RCRPG/Rust

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RCRPG/Rust is part of RCRPG. You may find other members of RCRPG at Category:RCRPG.

Rust version of RCRPG.

Code

<lang rust> use std::collections::{HashMap, HashSet}; use std::iter::FromIterator; use std::{io, fmt}; use std::fmt::{Display, Debug}; use std::borrow::BorrowMut; use std::ops::Add; use rand::prelude::*;

/////////////// // CONSTANTS // ///////////////

const DIRECTION_MAPPING: [(Location, Direction); 6] = [

   (Location(0, -1, 0), Direction::North),
   (Location(0, 1, 0), Direction::South),
   (Location(-1, 0, 0), Direction::West),
   (Location(1, 0, 0), Direction::East),
   (Location(0, 0, 1), Direction::Down),
   (Location(0, 0, -1), Direction::Up),

];

/////////// // TYPES // ///////////

type Invetory = HashSet<Object>; type CommandAliases = Vec<(HashSet<String>, Command)>;

////////////// // LOCATION // //////////////

  1. [derive(Hash, Eq, PartialEq, Copy, Clone)]

struct Location(i32, i32, i32);

impl Add for Location {

   type Output = Self;
   fn add(self, rhs: Self) -> Self::Output {
       Location(self.0 + rhs.0, self.1 + rhs.1, self.2 + rhs.2)
   }

}

impl Debug for Location {

   fn fmt(&self, f: &mut fmt::Formatter) -> Result<(), fmt::Error> {
       write!(f, "({}, {}, {})", self.0, self.1, self.2)
   }

}

//////////// // OBJECT // ////////////

  1. [derive(Eq, PartialEq, Hash, Copy, Clone, Debug)]

enum Object {

   Ladder,
   Sledge,
   Gold,

}

impl Display for Object {

   fn fmt(&self, f: &mut fmt::Formatter) -> Result<(), fmt::Error> {
       match *self {
           Object::Ladder => write!(f, "a ladder"),
           Object::Sledge => write!(f, "a sledge"),
           Object::Gold => write!(f, "some gold"),
       }
   }

}

impl Object {

   fn from_string(s: &str) -> Option<Object> {
       match s {
           "ladder" => Some(Object::Ladder),
           "sledge" => Some(Object::Sledge),
           "gold" => Some(Object::Gold),
           _ => None
       }
   }

}

//////////// // PLAYER // ////////////

struct Player {

   location: Location,
   inventory: Invetory,
   equipped: Option<Object>,

}

////////// // ROOM // //////////

struct Room {

   description: Option<String>,
   objects: Invetory,

}

impl Room {

   fn new() -> Self {
       Room {
           description: None,
           objects: HashSet::new(),
       }
   }
   fn with_description(mut self, descrition: &str) -> Self {
       self.description = Some(descrition.to_string());
       self
   }
   fn with_objects(mut self, objects: Vec<Object>) -> Self {
       self.objects.extend(objects);
       self
   }
   fn with_random_objects(mut self, rng: &mut ThreadRng ) -> Self {
       let objects: Vec<_> = vec![
           if rng.gen::<f32>() < 0.33 { Some(Object::Sledge) } else { None },
           if rng.gen::<f32>() < 0.33 { Some(Object::Ladder) } else { None },
           if rng.gen::<f32>() < 0.33 { Some(Object::Gold) } else { None },
       ].iter().filter_map(|o| *o).collect();
       self.objects.extend(objects);
       self
   }

}

///////////// // DUNGEON // /////////////

  1. [derive(Copy, Clone, Eq, PartialEq)]

enum Direction {

   North,
   South,
   West,
   East,
   Down,
   Up,

}

impl Display for Direction {

   fn fmt(&self, f: &mut fmt::Formatter) -> Result<(), fmt::Error> {
       match *self {
           Direction::North => write!(f, "north"),
           Direction::South => write!(f, "south"),
           Direction::West => write!(f, "west"),
           Direction::East => write!(f, "east"),
           Direction::Down => write!(f, "down"),
           Direction::Up => write!(f, "up"),
       }
   }

}

impl Direction {

   fn from_string(s: &str) -> Option<Direction> {
       match s {
           "north" => Some(Direction::North),
           "south" => Some(Direction::South),
           "west" => Some(Direction::West),
           "east" => Some(Direction::East),
           "down" => Some(Direction::Down),
           "up" => Some(Direction::Up),
           _ => None
       }
   }
   fn to_location(&self) -> Location {
       DIRECTION_MAPPING.iter()
           .find(|d| d.1 == *self)
           .unwrap()
           .0
   }

}

struct Dungeon {

   rooms: HashMap<Location, Room>

}

impl Dungeon {

   fn new() -> Self {
       Dungeon {
           rooms: HashMap::from_iter(vec![
               (Location(0, 0, 0), Room::new()
                   .with_description("The room where it all started...")
                   .with_objects(vec![Object::Ladder, Object::Sledge])),
               (Location(1, 1, 5), Room::new()
                   .with_description("You found it! Lots of gold!"))
           ])
       }
   }
   fn exits_for_room(&self, location: Location) -> Vec<Direction> {
       DIRECTION_MAPPING.iter().filter_map(|d| {
           let location_to_test = location + d.0;
           if self.rooms.contains_key(&location_to_test) {
               return Some(d.1);
           }
           None
       }).collect()
   }

}

////////////// // COMMANDS // //////////////

  1. [derive(Debug, Copy, Clone)]

enum Command {

   North,
   South,
   West,
   East,
   Down,
   Up,
   Help,
   Dig,
   Look,
   Inventory,
   Take,
   Drop,
   Equip,
   Unequip,
   Alias,

}

fn default_aliases() -> CommandAliases {

   vec![
       (vec!["n".to_string(), "north".to_string()].into_iter().collect(), Command::North),
       (vec!["s".to_string(), "south".to_string()].into_iter().collect(), Command::South),
       (vec!["w".to_string(), "west".to_string()].into_iter().collect(), Command::West),
       (vec!["e".to_string(), "east".to_string()].into_iter().collect(), Command::East),
       (vec!["d".to_string(), "down".to_string()].into_iter().collect(), Command::Down),
       (vec!["u".to_string(), "up".to_string()].into_iter().collect(), Command::Up),
       (vec!["help".to_string()].into_iter().collect(), Command::Help),
       (vec!["dig".to_string()].into_iter().collect(), Command::Dig),
       (vec!["l".to_string(), "look".to_string()].into_iter().collect(), Command::Look),
       (vec!["i".to_string(), "inventory".to_string()].into_iter().collect(), Command::Inventory),
       (vec!["take".to_string()].into_iter().collect(), Command::Take),
       (vec!["drop".to_string()].into_iter().collect(), Command::Drop),
       (vec!["equip".to_string()].into_iter().collect(), Command::Equip),
       (vec!["unequip".to_string()].into_iter().collect(), Command::Unequip),
       (vec!["alias".to_string()].into_iter().collect(), Command::Alias),
   ]

}

fn find_command(command: &str, aliases: &CommandAliases) -> Option<Command> {

   let command = command.to_lowercase();
   aliases.iter()
       .find(|a| a.0.contains(&command))
       .map(|a| a.1)

}

fn help() {

   println!("You need a sledge to dig rooms and ladders to go upwards.

Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look. Additionally you can tag rooms with the 'name' command and alias commands with 'alias'. Have fun!") }

fn alias(command_aliases: &mut CommandAliases, args: &[&str]) {

   if args.len() < 2 {
       println!("To assign an alias: alias CMQ NEW_ALIAS");
   } else {
       let command = args[0].to_lowercase();
       let new_alias = args[1].to_lowercase();
       let mut found = false;
       for ca in command_aliases {
           if ca.0.contains(&command) {
               ca.0.insert(new_alias.clone());
               found = true;
           }
       }
       if found {
           println!("You can use \"{}\" in lieu of \"{}\"", new_alias, command);
       } else {
           println!("The commands \"{}\" does not exist", command);
       }
   }

}

fn look(player: &Player, dungeon: &Dungeon) {

   let room = &dungeon.rooms[&player.location];
   if let Some(description) = &room.description {
       print!("{}", description);
   } else {
       print!("Room at {:?}.", player.location);
   }


   if !room.objects.is_empty() {
       print!(" On the floor you can see: {}.", room.objects
           .iter()
           .map(|o| o.to_string())
           .collect::<Vec<String>>()
           .join(", "));
   }
   let room_exits = dungeon.exits_for_room(player.location);
   match room_exits.len() {
       0 => println!(" There are no exits in this room."),
       1 => println!(" There is one exit: {}.", room_exits[0].to_string()),
       _ => println!(" Exits: {}.", room_exits.iter()
           .map(|o| o.to_string())
           .collect::<Vec<String>>()
           .join(", "))
   }

}


fn take(player: &mut Player, dungeon: &mut Dungeon, args: &[&str]) {

   if args.is_empty() {
       println!("To take something: take OBJECT|all")
   } else if dungeon.rooms[&player.location].objects.is_empty() {
       println!("There is nothing to take here")
   } else if args[0] == "all" {
       let room_objects = dungeon.rooms.get_mut(&player.location)
           .expect("The player is in a room that should not exist!")
           .objects
           .borrow_mut();
       player.inventory.extend(room_objects.iter());
       room_objects.clear();
       println!("All items taken");
   } else if let Some(object) = Object::from_string(args[0]) {
       let room_objects = dungeon.rooms.get_mut(&player.location)
           .expect("The player is in a room that should not exist!")
           .objects
           .borrow_mut();
       if room_objects.contains(&object) {
           player.inventory.insert(object);
           room_objects.remove(&object);
           println!("Taken");
       }
   } else {
       println!("You can't see anything like that here")
   }

}

fn drop(player: &mut Player, dungeon: &mut Dungeon, args: &[&str]) {

   if args.is_empty() {
       println!("To drop something: drop OBJECT|all")
   } else if player.inventory.is_empty() {
       println!("You are not carrying anything")
   } else if args[0] == "all" {
       let room_objects = dungeon.rooms.get_mut(&player.location)
           .expect("The player is in a room that should not exist!")
           .objects
           .borrow_mut();
       room_objects.extend(player.inventory.iter());
       player.inventory.clear();
       println!("All items dropped");
   } else if let Some(object) = Object::from_string(args[0]) {
       let room_objects = dungeon.rooms.get_mut(&player.location)
           .expect("The player is in a room that should not exist!")
           .objects
           .borrow_mut();
       if player.inventory.contains(&object) {
           player.inventory.remove(&object);
           room_objects.insert(object);
           println!("Dropped");
       }
   } else {
       println!("You don't have anything like that")
   }

}

fn inventory(player: &Player) {

   if player.inventory.is_empty() {
       println!("You are not carrying anything")
   } else {
       println!("You are carrying: {}", player.inventory
           .iter()
           .map(|o| o.to_string())
           .collect::<Vec<String>>()
           .join(", "));
   }

}

  1. [allow(clippy::map_entry)]

fn dig(player: &Player, dungeon: &mut Dungeon, rng: &mut ThreadRng, args: &[&str]) {

   if args.is_empty() {
       println!("To dig a tunnel: dig DIRECTION");
   } else if let Some(direction) = Direction::from_string(args[0]) {
       if let Some(equipped) = player.equipped {
           if equipped == Object::Sledge {
               let target_location = player.location + direction.to_location();
               if dungeon.rooms.contains_key(&target_location) {
                   println!("There is already an exit, there!");
               }
               dungeon.rooms.entry(target_location).or_insert_with(|| {
                   println!("There is now an exit {}ward", direction);
                   Room::new().with_random_objects(rng)
               });
           } else {
               println!("You cannot dig with {}", equipped);
           }
       } else {
           println!("With your bare hands?");
       }
   } else {
       println!("That is not a direction I recognize");
   }

}

fn goto(player: &mut Player, dungeon: &Dungeon, direction: &Direction) {

   if direction == &Direction::North && !dungeon.rooms[&player.location].objects.contains(&Object::Ladder) {
       println!("You can't go upwards without a ladder!");
   } else {
       let target_location = player.location + direction.to_location();
       if !dungeon.rooms.contains_key(&target_location) {
           println!("There's no exit in that direction!");
       } else {
           player.location = target_location;
           look(player, dungeon);
       }
   }

}

fn equip(player: &mut Player, args: &[&str]) {

   if args.is_empty() {
       println!("To equip something: equip OBJECT");
   } else if let Some(object) = Object::from_string(args[0]) {
       if player.inventory.contains(&object) {
           player.equipped = Some(object);
           println!("Item equipped");
       } else {
           println!("You don't have such object");
       }
   } else {
       println!("You don't have such object");
   }

}

fn unequip(player: &mut Player) {

   if player.equipped.is_some() {
       player.equipped = None;
       println!("Unequipped");
   } else {
       println!("You are already not using anything");
   }

}

////////// // MAIN // //////////

fn main() {

   let mut command_aliases = default_aliases();
   let mut dungeon = Dungeon::new();
   let mut player = Player {
       location: Location(0, 0, 0),
       inventory: HashSet::from_iter(vec![Object::Sledge]),
       equipped: None,
   };
   let mut rng = rand::thread_rng();
   // init
   println!("Grab the sledge and make your way to room 1,1,5 for a non-existant prize!\n");
   help();
   loop {
       let mut input = String::new();
       io::stdin().read_line(&mut input).expect("Cannot read from stdin");
       let input: &str = &input.trim().to_lowercase();
       let splitted = input.split_whitespace().collect::<Vec<&str>>();
       if !splitted.is_empty() {
           match find_command(splitted[0], &command_aliases) {
               Some(Command::Help) => help(),
               Some(Command::Alias) => alias(&mut command_aliases, &splitted[1..]),
               Some(Command::Look) => look(&player, &dungeon),
               Some(Command::Take) => take(&mut player, &mut dungeon, &splitted[1..]),
               Some(Command::Drop) => drop(&mut player, &mut dungeon, &splitted[1..]),
               Some(Command::Inventory) => inventory(&player),
               Some(Command::Dig) => dig(&player, &mut dungeon, &mut rng, &splitted[1..]),
               Some(Command::Equip) => equip(&mut player, &splitted[1..]),
               Some(Command::Unequip) => unequip(&mut player),
               Some(Command::North) => goto(&mut player, &dungeon, &Direction::North),
               Some(Command::South) => goto(&mut player, &dungeon, &Direction::South),
               Some(Command::West) => goto(&mut player, &dungeon, &Direction::West),
               Some(Command::East) => goto(&mut player, &dungeon, &Direction::East),
               Some(Command::Down) => goto(&mut player, &dungeon, &Direction::Down),
               Some(Command::Up) => goto(&mut player, &dungeon, &Direction::Up),
               _ => println!("I don't know what you mean.")
           }
       }
   }

}

</lang>