diff options
| author | workhorse <workhorse@localhost.localdomain> | 2026-06-19 20:24:52 -0400 |
|---|---|---|
| committer | workhorse <workhorse@localhost.localdomain> | 2026-06-19 20:24:52 -0400 |
| commit | 8ee8982b8759bcae116647cc993867f4c8b0a6ce (patch) | |
| tree | ee01f7b1d745cbc94d9981108a1209527487b3e5 /internal/game/ui_map.go | |
| parent | 2bec24859af8f03c80a0a58e3240519942450167 (diff) | |
| download | thehouseoficarus-8ee8982b8759bcae116647cc993867f4c8b0a6ce.tar.gz | |
reorganized items, objects, and rooms in directories. oranized module names. added startup checks.
Diffstat (limited to 'internal/game/ui_map.go')
| -rw-r--r-- | internal/game/ui_map.go | 317 |
1 files changed, 317 insertions, 0 deletions
diff --git a/internal/game/ui_map.go b/internal/game/ui_map.go new file mode 100644 index 0000000..32d3d7c --- /dev/null +++ b/internal/game/ui_map.go @@ -0,0 +1,317 @@ +package game + +import ( + "strings" + + "thehouseoficarus/internal/world" +) + +type mapGlyphs struct { + topLeft, topRight rune + bottomLeft, bottomRight rune + side rune + topFill rune + connectorH, connectorV rune + upArrow, downArrow rune +} + +func mapGlyphsForPlayer(unicode bool) mapGlyphs { + if unicode { + return mapGlyphs{ + topLeft: '╔', topRight: '╗', bottomLeft: '╚', bottomRight: '╝', + side: '║', topFill: '═', connectorH: '─', connectorV: '│', + upArrow: '↑', downArrow: '↓', + } + } + return mapGlyphs{ + topLeft: '.', topRight: '.', bottomLeft: ':', bottomRight: ':', + side: ':', topFill: '.', connectorH: '-', connectorV: '|', + upArrow: '^', downArrow: 'v', + } +} + +type mapGraph struct { + posToRoom map[[2]int]int + roomToPos map[int][2]int +} + +var bfsDirs = []struct { + dir world.ExitDir + dx, dy int +}{ + {world.North, 0, -1}, + {world.South, 0, 1}, + {world.East, 1, 0}, + {world.West, -1, 0}, +} + +func buildGraph(g *Game, startRoomID int) *mapGraph { + mg := &mapGraph{ + posToRoom: make(map[[2]int]int), + roomToPos: make(map[int][2]int), + } + + type node struct { + roomID int + x, y int + } + queue := []node{{startRoomID, 0, 0}} + mg.posToRoom[[2]int{0, 0}] = startRoomID + mg.roomToPos[startRoomID] = [2]int{0, 0} + + for len(queue) > 0 { + n := queue[0] + queue = queue[1:] + + room, ok := loadRoom(g, n.roomID) + if !ok { + continue + } + + for _, d := range bfsDirs { + targetID, ok := exitTarget(room, d.dir) + if !ok { + continue + } + if _, visited := mg.roomToPos[targetID]; visited { + continue + } + nx, ny := n.x + d.dx, n.y + d.dy + mg.posToRoom[[2]int{nx, ny}] = targetID + mg.roomToPos[targetID] = [2]int{nx, ny} + queue = append(queue, node{targetID, nx, ny}) + } + } + + return mg +} + +func buildTinyMap(g *Game, roomID int, mg mapGlyphs) []string { + bg := buildGraph(g, roomID) + + grid := make([][]rune, 5) + for i := range grid { + grid[i] = make([]rune, 5) + for j := range grid[i] { + grid[i][j] = ' ' + } + } + + for y := -1; y <= 1; y++ { + for x := -1; x <= 1; x++ { + pos := [2]int{x, y} + rid, ok := bg.posToRoom[pos] + if !ok { + continue + } + gr := (y + 1) * 2 + gc := (x + 1) * 2 + if rid == roomID { + grid[gr][gc] = '@' + } else { + grid[gr][gc] = roomMapSymbol(g, rid) + } + } + } + + for y := -1; y <= 1; y++ { + for x := -1; x <= 0; x++ { + leftPos := [2]int{x, y} + rightPos := [2]int{x + 1, y} + leftRoom, leftOK := bg.posToRoom[leftPos] + rightRoom, rightOK := bg.posToRoom[rightPos] + if !leftOK || !rightOK { + continue + } + if exitsConnect(g, leftRoom, rightRoom, world.East, world.West) { + grid[(y+1)*2][(x+1)*2+1] = mg.connectorH + } + } + } + + for y := -1; y <= 0; y++ { + for x := -1; x <= 1; x++ { + topPos := [2]int{x, y} + bottomPos := [2]int{x, y + 1} + topRoom, topOK := bg.posToRoom[topPos] + bottomRoom, bottomOK := bg.posToRoom[bottomPos] + if !topOK || !bottomOK { + continue + } + if exitsConnect(g, topRoom, bottomRoom, world.South, world.North) { + grid[(y+1)*2+1][(x+1)*2] = mg.connectorV + } + } + } + + cur, _ := loadRoom(g, roomID) + if cur != nil { + if _, ok := exitTarget(cur, world.Up); ok { + grid[1][3] = mg.upArrow + } + if _, ok := exitTarget(cur, world.Down); ok { + grid[3][1] = mg.downArrow + } + } + + topFill := strings.Repeat(string(mg.topFill), 5) + lines := make([]string, 7) + lines[0] = string(mg.topLeft) + topFill + string(mg.topRight) + for row := 0; row < 5; row++ { + lines[row+1] = string(mg.side) + string(grid[row]) + string(mg.side) + } + botFill := strings.Repeat(string(mg.topFill), 5) + lines[6] = string(mg.bottomLeft) + botFill + string(mg.bottomRight) + + return lines +} + +func exitsConnect(g *Game, room1, room2 int, dir12, dir21 world.ExitDir) bool { + r1, ok := loadRoom(g, room1) + if !ok { + return false + } + if id, ok := exitTarget(r1, dir12); ok && id == room2 { + return true + } + r2, ok := loadRoom(g, room2) + if !ok { + return false + } + id, ok := exitTarget(r2, dir21) + return ok && id == room1 +} + +func exitTarget(room *world.Room, dir world.ExitDir) (int, bool) { + if room == nil { + return 0, false + } + exit, ok := room.Exits[dir] + if !ok { + return 0, false + } + return exit.Room, true +} + +func loadRoom(g *Game, roomID int) (*world.Room, bool) { + if roomID == 0 { + return nil, false + } + room, err := g.World.LoadRoom(roomID) + if err != nil { + return nil, false + } + return room, true +} + +func roomMapSymbol(g *Game, roomID int) rune { + room, ok := loadRoom(g, roomID) + if !ok { + return '?' + } + if room.MapSymbol != "" { + runes := []rune(room.MapSymbol) + return runes[0] + } + return 'o' +} + +func stripBlankRows(lines []string) []string { + var out []string + for _, line := range lines { + if strings.TrimSpace(line) != "" { + out = append(out, line) + } + } + return out +} + +func leftTrimCommon(lines []string) []string { + min := -1 + for _, line := range lines { + if strings.TrimSpace(line) == "" { + continue + } + n := 0 + for _, r := range line { + if r == ' ' { + n++ + } else { + break + } + } + if min < 0 || n < min { + min = n + } + } + if min <= 0 { + return lines + } + result := make([]string, len(lines)) + for i, line := range lines { + if len(line) <= min { + result[i] = "" + } else { + result[i] = line[min:] + } + } + return result +} + +func buildFullMap(g *Game, roomID, mapWidth, mapHeight int, mg mapGlyphs) []string { + bg := buildGraph(g, roomID) + + grid := make([][]rune, mapHeight) + for i := range grid { + grid[i] = make([]rune, mapWidth) + for j := range grid[i] { + grid[i][j] = ' ' + } + } + + cx := mapWidth / 2 + cy := mapHeight / 2 + + for pos, rid := range bg.posToRoom { + gr := cy + pos[1]*2 + gc := cx + pos[0]*2 + if gr < 0 || gr >= mapHeight || gc < 0 || gc >= mapWidth { + continue + } + if rid == roomID { + grid[gr][gc] = '@' + } else { + grid[gr][gc] = roomMapSymbol(g, rid) + } + } + + for pos, rid := range bg.posToRoom { + x, y := pos[0], pos[1] + + if rightID, ok := bg.posToRoom[[2]int{x + 1, y}]; ok { + if exitsConnect(g, rid, rightID, world.East, world.West) { + gr := cy + y*2 + gc := cx + x*2 + 1 + if gr >= 0 && gr < mapHeight && gc >= 0 && gc < mapWidth { + grid[gr][gc] = mg.connectorH + } + } + } + + if bottomID, ok := bg.posToRoom[[2]int{x, y + 1}]; ok { + if exitsConnect(g, rid, bottomID, world.South, world.North) { + gr := cy + y*2 + 1 + gc := cx + x*2 + if gr >= 0 && gr < mapHeight && gc >= 0 && gc < mapWidth { + grid[gr][gc] = mg.connectorV + } + } + } + } + + lines := make([]string, mapHeight) + for i := range grid { + lines[i] = string(grid[i]) + } + return lines +} |
