Game On
This is the third and final part of a 3 part series. This post starts off with a project that looks something like this. Here are links for Part 1 and Part 2 if you need to catch up.
Part 2 left us with a cave we can wander around, but not much in the way of danger. The name of the game is "Hunt the Wumpus" and there's nary a wumpus in sight!
Open up src/lib.rs
. Let's add one to our Model
:
pub struct Model {
arrows: u8,
current_room: u8,
messages: Vec<String>,
wumpus: u8,
}
We need a placeholder starting position - there is no room 0, our cave rooms are 1-indexed:
fn create(_: Self::Properties, _: ComponentLink<Self>) -> Self {
let mut rng = thread_rng();
let mut ret = Model {
arrows: 5,
current_room: 1,
messages: Vec::new(),
wumpus: 0,
};
// ..
}
We'll place him in a moment. That's not quite scary enough, though. In addition to the ravenous monstrosity loafing about there are two gigantic bats. If you end up in a room with a bat, it'll quite literally sweep you off your feet and deposit you elsewhere in the cave.
Now we're gonna crank the horror up to eleven. Forget the two chaos-inducing hellbats. There are also two rooms that are bottomless pits. What the flip, man. Bottomless. You'll die of thirst, after three days of falling. Gives me the crimineys, I'll tell you hwat.
We'll keep track of them too:
pub struct Model {
arrows: u8,
current_room: u8,
messages: Vec<String>,
wumpus: u8,
bats: [u8; 2],
pits: [u8; 2],
}
Let's go ahead and implement Default
for Model
with some zeros for everything that we can configure later:
impl Default for Model {
fn default() -> Self {
Self {
arrows: 5,
current_room: 1,
messages: Vec::new(),
wumpus: 0,
bats: [0, 0],
pits: [0, 0],
}
}
}
To place the horribleness, we'll use a helper function that will generate random numbers avoiding a list that we specify.
We're going to call out out to JS to generate the random number. First add the #[macro_use]
annotation to the extern crate stdweb
line in lib.rs
:
#[macro_use]
extern crate stdweb;
#[macro_use]
extern crate yew;
I don't want to clutter up lib.rs
too much, so lets create a file called src/util.rs
:
use stdweb::unstable::TryInto;
pub fn js_rand(bottom: u8, top: u8) -> u8 {
let rand = js! { return Math.random(); };
let base: f64 = rand.try_into().unwrap();
(base * top as f64).floor() as u8 + bottom
}
pub fn gen_range_avoiding(bottom: u8, top: u8, avoid: Vec<u8>) -> u8 {
let mut ret = avoid[0];
while avoid.contains(&ret) {
ret = js_rand(bottom, top);
}
ret
}
The js_rand
function wraps up our interop so we deal with Rust types as much as we can - we only need JS for the entropy. The helper gen_range_avoiding
will give us back a u8
that doesn't appear in avoid
.
We can also move room_exits
from lib.rs
into this file and mark it pub
. Don't forget to add it to the top of lib.rs
:
mod components;
mod util;
use self::{
components::{controls::Controls, messages::Messages, stats::Stats},
util::*,
};
To make this utility easier to use, let's give Model
a method for it in lib.rs
, along with a configure_cave()
method to initiate our world and place all of our sadistic traps:
impl Model {
fn configure_cave(&mut self) {
self.messages.push(
"You've entered a clammy, dark cave, armed with 5 arrows. You are very cold.".to_string(),
);
self.wumpus = js_rand(1, 20);
self.bats[0] = self.get_empty_room();
self.bats[1] = self.get_empty_room();
self.pits[0] = self.get_empty_room();
self.pits[1] = self.get_empty_room();
self.warning_messages();
}
fn get_empty_room(&self) -> u8 {
gen_range_avoiding(
0,
20,
vec![
self.current_room,
self.wumpus,
self.bats[0],
self.bats[1],
self.pits[0],
self.pits[1],
],
)
}
}
Now we can rewrite our create
function:
fn create(_: Self::Properties, _: ComponentLink<Self>) -> Self {
let mut ret = Model::default();
ret.configure_cave();
ret
}
With all this danger lurking around every corner, we should give the player a few warnings as they're stepping around.
Let's add another method to Model
to sniff around our surroundings. If any of our adjacent rooms has a hazard, we'll alert the player with a spooky message. Add this to the impl Model
block:
fn warning_messages(&mut self) {
for adj in &room_exits(self.current_room).unwrap() {
let t = *adj;
if self.wumpus == t {
self
.messages
.push("You smell something horrific and rancid.".into());
} else if self.pits.contains(&t) {
self
.messages
.push("You feel a cold updraft from a nearby cavern.".into());
} else if self.bats.contains(&t) {
self
.messages
.push("You hear a faint but distinct flapping of wings.".into());
}
}
}
We can check for nearby hazards whenever we move:
fn update(&mut self, msg: Self::Message) -> ShouldRender {
match msg {
Msg::SwitchRoom(target) => {
self.current_room = target;
self.messages.push(format!("Moved to room {}", target));
self.warning_messages();
true
}
}
}
Before we start dealing with larger level states, let's go ahead and abstract out our Game
from our Model
. Create a new file called src/game.rs
. We're going to pull a lot of the logic we had defined on Model
and put it here instead.
use crate::util::*;
pub struct Game {
pub arrows: u8,
pub current_room: u8,
pub messages: Vec<String>,
pub wumpus: u8,
bats: [u8; 2],
pits: [u8; 2],
}
impl Game {
fn configure_cave(&mut self) {
self.messages.push(
"You've entered a clammy, dark cave, armed with 5 arrows. You are very cold.".to_string(),
);
self.wumpus = js_rand(1, 20);
self.bats[0] = self.get_empty_room();
self.bats[1] = self.get_empty_room();
self.pits[0] = self.get_empty_room();
self.pits[1] = self.get_empty_room();
self.warning_messages();
}
fn get_empty_room(&self) -> u8 {
gen_range_avoiding(
0,
20,
vec![
self.current_room,
self.wumpus,
self.bats[0],
self.bats[1],
self.pits[0],
self.pits[1],
],
)
}
pub fn warning_messages(&mut self) {
for adj in &room_exits(self.current_room).unwrap() {
let t = *adj;
if self.wumpus == t {
self
.messages
.push("You smell something horrific and rancid.".into());
} else if self.pits.contains(&t) {
self
.messages
.push("You feel a cold updraft from a nearby cavern.".into());
} else if self.bats.contains(&t) {
self
.messages
.push("You hear a faint but distinct flapping of wings.".into());
}
}
}
}
impl Default for Game {
fn default() -> Self {
let mut ret = Self {
arrows: 5,
current_room: 1,
messages: Vec::new(),
wumpus: 0,
bats: [0, 0],
pits: [0, 0],
};
ret.configure_cave();
ret
}
}
Bring everything into scope in lib.rs
:
mod components;
mod game;
mod util;
use self::{
components::{controls::Controls, messages::Messages, stats::Stats},
game::Game,
util::*,
};
We also moved the "new game" setup into the Default
implementation. We're going to have to make some changes to lib.rs
. First, we're going to define a few different types of Model
we want to be able to render. Change your struct
to this enum
:
pub enum Model {
Waiting(String),
Playing(Game),
}
Now we have a gamestate for when there isn't an active game. You can remove the old impl Model
block - that logic ll ended up in game.rs
. When the app starts, we're waiting to start a new game:
impl Default for Model {
fn default() -> Self {
Model::Waiting("New Game!".into())
}
}
impl Component for Model {
// ..
fn create(_: Self::Properties, _: ComponentLink<Self>) -> Self {
Model::default()
}
// ..
We need a message to kick off a new game:
#[derive(Debug, Clone)]
pub enum Msg {
StartGame,
SwitchRoom(u8),
}
This will require a few changes to our update
function too. We have a new message to handle, and we need to do some extra checking to make sure we're in a gamestate that makes sense:
fn update(&mut self, msg: Self::Message) -> ShouldRender {
use self::Msg::*;
match msg {
SwitchRoom(target) => match self {
Model::Playing(game) => {
game.current_room = target;
game.warning_messages();
}
_ => unreachable!(),
},
StartGame => *self = Model::Playing(Game::default()),
}
true
}
We've now got to make sure we're playing a game before switching rooms but we can send the StartGame
message to reroll the gamestate at any time.
Finally, we add a match arm for each game state in our view
:
impl Renderable<Model> for Model {
fn view(&self) -> Html<Self> {
use self::Model::*;
match self {
Waiting(s) => html! {
<div class="hunt",>
<span class="over-message",>{s}</span>
<button onclick=|_| Msg::StartGame,>{"Play Again"}</button>
</div>
},
Playing(game) => html! {
<div class="hunt",>
<div class="header",>{"Hunt the Wumpus"}</div>
<div class="window",>
<Stats: arrows=game.arrows, current_room=game.current_room,/>
<Controls: exits=room_exits(game.current_room).unwrap(), onsignal=|msg| msg,/>
</div>
<Messages: messages=&game.messages,/>
</div>
},
}
}
Each state has it's own html!
macro to render. For good measure, add a little style just below the final closing brace in hunt.scss
:
.over-message {
font-size: 22px;
color: red;
}
Over in game.rs
lets flesh out everything that we want to check on a move end. Add a new method in our impl Game
block:
pub fn move_effects(&mut self) -> Option<String> {
self.warning_messages();
if self.current_room == self.wumpus {
Some("You have been eaten slowly and painfully by the wumpus".into())
} else if self.pits.contains(&self.current_room) {
Some(
"You have fallen into a bottomless pit and must now wait to die, falling all the while"
.into(),
)
} else if self.bats.contains(&self.current_room) {
// Switch us to a random room
let current = self.current_room;
let next = self.get_empty_room();
self.messages.push(format!(
"A gigantic bat whisks you from room {} to room {} before you can even blink",
current, next
));
self.current_room = next;
self.warning_messages();
None
} else {
None
}
}
Now we've got some actual behavior! If we run into the wumpus or a bottomless pit, we die. If we hit a bat, current_room
will get a new random value, and we get a new set of warnings for our new location.
I'm having this function return an Option<String>
. We'll use this to decide if we want to end the game - a None
will indicate the game should continue, and a Some(string)
will trigger the end of the game.
Back in lib.rs
, lets adjust our update
function. Adjust the SwitchRoom
message handler:
SwitchRoom(target) => match self {
Model::Playing(game) => {
game.current_room = target;
if let Some(msg) = game.move_effects() {
*self = Model::Waiting(msg);
};
}
_ => unreachable!(),
},
Great! Now we can wander around the maze with advance warning of all the horrors within. Click around a while - you'll eventually die. Isn't that fun?
Of course, one final step remains - we must be able to shoot this accursed beast.
First, let's create the message for it. Open up lib.rs
and add the new message type:
#[derive(Debug, Clone)]
pub enum Msg {
StartGame,
ShootArrow(u8),
SwitchRoom(u8),
}
There are a few things we need to handle when the payer makes a shot. If we hit the wumpus, the game will end and show a victory message. If we missed and it was our last arrow - we're out of luck - the wumpus will eventually find you. That's an immediate loss. Also, we're not necessarily subtle - each time we shoot there's a 75% chance we spook the Wumpus into an adjacent chamber. If that adjacent chamber happens to contain you, you're wumpus food. Here's what that might look like in Rust - add this as a new match arm in your update
function:
ShootArrow(target) => match self {
Model::Playing(game) => {
if game.wumpus == target {
*self = Model::Waiting("With a sickening, satisfying thwack, your arrow finds its mark. Wumpus for dinner tonight! You win.".into());
} else {
game.arrows -= 1;
game
.messages
.push("You arrow whistles aimlessly into the void".into());
// If we exhausted our arrows, we lose
if game.arrows == 0 {
*self =
Model::Waiting("You fired your very last arrow - you are now wumpus food".into());
} else {
// On each shot there's a 75% chance you scare the wumpus into an adjacent cell.
let rand = js_rand(1, 4);
if rand == 1 {
game.messages.push(
"You listen quietly for any sign of movement - but the cave remains still."
.into(),
);
} else {
game
.messages
.push("You hear a deafening roar - you've disturbed the wumpus!".into());
let wumpus_exits = room_exits(game.wumpus).unwrap();
let rand_idx = js_rand(0, 2);
game.wumpus = wumpus_exits[rand_idx as usize];
if game.wumpus == game.current_room {
*self = Model::Waiting(
"You scared the wumpus right on top of you. Good going, mincemeat".into(),
);
}
}
}
}
}
Great! Now all we need are some buttons to actually fire arrows. Luckily, we've already got almost everything we need. Over in src/components/controls.rs
, lets make a little tweak to our move_button
closure:
let move_button = |target: &u8| {
use crate::Msg::*;
let t = *target;
html! {
<div class="control-button",>
<button onclick=|_| Msg::ButtonPressed(SwitchRoom(t)),>{&format!("Move to {}", target)}</button>
<button onclick=|_| Msg::ButtonPressed(ShootArrow(t)),>{&format!("Shoot {}", target)}</button>
</div>
}
};
And that's the way the news goes! Happy Wumpus huntin'. Here's the part 3 code to compare.
Please show me if you improve this app! I want to see what you come up with.