use std::collections::HashMap; use crate::TICKS_PER_MOVE; 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`. #[derive(Clone, Copy, PartialEq, Eq, Debug)] pub enum Event { /// `by` bumped into `target` and dealt `damage`. `target_type` is carried so a /// listener can still name a target that died of this hit. Attacked { by: u32, target: u32, target_type: u16, damage: u16 }, /// An entity's hp reached zero and it has been removed from the world. Carries /// what listeners need, since the entity itself is gone: what it was, where it /// stood, who killed it. Died { id: u32, type_id: u16, at: (i16, i16), by: u32 }, } pub struct Sim { pub world: World, /// Base tick counter (24 Hz). Movement resolves every `TICKS_PER_MOVE`-th tick. pub tick: u32, /// Each entity's intent for the next movement window. Setting it again replaces /// it, executing the window consumes it — so an actor moves at most one tile per /// window no matter how often it changes its mind in between. intents: HashMap, /// xorshift state for NPC decisions. Seeded, so a run is reproducible. rng: u64, events: Vec, } impl Sim { pub fn new(world: World) -> Self { Self::with_seed(world, 0x9E37_79B9_7F4A_7C15) } pub fn with_seed(world: World, seed: u64) -> Self { Self { world, tick: 0, intents: HashMap::new(), rng: seed.max(1), events: Vec::new() } } /// Events since the last call, in the order they happened. pub fn take_events(&mut self) -> Vec { std::mem::take(&mut self.events) } fn rand(&mut self) -> u32 { let mut x = self.rng; x ^= x << 13; x ^= x >> 7; x ^= x << 17; self.rng = x; (x >> 32) as u32 } /// Schedule `action` for `entity_id`'s next movement window. NOOP clears the intent. pub fn set_action(&mut self, entity_id: u32, action: u16) { if crate::action_delta(action).is_some() { self.intents.insert(entity_id, action); } else { self.intents.remove(&entity_id); } } pub fn clear_action(&mut self, entity_id: u32) { self.intents.remove(&entity_id); } /// Advance the world by one base tick. Returns `true` when this tick executed a /// movement window, i.e. entity positions may have changed. pub fn step(&mut self) -> bool { self.tick = self.tick.wrapping_add(1); if self.tick.is_multiple_of(TICKS_PER_MOVE) { self.think(); self.entity_tick(); true } else { false } } /// 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 = self.world.entities.values() .filter(|e| e.kind == EntityKind::Npc) .map(|e| e.id) .collect(); npcs.sort_unstable(); for id in npcs { 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); } } } /// One window in `WANDER_ODDS`: a random king move. fn wander(&mut self) -> Option { 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 { 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. let mut intents: Vec<(u32, u16)> = self.intents.drain().collect(); intents.sort_unstable(); for (entity_id, action) in intents { let delta = match crate::action_delta(action) { Some(d) => d, None => continue, }; let pos = match self.world.entities.get(&entity_id) { Some(e) => e.pos, None => continue, }; let from = (pos.0 as i32, pos.1 as i32); let to = (from.0 + delta.0, from.1 + delta.1); // The geometry rule (king move, no corner cutting) is checked against terrain // only; what is on the target tile then decides between a move and a bump. if !crate::step_allowed(from, to, |x, y| self.world.solid(x, y)) { 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)), // 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), } } } fn attack(&mut self, by: u32, target: u32) { let damage = self.world.entities[&by].attack; let t = self.world.entities.get_mut(&target).unwrap(); t.hp = t.hp.saturating_sub(damage); let (hp, type_id, at) = (t.hp, t.type_id, t.pos); self.events.push(Event::Attacked { by, target, target_type: type_id, damage }); if hp == 0 { self.world.remove_entity(target); self.events.push(Event::Died { id: target, type_id, at, by }); } } } #[cfg(test)] mod tests { use super::*; use crate::chunk::Chunk; /// Open floor (id 1) with a single wall tile at (5, 4) — id 146 is collidable in /// the tile vocabulary. fn open_world() -> World { let mut w = World::new(); w.set_chunk(0, 0, Chunk::generate(|lx, ly| if (lx, ly) == (5, 4) { 146 } else { 1 })); w } fn step_window(sim: &mut Sim) { for _ in 0..TICKS_PER_MOVE { sim.step(); } } #[test] fn one_step_per_window_and_replacement() { let mut sim = Sim::new(open_world()); 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 assert_eq!(sim.world.entities[&id].pos, (4, 4)); step_window(&mut sim); assert_eq!(sim.world.entities[&id].pos, (4, 3)); step_window(&mut sim); // intent consumed — no second step assert_eq!(sim.world.entities[&id].pos, (4, 3)); } #[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, 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, 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)); } #[test] fn noop_clears_intent() { let mut sim = Sim::new(open_world()); 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); assert_eq!(sim.world.entities[&id].pos, (4, 4)); } #[test] fn entities_block_each_other() { let mut sim = Sim::new(open_world()); 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)); // The wall at (5,4) seals the diagonal (4,4) → (5,5) by the corner rule. sim.set_action(a, player_action::SOUTH_EAST); step_window(&mut sim); assert_eq!(sim.world.entities[&a].pos, (4, 4)); // Contested tile: lower id (a) wins, b is refused in the same window. sim.set_action(a, player_action::WEST); sim.set_action(b, player_action::NORTH_WEST); // both → (3,4) step_window(&mut sim); assert_eq!(sim.world.entities[&a].pos, (3, 4)); assert_eq!(sim.world.entities[&b].pos, (4, 5)); } #[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, Brain::Wander, (10, 10), 1, 1); let mut prev = (10, 10); let mut moved = false; for _ in 0..200 { step_window(&mut sim); let pos = sim.world.entities[&npc].pos; let d = ((pos.0 - prev.0).abs()).max((pos.1 - prev.1).abs()); assert!(d <= 1, "more than one tile per window: {prev:?} → {pos:?}"); assert_ne!(pos, (5, 4), "walked into the wall"); assert!(sim.world.tile_flags(pos.0, pos.1).is_some(), "left the world: {pos:?}"); moved |= pos != prev; prev = pos; } assert!(moved); } #[test] fn bump_attacks_and_kills() { let mut sim = Sim::new(open_world()); 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); assert_eq!(sim.world.entities[&n].hp, 2); assert_eq!(sim.take_events(), vec![Event::Attacked { by: p, target: n, target_type: 1, damage: 3 }]); assert!(sim.take_events().is_empty()); // drained sim.set_action(p, player_action::SOUTH); step_window(&mut sim); assert!(!sim.world.entities.contains_key(&n)); assert!(!sim.world.blocked(4, 5)); assert_eq!(sim.take_events(), vec![ Event::Attacked { by: p, target: n, target_type: 1, damage: 3 }, Event::Died { id: n, type_id: 1, at: (4, 5), by: p }, ]); // The tile is free again: the same intent now moves. sim.set_action(p, player_action::SOUTH); step_window(&mut sim); assert_eq!(sim.world.entities[&p].pos, (4, 5)); assert!(sim.take_events().is_empty()); } #[test] fn no_diagonal_attack_around_a_corner() { 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, 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, target_type: 1, 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:?}"); } }