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
+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;
+166
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@@ -0,0 +1,166 @@
//! 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 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.
const MAX_ROUTE_LEN: usize = 64;
/// Step costs. In game terms every step costs the same (Chebyshev geometry) — the +1 on
/// diagonals is purely a tie-breaker so that among equally short paths the one with the
/// fewest diagonals wins (straight lines stay straight instead of zigzagging). Because a
/// route is at most `MAX_ROUTE_LEN` steps, the accumulated surcharge (≤ 64) can never
/// outweigh one extra step (100): the step count always stays Chebyshev-minimal.
const CARDINAL_COST: i32 = 100;
const DIAGONAL_COST: i32 = 101;
/// 8-connected A* from `start` to `goal`. World geometry is chessboard (Chebyshev):
/// 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 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(
start: (i32, i32),
goal: (i32, i32),
blocked: impl Fn(i32, i32) -> bool,
) -> Option<Vec<(i32, i32)>> {
if start == goal || blocked(goal.0, goal.1) {
return None;
}
// Exact open-field cost: `max` steps, of which `min` must be diagonal — admissible
// and consistent, since obstacles can only make a path more expensive.
let h = |p: (i32, i32)| {
let dx = (p.0 - goal.0).abs();
let dy = (p.1 - goal.1).abs();
CARDINAL_COST * dx.max(dy) + (DIAGONAL_COST - CARDINAL_COST) * dx.min(dy)
};
// (f, tile) min-heap; g and parent per visited tile.
let mut open = BinaryHeap::new();
let mut best: HashMap<(i32, i32), (i32, (i32, i32))> = HashMap::new();
open.push(Reverse((h(start), start)));
best.insert(start, (0, start));
let mut expanded = 0;
while let Some(Reverse((_, cur))) = open.pop() {
if cur == goal {
let mut route = Vec::new();
let mut p = goal;
while p != start {
route.push(p);
p = best[&p].1;
}
if route.len() > MAX_ROUTE_LEN {
return None;
}
route.reverse();
return Some(route);
}
expanded += 1;
if expanded > MAX_EXPANSIONS {
return None;
}
let g = best[&cur].0;
for (dx, dy) in [
(0, -1), (0, 1), (-1, 0), (1, 0),
(1, -1), (1, 1), (-1, 1), (-1, -1),
] {
let next = (cur.0 + dx, cur.1 + dy);
if !crate::step_allowed(cur, next, &blocked) {
continue;
}
let ng = g + if dx != 0 && dy != 0 { DIAGONAL_COST } else { CARDINAL_COST };
if best.get(&next).is_none_or(|&(og, _)| ng < og) {
best.insert(next, (ng, cur));
open.push(Reverse((ng + h(next), next)));
}
}
}
None
}
#[cfg(test)]
mod tests {
use super::find_path;
/// Every consecutive pair must be a legal step under the shared movement rule.
fn assert_valid(start: (i32, i32), path: &[(i32, i32)], blocked: impl Fn(i32, i32) -> bool) {
let mut from = start;
for &to in path {
assert!(crate::step_allowed(from, to, &blocked), "illegal step {from:?} → {to:?}");
from = to;
}
}
#[test]
fn straight_line_stays_straight() {
// The diagonal tie-breaker rules out equal-length zigzags.
let path = find_path((0, 0), (3, 0), |_, _| false).unwrap();
assert_eq!(path, vec![(1, 0), (2, 0), (3, 0)]);
}
#[test]
fn diagonal_is_one_step_per_tile() {
let path = find_path((0, 0), (3, 3), |_, _| false).unwrap();
assert_eq!(path, vec![(1, 1), (2, 2), (3, 3)]); // not an L of length 6
}
#[test]
fn mixed_route_is_step_minimal() {
// (5,2): 5 steps — 2 diagonal, 3 cardinal, never more.
let path = find_path((0, 0), (5, 2), |_, _| false).unwrap();
assert_eq!(path.len(), 5);
assert_eq!(path.last(), Some(&(5, 2)));
let diagonals = std::iter::once((0, 0)).chain(path.iter().copied())
.zip(path.iter().copied())
.filter(|(a, b)| a.0 != b.0 && a.1 != b.1)
.count();
assert_eq!(diagonals, 2);
assert_valid((0, 0), &path, |_, _| false);
}
#[test]
fn detours_around_wall() {
// Vertical wall at x=2 with a gap at y=5. The corner rule forces the gap to be
// entered and left orthogonally: 5 steps down to (1,5), through (2,5) and (3,5),
// 5 steps back up to (4,0).
let blocked = |x: i32, y: i32| x == 2 && y != 5;
let path = find_path((0, 0), (4, 0), blocked).unwrap();
assert_eq!(path.last(), Some(&(4, 0)));
assert!(path.contains(&(2, 5)));
assert_valid((0, 0), &path, blocked);
assert_eq!(path.len(), 12);
}
#[test]
fn no_corner_cutting() {
// Blockers at (1,0) and (0,1) touch diagonally; the direct king move
// (0,0) → (1,1) must not squeeze between them.
let blocked = |x: i32, y: i32| (x, y) == (1, 0) || (x, y) == (0, 1);
let path = find_path((0, 0), (1, 1), blocked).unwrap();
assert_valid((0, 0), &path, blocked);
assert_eq!(path.len(), 6); // shortest legal detour around either blocker
}
#[test]
fn unreachable_is_none() {
// Goal sealed in by a ring (Chebyshev radius 1 — also seals diagonals).
let blocked = |x: i32, y: i32| (x - 10).abs().max((y - 10).abs()) == 1;
assert_eq!(find_path((0, 0), (10, 10), blocked), None);
}
#[test]
fn degenerate_cases() {
assert_eq!(find_path((5, 5), (5, 5), |_, _| false), None);
assert_eq!(find_path((0, 0), (1, 0), |x, y| (x, y) == (1, 0)), None);
}
}
+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
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@@ -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
}