pub y: u32,
}
impl Add<SignedPosition> for Position {
type Output = Position;
fn add(self, rhs: SignedPosition) -> Self::Output {
Position {
x: (self.x as i32 + rhs.x) as u32,
y: (self.y as i32 + rhs.y) as u32,
}
}
}
impl PartialEq<(u32, u32)> for Position {
fn eq(&self, other: &(u32, u32)) -> bool {
self.x == other.0 && self.y == other.1
}
}
impl Position {
pub fn as_i32(&self) -> (i32, i32) {
(self.x as i32, self.y as i32)
}
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
Position {
x: (self.x as i32 + dx) as u32,
y: (self.y as i32 + dy) as u32,
}
}
}
/// 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: (i32, i32)) -> Option<MapTile> {
let x = cell.0 as usize;
let y = cell.1 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: (i32, i32), tile: MapTile) -> bool {
let x = cell.0 as usize;
let y = cell.1 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: (u32, u32)) -> (i32, i32) {
(
(cell.0 * CELL_SIZE) as i32,
((cell.1 + 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<Position> {
use MapTile::*;
static CACHE: OnceCell<Vec<Position>> = 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(Position {
x: x as u32,
y: 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 [
SignedPosition { x: -1, y: 0 },
SignedPosition { x: 1, y: 0 },
SignedPosition { x: 0, y: -1 },
SignedPosition { x: 0, y: 1 },
] {
let neighbor = pos + offset;
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<Position> = visited.into_iter().collect();
result.sort_unstable();
CACHE.get_or_init(|| result)
}
}