Files
forgotten_caves/sim/src/lib.rs
T
irrlichtandClaude Opus 5 b64c83fce0 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>
2026-09-19 10:59:14 +02:00

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//! Headless world simulation: tiles, entities, movement rules and the tick loop.
//! No platform or rendering dependencies — the game binary drives `Sim::tick`.
pub mod chunk;
pub mod entity;
pub mod map;
pub mod world;
mod sim;
pub use sim::{Event, Sim};
use chunk::Chunk;
use map::TileMap;
use world::World;
pub mod player_action {
pub const NOOP: u16 = 0;
pub const NORTH: u16 = 1;
pub const EAST: u16 = 2;
pub const SOUTH: u16 = 3;
pub const WEST: u16 = 4;
pub const NORTH_EAST: u16 = 5;
pub const SOUTH_EAST: u16 = 6;
pub const SOUTH_WEST: u16 = 7;
pub const NORTH_WEST: u16 = 8;
}
/// The movement delta of an action, or `None` for `NOOP` and unknown values.
pub fn action_delta(action: u16) -> Option<(i32, i32)> {
match action {
player_action::NORTH => Some((0, -1)),
player_action::EAST => Some((1, 0)),
player_action::SOUTH => Some((0, 1)),
player_action::WEST => Some((-1, 0)),
player_action::NORTH_EAST => Some((1, -1)),
player_action::SOUTH_EAST => Some((1, 1)),
player_action::SOUTH_WEST => Some((-1, 1)),
player_action::NORTH_WEST => Some((-1, -1)),
_ => None,
}
}
/// The action for a single-step delta. Inverse of [`action_delta`]; panics on anything
/// that is not a king move.
pub fn delta_action(dx: i32, dy: i32) -> u16 {
match (dx, dy) {
(0, -1) => player_action::NORTH,
(1, 0) => player_action::EAST,
(0, 1) => player_action::SOUTH,
(-1, 0) => player_action::WEST,
(1, -1) => player_action::NORTH_EAST,
(1, 1) => player_action::SOUTH_EAST,
(-1, 1) => player_action::SOUTH_WEST,
(-1, -1) => player_action::NORTH_WEST,
d => panic!("non-step delta {d:?}"),
}
}
/// The single-step movement rule, shared by the sim and the pathfinder so both agree
/// on the same physics.
///
/// World geometry is chessboard (Chebyshev): diagonal and cardinal steps are the same
/// distance, so a step is any king move onto a free tile. A diagonal step additionally
/// requires *both* orthogonal neighbor tiles to be free — no squeezing between two
/// diagonally touching blockers (corner cutting).
pub fn step_allowed(
from: (i32, i32),
to: (i32, i32),
blocked: impl Fn(i32, i32) -> bool,
) -> bool {
let (dx, dy) = (to.0 - from.0, to.1 - from.1);
if dx.abs() > 1 || dy.abs() > 1 || (dx == 0 && dy == 0) {
return false;
}
if blocked(to.0, to.1) {
return false;
}
dx == 0 || dy == 0 || (!blocked(from.0 + dx, from.1) && !blocked(from.0, from.1 + dy))
}
/// Base tick rate. The timeline all action scheduling is expressed in.
pub const TICK_HZ: u32 = 24;
/// Movement resolves on every `TICKS_PER_MOVE`-th tick — one "movement window" per
/// `TICKS_PER_MOVE` ticks (6 Hz). Window `w` executes at tick `w * TICKS_PER_MOVE`.
pub const TICKS_PER_MOVE: u32 = 4;
/// Movement vocabulary: whether a tile id blocks movement. Keep this in lockstep with
/// the tileset in `overworld.tga`.
///
/// Test values for now — a proper tile-data file format replaces this table later.
pub fn tile_collidable(tile_id: u16) -> bool {
match tile_id {
0 => true, // empty / world border (chunks past the map rim are padded with id 0)
146 => true, // trees / rocks
_ => false,
}
}
/// Build a world from a loaded tile map. The map's top-left tile sits at world (0, 0); the
/// map is sliced into 32×32 chunks. Tiles inside a loaded chunk but outside the authored map
/// get id 0 (solid, see `tile_collidable`), so the walkable world edge sits flush with the
/// visible map rim instead of with the larger chunk boundary.
pub fn load_world(map: &TileMap) -> World {
let mut w = World::new();
let max_cx = (map.width.saturating_sub(1) >> 5) as i16;
let max_cy = (map.height.saturating_sub(1) >> 5) as i16;
for cy in 0..=max_cy {
for cx in 0..=max_cx {
let chunk = Chunk::generate(|lx, ly| {
let (wx, wy) = world::local_to_tile(cx, cy, lx, ly);
map.tile(wx, wy) // 0 outside the map
});
w.set_chunk(cx, cy, chunk);
}
}
w
}