mirror of
https://github.com/Xevion/Pac-Man.git
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340 lines
15 KiB
Rust
340 lines
15 KiB
Rust
//! Map construction and building functionality.
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use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::entity::direction::{Direction, DIRECTIONS};
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use crate::entity::graph::{Graph, Node, NodeId};
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use crate::map::parser::MapTileParser;
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use crate::map::render::MapRenderer;
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use crate::texture::sprite::{AtlasTile, SpriteAtlas};
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use glam::{IVec2, UVec2, Vec2};
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use sdl2::render::{Canvas, RenderTarget};
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use std::collections::{HashMap, VecDeque};
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use tracing::debug;
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/// The game map, responsible for holding the tile-based layout and the navigation graph.
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///
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/// The map is represented as a 2D array of `MapTile`s. It also stores a navigation
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/// `Graph` that entities like Pac-Man and ghosts use for movement. The graph is
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/// generated from the walkable tiles of the map.
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pub struct Map {
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/// The current state of the map.
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current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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/// The node map for entity movement.
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pub graph: Graph,
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/// A mapping from grid positions to node IDs.
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pub grid_to_node: HashMap<IVec2, NodeId>,
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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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/// This constructor initializes the map tiles based on the provided character layout
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/// and then generates a navigation graph from the walkable areas.
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///
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/// # Panics
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///
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/// This function will panic if the board layout contains unknown characters or if
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/// the house door is not defined by exactly two '=' characters.
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pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
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let parsed_map = MapTileParser::parse_board(raw_board).expect("Failed to parse board layout");
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let map = parsed_map.tiles;
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let house_door = parsed_map.house_door;
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let tunnel_ends = parsed_map.tunnel_ends;
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let mut graph = Graph::new();
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let mut grid_to_node = HashMap::new();
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let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
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// Find a starting point for the graph generation, preferably Pac-Man's position.
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let start_pos = (0..BOARD_CELL_SIZE.y)
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.flat_map(|y| (0..BOARD_CELL_SIZE.x).map(move |x| IVec2::new(x as i32, y as i32)))
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.find(|&p| matches!(map[p.x as usize][p.y as usize], MapTile::StartingPosition(0)))
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.unwrap_or_else(|| {
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// Fallback to any valid walkable tile if Pac-Man's start is not found
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(0..BOARD_CELL_SIZE.y)
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.flat_map(|y| (0..BOARD_CELL_SIZE.x).map(move |x| IVec2::new(x as i32, y as i32)))
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.find(|&p| {
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matches!(
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map[p.x as usize][p.y as usize],
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MapTile::Pellet
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| MapTile::PowerPellet
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| MapTile::Empty
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| MapTile::Tunnel
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| MapTile::StartingPosition(_)
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)
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})
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.expect("No valid starting position found on map for graph generation")
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});
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// Add the starting position to the graph/queue
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let mut queue = VecDeque::new();
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queue.push_back(start_pos);
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let pos = Vec2::new(
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(start_pos.x * CELL_SIZE as i32) as f32,
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(start_pos.y * CELL_SIZE as i32) as f32,
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) + cell_offset;
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let node_id = graph.add_node(Node { position: pos });
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grid_to_node.insert(start_pos, node_id);
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// Iterate over the queue, adding nodes to the graph and connecting them to their neighbors
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while let Some(source_position) = queue.pop_front() {
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for &dir in DIRECTIONS.iter() {
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let new_position = source_position + dir.to_ivec2();
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// Skip if the new position is out of bounds
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if new_position.x < 0
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|| new_position.x >= BOARD_CELL_SIZE.x as i32
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|| new_position.y < 0
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|| new_position.y >= BOARD_CELL_SIZE.y as i32
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{
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continue;
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}
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// Skip if the new position is already in the graph
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if grid_to_node.contains_key(&new_position) {
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continue;
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}
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// Skip if the new position is not a walkable tile
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if matches!(
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map[new_position.x as usize][new_position.y as usize],
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MapTile::Pellet | MapTile::PowerPellet | MapTile::Empty | MapTile::Tunnel | MapTile::StartingPosition(_)
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) {
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// Add the new position to the graph/queue
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let pos = Vec2::new(
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(new_position.x * CELL_SIZE as i32) as f32,
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(new_position.y * CELL_SIZE as i32) as f32,
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) + cell_offset;
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let new_node_id = graph.add_node(Node { position: pos });
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grid_to_node.insert(new_position, new_node_id);
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queue.push_back(new_position);
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// Connect the new node to the source node
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let source_node_id = grid_to_node
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.get(&source_position)
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.expect(&format!("Source node not found for {source_position}"));
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// Connect the new node to the source node
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graph
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.connect(*source_node_id, new_node_id, false, None, dir)
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.expect("Failed to add edge");
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}
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}
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}
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// While most nodes are already connected to their neighbors, some may not be, so we need to connect them
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for (grid_pos, &node_id) in &grid_to_node {
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for dir in DIRECTIONS {
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// If the node doesn't have an edge in this direction, look for a neighbor in that direction
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if graph.adjacency_list[node_id].get(dir).is_none() {
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let neighbor = grid_pos + dir.to_ivec2();
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// If the neighbor exists, connect the node to it
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if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
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graph
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.connect(node_id, neighbor_id, false, None, dir)
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.expect("Failed to add edge");
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}
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}
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}
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}
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// Build house structure
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Self::build_house(&mut graph, &grid_to_node, &house_door);
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// Build tunnel connections
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Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends);
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Map {
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current: map,
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grid_to_node,
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graph,
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}
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}
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/// Finds the starting position for a given entity ID.
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///
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/// # Arguments
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///
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/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
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///
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/// # Returns
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///
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/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
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pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
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for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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if let MapTile::StartingPosition(id) = cell {
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if id == entity_id {
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return Some(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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None
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}
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/// Renders the map to the given canvas.
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
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MapRenderer::render_map(canvas, atlas, map_texture);
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}
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/// Renders a debug visualization of the navigation graph.
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///
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/// This function is intended for development and debugging purposes. It draws the
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/// nodes and edges of the graph on top of the map, allowing for visual
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/// inspection of the navigation paths.
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pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>) {
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MapRenderer::debug_render_nodes(&self.graph, canvas);
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}
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/// Builds the house structure in the graph.
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fn build_house(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, house_door: &[Option<IVec2>; 2]) {
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// Calculate the position of the house entrance node
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let (house_entrance_node_id, house_entrance_node_position) = {
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// Translate the grid positions to the actual node ids
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let left_node = grid_to_node
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.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.to_ivec2()))
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.expect("Left house door node not found");
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let right_node = grid_to_node
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.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.to_ivec2()))
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.expect("Right house door node not found");
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// Calculate the position of the house node
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let (node_id, node_position) = {
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let left_pos = graph.get_node(*left_node).unwrap().position;
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let right_pos = graph.get_node(*right_node).unwrap().position;
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let house_node = graph.add_node(Node {
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position: left_pos.lerp(right_pos, 0.5),
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});
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(house_node, left_pos.lerp(right_pos, 0.5))
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};
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// Connect the house door to the left and right nodes
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graph
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.connect(node_id, *left_node, true, None, Direction::Left)
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.expect("Failed to connect house door to left node");
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graph
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.connect(node_id, *right_node, true, None, Direction::Right)
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.expect("Failed to connect house door to right node");
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(node_id, node_position)
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};
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// A helper function to help create the various 'lines' of nodes within the house
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let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> (NodeId, NodeId) {
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// Place the nodes at, above, and below the center position
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let center_node_id = graph.add_node(Node { position: center_pos });
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let top_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Up.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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let bottom_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Down.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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// Connect the center node to the top and bottom nodes
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graph
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.connect(center_node_id, top_node_id, false, None, Direction::Up)
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.expect("Failed to connect house line to left node");
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graph
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.connect(center_node_id, bottom_node_id, false, None, Direction::Down)
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.expect("Failed to connect house line to right node");
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(center_node_id, top_node_id)
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};
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// Calculate the position of the center line's center node
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let center_line_center_position =
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house_entrance_node_position + (Direction::Down.to_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
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// Create the center line
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let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position);
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// Connect the house entrance to the top line
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graph
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.connect(house_entrance_node_id, center_top_node_id, false, None, Direction::Down)
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.expect("Failed to connect house entrance to top line");
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// Create the left line
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let (left_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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// Create the right line
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let (right_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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debug!("Left center node id: {left_center_node_id}");
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// Connect the center line to the left and right lines
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graph
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.connect(center_center_node_id, left_center_node_id, false, None, Direction::Left)
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.expect("Failed to connect house entrance to left top line");
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graph
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.connect(center_center_node_id, right_center_node_id, false, None, Direction::Right)
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.expect("Failed to connect house entrance to right top line");
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debug!("House entrance node id: {house_entrance_node_id}");
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}
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/// Builds the tunnel connections in the graph.
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fn build_tunnels(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, tunnel_ends: &[Option<IVec2>; 2]) {
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// Create the hidden tunnel nodes
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let left_tunnel_hidden_node_id = {
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let left_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[0].expect("Left tunnel end not found")];
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let left_tunnel_entrance_node = graph
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.get_node(left_tunnel_entrance_node_id)
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.expect("Left tunnel entrance node not found");
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graph
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.connect_node(
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left_tunnel_entrance_node_id,
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Direction::Left,
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Node {
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position: left_tunnel_entrance_node.position
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+ (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
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};
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// Create the right tunnel nodes
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let right_tunnel_hidden_node_id = {
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let right_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[1].expect("Right tunnel end not found")];
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let right_tunnel_entrance_node = graph
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.get_node(right_tunnel_entrance_node_id)
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.expect("Right tunnel entrance node not found");
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graph
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.connect_node(
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right_tunnel_entrance_node_id,
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Direction::Right,
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Node {
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position: right_tunnel_entrance_node.position
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+ (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
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};
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// Connect the left tunnel hidden node to the right tunnel hidden node
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graph
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.connect(
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left_tunnel_hidden_node_id,
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right_tunnel_hidden_node_id,
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false,
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Some(0.0),
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Direction::Left,
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)
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.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
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}
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}
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