Add Brain enum with hunting foxes; move the A* into the sim

NPC strategy is now a Brain field on the entity (Idle, Wander, Hunt(Prey))
that Sim::think matches on, so behavior is data independent of species.
Hunt follows the first step of an A* route to the nearest prey in sight,
replanned every window; the pathfinder moves from game/ to sim/ for that.
A greedy step-toward-target was tried first and oscillated at walls. Bumps
between the same species no longer fight, and six foxes join the hens.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-19 11:27:47 +02:00
co-authored by Claude Opus 5
parent b64c83fce0
commit 03a12c82dc
8 changed files with 254 additions and 41 deletions
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+80 -8
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@@ -1,11 +1,10 @@
mod pathfind;
mod pixelhelper;
use std::collections::{HashMap, VecDeque};
use crate::assets::{Image, Tile};
use crate::input::{GameAction, InputState};
use sim::entity::{Entity, EntityKind};
use sim::entity::{Brain, Entity, EntityKind, Prey};
use sim::map::TileMap;
use sim::{delta_action, load_world, step_allowed, Event, Sim, TICK_HZ, TICKS_PER_MOVE};
@@ -44,6 +43,18 @@ const CAM_SMOOTH_TAU_MS: f32 = 120.0;
/// A position correction farther than this is a teleport — snap instead of easing.
const CAM_SNAP_PX: f32 = 96.0;
/// Animals scattered over the map at start, one per free tile picked at random.
const HEN_COUNT: usize = 150;
const FOX_COUNT: usize = 6;
/// Sprite indices in `entities.png`.
const SPRITE_PLAYER: u16 = 0;
const SPRITE_HEN: u16 = 1;
const SPRITE_FOX: u16 = 2;
/// Interval of the population report on stdout.
const REPORT_MS: usize = 5000;
/// Render-side smoothing state for one entity: the previous tile and how long ago the
/// current one was taken. Positions are tiles; rendering lerps between them in pixels
/// over one movement interval.
@@ -74,6 +85,10 @@ pub struct Game {
/// Per-entity interpolation state, keyed by entity id. Purely cosmetic — all game
/// logic keeps using the sim's tile positions.
lerp: HashMap<u32, EntityLerp>,
/// Running totals for the population report.
attacks: u32,
deaths: u32,
report_ms: usize,
}
impl Game {
@@ -87,8 +102,25 @@ impl Game {
println!("loaded {map_path}: {}×{} tiles in {:.1} ms",
map.width, map.height, t0.elapsed().as_secs_f64() * 1e3);
let mut sim = Sim::new(world);
let player_id = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 100, 3);
sim.world.spawn_entity(EntityKind::Npc, 1, (6, 6), 5, 1);
let player_id = sim.world.spawn_entity(
EntityKind::Player, SPRITE_PLAYER, Brain::Idle, (0, 0), 100, 3);
// Scatter animals over free tiles. A cheap LCG is plenty for placement.
let mut seed: u32 = 12345;
let mut scatter = |sim: &mut Sim, count: usize, sprite: u16, brain: Brain, hp: u16, attack: u16| {
let mut placed = 0;
while placed < count {
seed = seed.wrapping_mul(1_664_525).wrapping_add(1_013_904_223);
let x = ((seed >> 8) % map.width as u32) as i32;
let y = ((seed >> 20) % map.height as u32) as i32;
if !sim.world.blocked(x, y) {
sim.world.spawn_entity(EntityKind::Npc, sprite, brain, (x as i16, y as i16), hp, attack);
placed += 1;
}
}
};
scatter(&mut sim, HEN_COUNT, SPRITE_HEN, Brain::Wander, 5, 1);
scatter(&mut sim, FOX_COUNT, SPRITE_FOX, Brain::Hunt(Prey::Kind(SPRITE_HEN)), 8, 2);
let mut game = Game {
tileset,
@@ -100,6 +132,9 @@ impl Game {
goal: None,
cam: (0.0, 0.0),
lerp: HashMap::new(),
attacks: 0,
deaths: 0,
report_ms: 0,
};
game.cam = game.cam_target();
game.track_lerp();
@@ -144,21 +179,41 @@ impl Game {
self.step_lerp(dt);
self.step_camera(dt);
self.render_viewport(render_frame);
self.report_ms += dt;
if self.report_ms >= REPORT_MS {
self.report_ms = 0;
self.print_report();
}
None
}
fn print_report(&self) {
let count = |sprite| self.sim.world.entities.values().filter(|e| e.type_id == sprite).count();
println!("hens: {:3} foxes: {:2} attacks: {:4} deaths: {:3}",
count(SPRITE_HEN), count(SPRITE_FOX), self.attacks, self.deaths);
}
/// React to what the sim reported for the last window. Returns `true` once the
/// player is dead — the one event the game cannot continue past.
fn handle_events(&mut self) -> bool {
let mut dead = false;
// Only the player's own fights are logged; the rest is tallied for the report.
for ev in self.sim.take_events() {
match ev {
Event::Attacked { by, target, damage } => {
println!("#{by} hits #{target} for {damage}");
self.attacks += 1;
if by == self.player_id || target == self.player_id {
println!("#{by} hits #{target} for {damage}");
}
}
Event::Died { id, at } => {
println!("#{id} dies at {at:?}");
dead |= id == self.player_id;
self.deaths += 1;
if id == self.player_id {
dead = true;
} else {
println!("#{id} dies at {at:?}");
}
}
}
}
@@ -316,7 +371,7 @@ impl Game {
if self.sim.world.solid(goal.0, goal.1) {
return None;
}
pathfind::find_path(self.player_pos(), goal, |x, y| {
sim::pathfind::find_path(self.player_pos(), goal, |x, y| {
(x, y) != goal && self.sim.world.blocked(x, y)
})
}
@@ -433,6 +488,23 @@ impl Game {
#[cfg(test)]
mod snapshot {
/// Runs the world headlessly for `$SECONDS` (default 60) of sim time and prints the
/// population report — to watch the hens without a window:
/// `cargo test -p game population -- --ignored --nocapture`
#[test]
#[ignore]
fn population() {
std::env::set_current_dir("..").unwrap();
let secs: usize = std::env::var("SECONDS").ok().and_then(|s| s.parse().ok()).unwrap_or(60);
let mut g = super::Game::start("assets/map_test");
let input = crate::input::InputState::new();
let mut frame = vec![0u16; 320 * 240];
for _ in 0..secs * 60 {
g.update(&mut frame, 16, &input);
}
g.print_report();
}
/// Renders the first frame headlessly to the PNG named by `$SNAPSHOT` — a way to
/// eyeball the renderer without a window. `$SNAPSHOT_MAP` picks the map:
/// `SNAPSHOT=/tmp/frame.png cargo test -p game snapshot -- --ignored`
+18 -2
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@@ -47,7 +47,7 @@ crate's `tick`/`set_action` interface is the seam a server could be wrapped arou
(trees/rocks) and id 0 (empty / the invisible world border). A proper tile-data file
format replaces this table later.
- [x] Click-to-move: framebuffer click → world tile, A* over the world
(`game/src/game/pathfind.rs`, 8-connected, Chebyshev heuristic), route fed into the
(`sim/src/pathfind.rs`, 8-connected, Chebyshev heuristic), route fed into the
sim one step per movement window. Keyboard input cancels the route; each step is
re-validated at scheduling time and a blocked step replans toward the persistent
goal. Click-and-hold steers continuously: while the button is held the route keeps
@@ -74,7 +74,17 @@ crate's `tick`/`set_action` interface is the seam a server could be wrapped arou
drained by the game with `Sim::take_events` after every window — which is the
seam for sound, message log, camera shake, spawns. Player death quits for now.
Click-to-move treats an occupied goal as a target (route ends in a bump) but
walks around entities in the way; keyboard steps always bump.
walks around entities in the way; keyboard steps always bump. A bump into the
same `type_id` (species) is a refused move, not a fight.
- [x] NPC brains: `Brain { Idle, Wander, Hunt(Prey) }` as a field on `Entity` — strategy
is data, independent of species and swappable at runtime. `Sim::think` matches on
it. `Hunt` takes the first step of an A* route (the pathfinder moved into `sim/`
for this) to the nearest prey within `SIGHT_RANGE` (8), replanned every window;
out of sight or unreachable it wanders. A greedy step-toward-target was tried
first and oscillated at any wall between hunter and prey. Six foxes
(`Hunt(Kind(hen))`, 8 hp / 2 dmg) clear 150 wandering hens off `map_test` in
about a minute; `cargo test -p game population -- --ignored --nocapture` watches
it headlessly.
- [x] Entity interpolation: per-id lerp table (`EntityLerp` in `game.rs`) — previous/current
tile plus a clock, rendered as a pixel lerp over one movement interval. Jumps of
more than one tile (Chebyshev) snap. Purely cosmetic; game logic keeps using the
@@ -117,6 +127,12 @@ budget model goes once there are enough NPCs to need it. The action-point model
- [x] `EntityKind::Npc`, `Sim::think` scheduling intents through the same intent table
- [x] Bump-to-attack, death, `Event` queue
- [x] `Brain` enum, `Hunt` via A*
- A* per hunter per window is fine for six foxes; the think budget below becomes
necessary once hunters number in the dozens (or `hunt` caches its route and replans
only when the target moved).
- Hunters don't defend themselves: a fox bitten by a hen does not retaliate unless
the hen happens to be its nearest prey. `Brain::Hunt` could switch target on `Attacked`.
- Stats beyond `hp`/`attack` (defense, speed) as plain fields; a `Stats` substruct once
they crowd `Entity`. No ECS until entities actually differ in *which* components they
carry — see the discussion of 2026-09-19.
+24 -2
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@@ -6,10 +6,31 @@ pub enum EntityKind {
Npc,
}
/// What a hunter goes after.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Prey {
Player,
Kind(u16),
}
/// The decision strategy `Sim::think` runs for an NPC. Data, not code: it can be
/// swapped at runtime (a hit hen may start fleeing) and serializes with the entity.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Brain {
/// Never schedules anything — the player, furniture.
Idle,
/// Occasionally a random king move.
Wander,
/// Step toward the nearest prey in sight, bumping into it on contact. Wanders
/// when nothing is in sight.
Hunt(Prey),
}
pub struct Entity {
pub id: u32,
pub kind: EntityKind,
pub type_id: u16, // sprite index into the entity tileset
pub type_id: u16, // sprite index into the entity tileset; also the species
pub brain: Brain,
pub pos: (i16, i16),
pub hp: u16,
pub hp_max: u16,
@@ -18,11 +39,12 @@ pub struct Entity {
}
impl Entity {
pub fn new(id: u32, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> Self {
pub fn new(id: u32, kind: EntityKind, type_id: u16, brain: Brain, pos: (i16, i16), hp: u16, attack: u16) -> Self {
Self {
id,
kind,
type_id,
brain,
pos,
hp,
hp_max: hp,
+1
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@@ -4,6 +4,7 @@
pub mod chunk;
pub mod entity;
pub mod map;
pub mod pathfind;
pub mod world;
mod sim;
@@ -1,10 +1,10 @@
//! Grid A* over the client's chunk cache. The client only *plans* here — every step
//! still goes to the server as a cardinal action, and the server stays authoritative.
//! Grid A* over the world. Planning only: a route is a suggestion, every step of it
//! is re-validated by `entity_tick` when it is actually taken.
use std::cmp::Reverse;
use std::collections::{BinaryHeap, HashMap};
/// Hard cap on expanded nodes, so a click on an unreachable tile can't stall the frame.
/// Hard cap on expanded nodes, so a search for an unreachable tile can't stall the tick.
const MAX_EXPANSIONS: usize = 4096;
/// Longest route we will plan. Keeps the reply small and bounds replan cost.
@@ -22,7 +22,7 @@ const DIAGONAL_COST: i32 = 101;
/// every step is one game turn, so routes are minimal in step count; the tiny diagonal
/// surcharge (see `DIAGONAL_COST`) only breaks ties among equally short paths. Each
/// expansion goes through the shared `step_allowed` rule — so the plan can never contain
/// a step the server would refuse (including corner cutting). Returns the tiles to walk,
/// a step the sim would refuse (including corner cutting). Returns the tiles to walk,
/// excluding `start`, ending on `goal`, or `None` if the goal is unreachable within the
/// search budget.
pub fn find_path(
@@ -75,7 +75,7 @@ pub fn find_path(
(1, -1), (1, 1), (-1, 1), (-1, -1),
] {
let next = (cur.0 + dx, cur.1 + dy);
if !sim::step_allowed(cur, next, &blocked) {
if !crate::step_allowed(cur, next, &blocked) {
continue;
}
let ng = g + if dx != 0 && dy != 0 { DIAGONAL_COST } else { CARDINAL_COST };
@@ -96,7 +96,7 @@ mod tests {
fn assert_valid(start: (i32, i32), path: &[(i32, i32)], blocked: impl Fn(i32, i32) -> bool) {
let mut from = start;
for &to in path {
assert!(sim::step_allowed(from, to, &blocked), "illegal step {from:?} → {to:?}");
assert!(crate::step_allowed(from, to, &blocked), "illegal step {from:?} → {to:?}");
from = to;
}
}
+122 -20
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@@ -1,12 +1,15 @@
use std::collections::HashMap;
use crate::TICKS_PER_MOVE;
use crate::entity::EntityKind;
use crate::entity::{Brain, EntityKind, Prey};
use crate::player_action;
use crate::world::World;
/// How often a wandering NPC takes a step: one window in `WANDER_ODDS`.
const WANDER_ODDS: u32 = 4;
/// How far (Chebyshev) a hunter notices prey.
const SIGHT_RANGE: i32 = 8;
/// Something that happened during a tick and that the outside (rendering, sound,
/// message log, spawning) may want to react to. The sim itself never reads these
/// back — they are an output channel, drained with `Sim::take_events`.
@@ -81,9 +84,9 @@ impl Sim {
}
}
/// Schedule intents for every NPC. Wandering for now: occasionally a random king
/// move, otherwise stand still. Blocked directions are simply refused by
/// `entity_tick` — a wanderer bumping a wall just idles that window.
/// Schedule intents for every NPC according to its `Brain`. Blocked directions are
/// simply refused by `entity_tick` — a wanderer bumping a wall just idles that
/// window.
fn think(&mut self) {
let mut npcs: Vec<u32> = self.world.entities.values()
.filter(|e| e.kind == EntityKind::Npc)
@@ -91,14 +94,51 @@ impl Sim {
.collect();
npcs.sort_unstable();
for id in npcs {
if self.rand() % WANDER_ODDS != 0 {
continue;
let action = match self.world.entities[&id].brain {
Brain::Idle => None,
Brain::Wander => self.wander(),
Brain::Hunt(prey) => self.hunt(id, prey).or_else(|| self.wander()),
};
if let Some(action) = action {
self.intents.insert(id, action);
}
let action = player_action::NORTH + (self.rand() % 8) as u16;
self.intents.insert(id, action);
}
}
/// One window in `WANDER_ODDS`: a random king move.
fn wander(&mut self) -> Option<u16> {
if self.rand() % WANDER_ODDS != 0 {
return None;
}
Some(player_action::NORTH + (self.rand() % 8) as u16)
}
/// Pursuit: the first step of a route to the nearest prey within `SIGHT_RANGE`.
/// Stepping onto the prey is the bump that attacks it. Replanned every window, so
/// a moving target and other entities in the way are handled by construction;
/// unreachable prey (walled off, search budget exceeded) is ignored.
fn hunt(&mut self, id: u32, prey: Prey) -> Option<u16> {
let me = &self.world.entities[&id];
let from = (me.pos.0 as i32, me.pos.1 as i32);
let dist = |p: (i16, i16)| (p.0 as i32 - from.0).abs().max((p.1 as i32 - from.1).abs());
let (_, _, goal) = self.world.entities.values()
.filter(|e| e.id != id && match prey {
Prey::Player => e.kind == EntityKind::Player,
Prey::Kind(t) => e.type_id == t,
})
.map(|e| (dist(e.pos), e.id, (e.pos.0 as i32, e.pos.1 as i32)))
.filter(|&(d, ..)| d <= SIGHT_RANGE)
.min()?;
let w = &self.world;
let route = crate::pathfind::find_path(from, goal, |x, y| {
(x, y) != goal && w.blocked(x, y)
})?;
let step = route[0];
Some(crate::delta_action(step.0 - from.0, step.1 - from.1))
}
fn entity_tick(&mut self) {
// Lowest id first: deterministic, and the player (spawned first) wins a
// contested tile.
@@ -121,7 +161,10 @@ impl Sim {
continue;
}
match self.world.entity_at(to.0, to.1) {
None => self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16)),
None => self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16)),
// Bumping into one's own species is a refused move, not a fight.
Some(target) if self.world.entities[&target].type_id
== self.world.entities[&entity_id].type_id => {}
Some(target) => self.attack(entity_id, target),
}
}
@@ -162,7 +205,7 @@ mod tests {
#[test]
fn one_step_per_window_and_replacement() {
let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
let id = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 1, 1);
sim.set_action(id, player_action::SOUTH);
sim.set_action(id, player_action::NORTH); // replaces
sim.step(); // no window yet
@@ -176,12 +219,12 @@ mod tests {
#[test]
fn blocked_and_out_of_world_steps_are_rejected() {
let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
let id = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 1, 1);
sim.set_action(id, player_action::EAST); // into the wall at (5, 4)
step_window(&mut sim);
assert_eq!(sim.world.entities[&id].pos, (4, 4));
let edge = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 1, 1);
let edge = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (0, 0), 1, 1);
sim.set_action(edge, player_action::WEST); // no chunk there
step_window(&mut sim);
assert_eq!(sim.world.entities[&edge].pos, (0, 0));
@@ -190,7 +233,7 @@ mod tests {
#[test]
fn noop_clears_intent() {
let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
let id = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 1, 1);
sim.set_action(id, player_action::SOUTH);
sim.set_action(id, player_action::NOOP);
step_window(&mut sim);
@@ -200,8 +243,8 @@ mod tests {
#[test]
fn entities_block_each_other() {
let mut sim = Sim::new(open_world());
let a = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 5, 0);
let b = sim.world.spawn_entity(EntityKind::Player, 0, (4, 5), 5, 0);
let a = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 5, 0);
let b = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 5), 5, 0);
sim.set_action(a, player_action::SOUTH); // onto b: a bump, not a move
step_window(&mut sim);
assert_eq!(sim.world.entities[&a].pos, (4, 4));
@@ -222,7 +265,7 @@ mod tests {
#[test]
fn npc_wanders_but_never_walks_through_walls() {
let mut sim = Sim::new(open_world());
let npc = sim.world.spawn_entity(EntityKind::Npc, 1, (10, 10), 1, 1);
let npc = sim.world.spawn_entity(EntityKind::Npc, 1, Brain::Wander, (10, 10), 1, 1);
let mut prev = (10, 10);
let mut moved = false;
for _ in 0..200 {
@@ -241,8 +284,8 @@ mod tests {
#[test]
fn bump_attacks_and_kills() {
let mut sim = Sim::new(open_world());
let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, (4, 5), 5, 0);
let p = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (4, 5), 5, 0);
sim.set_action(p, player_action::SOUTH);
step_window(&mut sim);
@@ -271,11 +314,70 @@ mod tests {
let mut sim = Sim::new(open_world());
// Wall at (5,4), n at (4,5): the diagonal (4,4) → (5,5) is sealed on one side
// by terrain — by the corner rule, a bump there is as illegal as a move.
let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, (5, 5), 5, 0);
let p = sim.world.spawn_entity(EntityKind::Player, 0, Brain::Idle, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (5, 5), 5, 0);
sim.set_action(p, player_action::SOUTH_EAST);
step_window(&mut sim);
assert_eq!(sim.world.entities[&n].hp, 5);
assert!(sim.take_events().is_empty());
}
#[test]
fn same_species_bump_is_not_a_fight() {
let mut sim = Sim::new(open_world());
let a = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (4, 4), 5, 3);
let b = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (4, 5), 5, 3);
sim.set_action(a, player_action::SOUTH);
step_window(&mut sim);
assert_eq!(sim.world.entities[&b].hp, 5);
assert_eq!(sim.world.entities[&a].pos, (4, 4));
assert!(sim.take_events().is_empty());
}
#[test]
fn hunter_closes_in_and_bites() {
let mut sim = Sim::new(open_world());
let hen = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (10, 10), 5, 1);
let fox = sim.world.spawn_entity(EntityKind::Npc, 2, Brain::Hunt(Prey::Kind(1)), (14, 7), 8, 2);
// Chebyshev distance 4: three steps to get adjacent, the fourth is the bite.
for _ in 0..3 { step_window(&mut sim); }
let p = sim.world.entities[&fox].pos;
assert_eq!((p.0 - 10).abs().max((p.1 - 10).abs()), 1, "{p:?}");
assert_eq!(sim.world.entities[&hen].hp, 5);
step_window(&mut sim);
assert_eq!(sim.world.entities[&hen].hp, 3);
assert_eq!(sim.take_events(), vec![Event::Attacked { by: fox, target: hen, damage: 2 }]);
}
#[test]
fn hunter_sidesteps_an_obstacle() {
let mut sim = Sim::new(open_world());
// Wall at (5,4); fox at (6,4) wants (3,4) straight west. The diagonals past
// the wall are illegal (corner rule), so it slides sideways, walks along the
// wall and bites diagonally once it is past.
let hen = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (3, 4), 5, 1);
let fox = sim.world.spawn_entity(EntityKind::Npc, 2, Brain::Hunt(Prey::Kind(1)), (6, 4), 8, 2);
step_window(&mut sim);
let p = sim.world.entities[&fox].pos;
assert!(p == (6, 3) || p == (6, 5), "{p:?}");
step_window(&mut sim);
step_window(&mut sim);
let p = sim.world.entities[&fox].pos;
assert!(p == (4, 3) || p == (4, 5), "{p:?}");
step_window(&mut sim);
assert_eq!(sim.world.entities[&hen].hp, 3);
}
#[test]
fn hunter_ignores_prey_out_of_sight() {
let mut sim = Sim::with_seed(open_world(), 7);
let _hen = sim.world.spawn_entity(EntityKind::Player, 1, Brain::Idle, (2, 2), 5, 1);
let fox = sim.world.spawn_entity(EntityKind::Npc, 2, Brain::Hunt(Prey::Kind(1)), (25, 25), 8, 2);
// Out of sight it wanders: over a few windows it must not walk a straight line
// to the hen. Weak check, but it pins down that hunting is range-limited.
let start = sim.world.entities[&fox].pos;
for _ in 0..8 { step_window(&mut sim); }
let p = sim.world.entities[&fox].pos;
assert!((p.0 - start.0).abs().max((p.1 - start.1).abs()) < 8, "{p:?}");
}
}
+3 -3
View File
@@ -1,6 +1,6 @@
use std::collections::HashMap;
use crate::chunk::{Chunk, TileFlags};
use crate::entity::{Entity, EntityKind};
use crate::entity::{Brain, Entity, EntityKind};
pub fn tile_to_chunk(tx: i16, ty: i16) -> (i16, i16) {
(tx >> 5, ty >> 5)
@@ -52,10 +52,10 @@ impl World {
chunk.set_tile(lx, ly, id);
}
pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> u32 {
pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, brain: Brain, pos: (i16, i16), hp: u16, attack: u16) -> u32 {
let id = self.next_entity_id;
self.next_entity_id += 1;
let entity = Entity::new(id, kind, type_id, pos, hp, attack);
let entity = Entity::new(id, kind, type_id, brain, pos, hp, attack);
self.add_entity(entity);
id
}