Files
cyberpunk/crates/city/src/walker/mod.rs
Jeffrey Wilcke df448525c2 feat(city): walker with symmetric shadowcasting FOV
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-12 17:51:14 +02:00

182 lines
5.7 KiB
Rust

//! The walker: the player's `@`, movement, connectors and field of view.
pub mod fov;
pub use crate::render::Visibility;
use citygen::rng::hash64;
use citygen::{City, Dir, Grid, Pos, StratumKind, Theme};
pub const RADIUS_STREET: i32 = 14;
pub const RADIUS_UNDER: i32 = 8;
#[derive(Clone, Debug)]
pub struct Player {
pub pos: Pos,
pub stratum: StratumKind,
/// What has been seen on each physical stratum.
memory: Vec<Grid<Visibility>>,
}
impl Player {
/// Drops the player on a public connector at street level, outside the corp core.
pub fn spawn(city: &City, seed: u64) -> Player {
let street = StratumKind::Street;
let is_core = |p: Pos| {
city.tile(street, p)
.and_then(|t| t.district)
.is_some_and(|d| city.district(d).theme == Theme::CorpCore)
};
let public: Vec<Pos> = city
.connectors
.iter()
.filter(|c| c.public && c.serves.contains(&street) && city.walkable(street, c.pos))
.map(|c| c.pos)
.collect();
let preferred: Vec<Pos> = public.iter().copied().filter(|p| !is_core(*p)).collect();
let pool = if preferred.is_empty() {
&public
} else {
&preferred
};
let pos = if pool.is_empty() {
city.stratum(street)
.and_then(|st| {
st.tiles
.iter()
.find(|(_, t)| t.is_walkable())
.map(|(p, _)| p)
})
.unwrap_or(city.size.center())
} else {
pool[(hash64(seed, 0x5A17) % pool.len() as u64) as usize]
};
let mut player = Player {
pos,
stratum: street,
memory: StratumKind::PHYSICAL
.iter()
.map(|_| Grid::filled(city.size, Visibility::Unseen))
.collect(),
};
player.update_fov(city);
player
}
pub fn radius(&self) -> i32 {
if self.stratum == StratumKind::Undercity {
RADIUS_UNDER
} else {
RADIUS_STREET
}
}
/// Steps one tile if the target is walkable.
pub fn try_move(&mut self, city: &City, dir: Dir) -> bool {
let target = self.pos.step(dir);
if city.walkable(self.stratum, target) {
self.pos = target;
true
} else {
false
}
}
/// Takes the connector under the player one stratum up or down, if it serves that way.
pub fn use_connector(&mut self, city: &City, up: bool) -> Option<StratumKind> {
let dest = city
.connectors_at(self.pos)
.filter_map(|c| c.serves_from(self.stratum))
.find_map(|(below, above)| if up { above } else { below })?;
if !city.walkable(dest, self.pos) {
return None;
}
self.stratum = dest;
Some(dest)
}
/// Recomputes what the player sees on the current stratum, demoting old sight to memory.
pub fn update_fov(&mut self, city: &City) {
let radius = self.radius();
let Some(st) = city.stratum(self.stratum) else {
return;
};
let grid = &mut self.memory[self.stratum.index()];
for v in grid.as_mut_slice().iter_mut() {
if *v == Visibility::Visible {
*v = Visibility::Remembered;
}
}
let size = city.size;
fov::compute(
self.pos,
radius,
|p| st.tiles.get(p).is_none_or(|t| t.blocks_sight()),
|p| size.contains(p),
|p| {
grid.set(p, Visibility::Visible);
},
);
}
/// Visibility grid for the current stratum.
pub fn vis(&self) -> &Grid<Visibility> {
&self.memory[self.stratum.index()]
}
}
#[cfg(test)]
mod tests {
use super::*;
use citygen::{Dir, GenParams, Generator, Pos, SizePreset, StratumKind};
#[test]
fn player_moves_and_uses_connectors() {
let c = Generator::run(GenParams {
seed: 6,
size: SizePreset::Custom { w: 120, h: 60 },
districts: 5,
..Default::default()
})
.unwrap();
let mut p = Player::spawn(&c, 1);
assert_eq!(p.stratum, StratumKind::Street);
assert!(c.walkable(p.stratum, p.pos));
let conn = c
.connectors
.iter()
.find(|k| k.public && k.serves.contains(&StratumKind::Undercity))
.unwrap();
p.pos = conn.pos;
p.stratum = StratumKind::Street;
assert_eq!(p.use_connector(&c, false), Some(StratumKind::Undercity));
assert_eq!(p.use_connector(&c, false), None);
assert_eq!(p.use_connector(&c, true), Some(StratumKind::Street));
p.update_fov(&c);
assert_eq!(p.vis()[p.pos], Visibility::Visible);
assert!(p.vis().count(|v| *v == Visibility::Visible) > 10);
let moved = Dir::ALL.iter().any(|d| {
let mut q = p.clone();
q.try_move(&c, *d)
});
assert!(moved);
let before = p.pos;
for d in Dir::ALL {
if p.try_move(&c, d) {
break;
}
}
assert_ne!(p.pos, before);
p.update_fov(&c);
assert!(
p.vis().count(|v| *v == Visibility::Remembered)
<= p.vis().count(|v| *v != Visibility::Unseen)
);
let mut q = p.clone();
q.pos = Pos::new(-1, -1);
assert!(!q.try_move(&c, Dir::N) || c.walkable(q.stratum, q.pos));
assert_eq!(p.radius(), 14);
p.stratum = StratumKind::Undercity;
assert_eq!(p.radius(), 8);
}
}