Add bump-to-attack, death and a sim event queue
A step onto an occupied tile is now an attack: the geometry rule is checked against terrain only and the target tile decides between move and bump. Entities carry an attack stat; at zero hp they are removed. The sim reports Attacked/Died through an event queue the game drains after every movement window — the seam for sound, log, camera effects and spawns. Click-to-move treats an occupied goal as a target but detours around entities in the way; the player's death ends the game. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
+4
-1
@@ -13,10 +13,12 @@ pub struct Entity {
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pub pos: (i16, i16),
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pub hp: u16,
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pub hp_max: u16,
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/// Damage dealt per bump.
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pub attack: u16,
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}
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impl Entity {
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pub fn new(id: u32, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16) -> Self {
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pub fn new(id: u32, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> Self {
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Self {
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id,
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kind,
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@@ -24,6 +26,7 @@ impl Entity {
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pos,
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hp,
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hp_max: hp,
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attack,
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}
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}
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}
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+1
-1
@@ -7,7 +7,7 @@ pub mod map;
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pub mod world;
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mod sim;
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pub use sim::Sim;
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pub use sim::{Event, Sim};
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use chunk::Chunk;
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use map::TileMap;
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+89
-15
@@ -7,6 +7,18 @@ use crate::world::World;
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/// How often a wandering NPC takes a step: one window in `WANDER_ODDS`.
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const WANDER_ODDS: u32 = 4;
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/// Something that happened during a tick and that the outside (rendering, sound,
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/// message log, spawning) may want to react to. The sim itself never reads these
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/// back — they are an output channel, drained with `Sim::take_events`.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Event {
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/// `by` bumped into `target` and dealt `damage`.
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Attacked { by: u32, target: u32, damage: u16 },
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/// An entity's hp reached zero; it has already been removed from the world. `at`
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/// is where it stood, since the entity itself is gone.
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Died { id: u32, at: (i16, i16) },
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}
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pub struct Sim {
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pub world: World,
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/// Base tick counter (24 Hz). Movement resolves every `TICKS_PER_MOVE`-th tick.
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@@ -17,6 +29,7 @@ pub struct Sim {
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intents: HashMap<u32, u16>,
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/// xorshift state for NPC decisions. Seeded, so a run is reproducible.
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rng: u64,
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events: Vec<Event>,
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}
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impl Sim {
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@@ -25,7 +38,12 @@ impl Sim {
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}
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pub fn with_seed(world: World, seed: u64) -> Self {
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Self { world, tick: 0, intents: HashMap::new(), rng: seed.max(1) }
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Self { world, tick: 0, intents: HashMap::new(), rng: seed.max(1), events: Vec::new() }
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}
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/// Events since the last call, in the order they happened.
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pub fn take_events(&mut self) -> Vec<Event> {
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std::mem::take(&mut self.events)
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}
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fn rand(&mut self) -> u32 {
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@@ -97,11 +115,27 @@ impl Sim {
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};
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let from = (pos.0 as i32, pos.1 as i32);
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let to = (from.0 + delta.0, from.1 + delta.1);
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// `step_allowed` is the shared movement rule (chessboard geometry, no corner
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// cutting) — the pathfinder plans with the exact same function.
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if crate::step_allowed(from, to, |x, y| self.world.blocked(x, y)) {
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self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16));
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// The geometry rule (king move, no corner cutting) is checked against terrain
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// only; what is on the target tile then decides between a move and a bump.
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if !crate::step_allowed(from, to, |x, y| self.world.solid(x, y)) {
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continue;
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}
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match self.world.entity_at(to.0, to.1) {
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None => self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16)),
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Some(target) => self.attack(entity_id, target),
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}
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}
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}
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fn attack(&mut self, by: u32, target: u32) {
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let damage = self.world.entities[&by].attack;
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let t = self.world.entities.get_mut(&target).unwrap();
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t.hp = t.hp.saturating_sub(damage);
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let (hp, at) = (t.hp, t.pos);
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self.events.push(Event::Attacked { by, target, damage });
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if hp == 0 {
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self.world.remove_entity(target);
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self.events.push(Event::Died { id: target, at });
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}
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}
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}
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@@ -128,7 +162,7 @@ mod tests {
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#[test]
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fn one_step_per_window_and_replacement() {
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let mut sim = Sim::new(open_world());
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1);
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
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sim.set_action(id, player_action::SOUTH);
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sim.set_action(id, player_action::NORTH); // replaces
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sim.step(); // no window yet
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@@ -142,12 +176,12 @@ mod tests {
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#[test]
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fn blocked_and_out_of_world_steps_are_rejected() {
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let mut sim = Sim::new(open_world());
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1);
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
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sim.set_action(id, player_action::EAST); // into the wall at (5, 4)
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&id].pos, (4, 4));
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let edge = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 1);
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let edge = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 1, 1);
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sim.set_action(edge, player_action::WEST); // no chunk there
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&edge].pos, (0, 0));
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@@ -156,7 +190,7 @@ mod tests {
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#[test]
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fn noop_clears_intent() {
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let mut sim = Sim::new(open_world());
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1);
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let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
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sim.set_action(id, player_action::SOUTH);
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sim.set_action(id, player_action::NOOP);
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step_window(&mut sim);
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@@ -166,14 +200,13 @@ mod tests {
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#[test]
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fn entities_block_each_other() {
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let mut sim = Sim::new(open_world());
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let a = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1);
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let b = sim.world.spawn_entity(EntityKind::Player, 0, (4, 5), 1);
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sim.set_action(a, player_action::SOUTH); // onto b
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let a = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 5, 0);
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let b = sim.world.spawn_entity(EntityKind::Player, 0, (4, 5), 5, 0);
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sim.set_action(a, player_action::SOUTH); // onto b: a bump, not a move
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&a].pos, (4, 4));
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// Corner rule applies to entities too: b at (4,5) and a blocker at (5,4) seal
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// the diagonal (4,4) → (5,5).
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// The wall at (5,4) seals the diagonal (4,4) → (5,5) by the corner rule.
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sim.set_action(a, player_action::SOUTH_EAST);
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&a].pos, (4, 4));
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@@ -189,7 +222,7 @@ mod tests {
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#[test]
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fn npc_wanders_but_never_walks_through_walls() {
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let mut sim = Sim::new(open_world());
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let npc = sim.world.spawn_entity(EntityKind::Npc, 1, (10, 10), 1);
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let npc = sim.world.spawn_entity(EntityKind::Npc, 1, (10, 10), 1, 1);
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let mut prev = (10, 10);
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let mut moved = false;
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for _ in 0..200 {
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@@ -204,4 +237,45 @@ mod tests {
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}
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assert!(moved);
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}
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#[test]
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fn bump_attacks_and_kills() {
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let mut sim = Sim::new(open_world());
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let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
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let n = sim.world.spawn_entity(EntityKind::Player, 1, (4, 5), 5, 0);
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sim.set_action(p, player_action::SOUTH);
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&n].hp, 2);
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assert_eq!(sim.take_events(), vec![Event::Attacked { by: p, target: n, damage: 3 }]);
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assert!(sim.take_events().is_empty()); // drained
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sim.set_action(p, player_action::SOUTH);
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step_window(&mut sim);
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assert!(!sim.world.entities.contains_key(&n));
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assert!(!sim.world.blocked(4, 5));
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assert_eq!(sim.take_events(), vec![
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Event::Attacked { by: p, target: n, damage: 3 },
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Event::Died { id: n, at: (4, 5) },
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]);
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// The tile is free again: the same intent now moves.
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sim.set_action(p, player_action::SOUTH);
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&p].pos, (4, 5));
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assert!(sim.take_events().is_empty());
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}
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#[test]
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fn no_diagonal_attack_around_a_corner() {
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let mut sim = Sim::new(open_world());
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// Wall at (5,4), n at (4,5): the diagonal (4,4) → (5,5) is sealed on one side
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// by terrain — by the corner rule, a bump there is as illegal as a move.
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let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
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let n = sim.world.spawn_entity(EntityKind::Player, 1, (5, 5), 5, 0);
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sim.set_action(p, player_action::SOUTH_EAST);
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step_window(&mut sim);
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assert_eq!(sim.world.entities[&n].hp, 5);
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assert!(sim.take_events().is_empty());
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}
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}
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+18
-12
@@ -52,28 +52,34 @@ impl World {
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chunk.set_tile(lx, ly, id);
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}
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pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16) -> u32 {
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pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> u32 {
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let id = self.next_entity_id;
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self.next_entity_id += 1;
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let entity = Entity::new(id, kind, type_id, pos, hp);
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let entity = Entity::new(id, kind, type_id, pos, hp, attack);
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self.add_entity(entity);
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id
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}
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/// True if any entity stands on `(wx, wy)`. Goes through the chunk index, so it is
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/// cheap enough to call per pathfinder expansion.
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pub fn occupied(&self, wx: i16, wy: i16) -> bool {
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/// The entity standing on `(wx, wy)`, if any. Goes through the chunk index, so it
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/// is cheap enough to call per pathfinder expansion.
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pub fn entity_at(&self, wx: i32, wy: i32) -> Option<u32> {
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let (Ok(wx), Ok(wy)) = (i16::try_from(wx), i16::try_from(wy)) else { return None };
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let (cx, cy) = tile_to_chunk(wx, wy);
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self.entities_in_chunk(cx, cy).iter()
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.any(|id| self.entities[id].pos == (wx, wy))
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self.entities_in_chunk(cx, cy).iter().copied()
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.find(|id| self.entities[id].pos == (wx, wy))
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}
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/// The movement blocker predicate: a tile blocks if it is solid, outside the loaded
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/// world, or occupied by an entity. Both the sim and the pathfinder plan with this.
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/// True if the terrain at `(wx, wy)` blocks movement: a collidable tile or outside
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/// the loaded world.
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pub fn solid(&self, wx: i32, wy: i32) -> bool {
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let (Ok(wx), Ok(wy)) = (i16::try_from(wx), i16::try_from(wy)) else { return true };
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self.tile_flags(wx, wy).map_or(true, |f| f.collidable())
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}
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/// The movement blocker predicate: solid terrain or an entity in the way. Both the
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/// sim and the pathfinder plan with this.
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pub fn blocked(&self, wx: i32, wy: i32) -> bool {
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let Ok(wx) = i16::try_from(wx) else { return true };
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let Ok(wy) = i16::try_from(wy) else { return true };
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self.tile_flags(wx, wy).map_or(true, |f| f.collidable()) || self.occupied(wx, wy)
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self.solid(wx, wy) || self.entity_at(wx, wy).is_some()
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}
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pub fn add_entity(&mut self, entity: Entity) {
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