Decompose chase.go (refactor step 7)

chase splits into chaseBestSpot/chaseTry/scareScrollAt with a
chaseSearch state struct; chaseStep gains chaseRooms, chaseGoal,
dragonBreath/dragonShoots, and chaseTakeObject; runners gains
runnerTurn; findDest gains objectClaimed. chase.go is complexity-clean.
Behavior and RNG call order unchanged.
This commit is contained in:
2026-07-07 03:19:31 +02:00
parent aa57349c34
commit fec79b939a

View File

@@ -9,17 +9,32 @@ const dragonShot = 5
func (g *RogueGame) runners(int) { func (g *RogueGame) runners(int) {
list := append([]*Monster(nil), g.Level.Monsters...) list := append([]*Monster(nil), g.Level.Monsters...)
for _, tp := range list { for _, tp := range list {
if !tp.On(Held) && tp.On(Awake) { g.runnerTurn(tp)
}
if g.HasHit {
g.endmsg()
g.HasHit = false
}
}
// runnerTurn gives one monster its motion for the turn; flying monsters
// far from the hero move twice (the loop body of chase.c runners).
func (g *RogueGame) runnerTurn(tp *Monster) {
if tp.On(Held) || !tp.On(Awake) {
return
}
origPos := tp.Pos origPos := tp.Pos
wastarget := tp.On(Targeted) wastarget := tp.On(Targeted)
if removed := g.moveMonster(tp); removed { if removed := g.moveMonster(tp); removed {
continue return
} }
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 { if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if removed := g.moveMonster(tp); removed { if removed := g.moveMonster(tp); removed {
continue return
} }
} }
@@ -28,13 +43,6 @@ func (g *RogueGame) runners(int) {
g.ToDeath = false g.ToDeath = false
} }
}
}
if g.HasHit {
g.endmsg()
g.HasHit = false
}
} }
// moveMonster executes a single turn of running for a monster (chase.c // moveMonster executes a single turn of running for a monster (chase.c
@@ -87,13 +95,48 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
} }
} }
// chaseStep makes one thing chase another (chase.c do_chase). removed // chaseStep makes one thing chase another (chase.c do_chase). The
// reports that the chaser died or left the level in the attempt (the C // result reports that the chaser died or left the level in the attempt
// -1 return). // (the C -1 return).
func (g *RogueGame) chaseStep(th *Monster) (removed bool) { func (g *RogueGame) chaseStep(th *Monster) bool {
p := &g.Player
stoprun := false // true means we are there stoprun := false // true means we are there
mindist := 32767
rer, ree, door := g.chaseRooms(th)
this, shot := g.chaseGoal(th, rer, ree, door, 32767)
if shot {
return false
}
// This now contains what we want to run to this time so we run to it.
// If we hit it we either want to fight it or stop running
if g.chase(th, this) {
if th.Type == 'F' {
return false
}
} else {
switch this {
case g.Player.Pos:
return g.attack(th)
case *th.Dest:
g.chaseTakeObject(th)
stoprun = th.Type != 'F'
}
}
g.relocate(th, g.chRet)
// And stop running if need be
if stoprun && th.Pos == *th.Dest {
th.Flags.Clear(Awake)
}
return false
}
// chaseRooms finds the rooms of the chaser and its desire; doors do not
// count as inside rooms here (the setup of chase.c do_chase).
func (g *RogueGame) chaseRooms(th *Monster) (*Room, *Room, bool) {
p := &g.Player
rer := th.Room // find room of chaser rer := th.Room // find room of chaser
if th.On(Greedy) && rer.GoldVal == 0 { if th.On(Greedy) && rer.GoldVal == 0 {
@@ -106,15 +149,26 @@ func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
} else { } else {
ree = g.roomIn(*th.Dest) ree = g.roomIn(*th.Dest)
} }
// We don't count doors as inside rooms for this routine
door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door
return rer, ree, g.Level.Char(th.Pos.Y, th.Pos.X) == Door
}
// chaseGoal picks the spot the chaser runs toward this turn: the
// nearest exit toward its desire when it is in a different room, or the
// desire itself. shot means a dragon breathed flame instead of moving
// (the goal loop of chase.c do_chase).
func (g *RogueGame) chaseGoal(th *Monster, rer, ree *Room, door bool, mindist int) (Coord, bool) {
var this Coord var this Coord
for { for {
// If the object of our desire is in a different room, and we are // If the object of our desire is in a different room, and we are
// not in a corridor, run to the door nearest to our goal. // not in a corridor, run to the door nearest to our goal.
if rer != ree { if rer == ree {
this = *th.Dest
return this, g.dragonBreath(th)
}
for i := range rer.Exits { for i := range rer.Exits {
curdist := distCp(*th.Dest, rer.Exits[i]) curdist := distCp(*th.Dest, rer.Exits[i])
if curdist < mindist { if curdist < mindist {
@@ -123,21 +177,25 @@ func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
} }
} }
if door { if !door {
return this, false
}
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum] rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false door = false
// the C goto over: redo with the passage as room
continue // the C goto over: redo with the passage as room
} }
} else { }
this = *th.Dest
// For dragons check and see if (a) the hero is on a straight // dragonBreath checks whether a dragon shoots flame at the hero instead
// line from it, and (b) that it is within shooting distance, // of moving, and shoots it (the D block of chase.c do_chase).
// but outside of striking range. func (g *RogueGame) dragonBreath(th *Monster) bool {
if th.Type == 'D' && (th.Pos.Y == p.Pos.Y || th.Pos.X == p.Pos.X || if th.Type != 'D' || !g.dragonShoots(th) {
abs(th.Pos.Y-p.Pos.Y) == abs(th.Pos.X-p.Pos.X)) && return false
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength && }
!th.On(Cancelled) && g.rnd(dragonShot) == 0 {
p := &g.Player
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y) g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X) g.Delta.X = sign(p.Pos.X - th.Pos.X)
@@ -155,18 +213,27 @@ func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
g.Kamikaze = false g.Kamikaze = false
} }
return true
}
// dragonShoots decides whether the dragon takes the shot: the hero is
// on a straight line from it, within shooting distance but outside
// striking range, it is not cancelled, and the shot roll comes up
// (chase.c do_chase).
func (g *RogueGame) dragonShoots(th *Monster) bool {
p := &g.Player
if th.Pos.Y != p.Pos.Y && th.Pos.X != p.Pos.X &&
abs(th.Pos.Y-p.Pos.Y) != abs(th.Pos.X-p.Pos.X) {
return false return false
} }
}
break return distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
} !th.On(Cancelled) && g.rnd(dragonShot) == 0
// This now contains what we want to run to this time so we run to it. }
// If we hit it we either want to fight it or stop running
if !g.chase(th, this) { // chaseTakeObject has the monster pick up the object it was running to
if this == p.Pos { // (the dest arm of chase.c do_chase).
return g.attack(th) func (g *RogueGame) chaseTakeObject(th *Monster) {
} else if this == *th.Dest {
for _, obj := range g.Level.Objects { for _, obj := range g.Level.Objects {
if th.Dest == &obj.Pos { if th.Dest == &obj.Pos {
g.Level.RemoveObject(obj) g.Level.RemoveObject(obj)
@@ -183,34 +250,12 @@ func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
break break
} }
} }
if th.Type != 'F' {
stoprun = true
}
}
} else {
if th.Type == 'F' {
return false
}
}
g.relocate(th, g.chRet)
// And stop running if need be
if stoprun && th.Pos == *th.Dest {
th.Flags.Clear(Awake)
}
return false
} }
// chase finds the spot for the chaser to move closer to the chasee // chase finds the spot for the chaser to move closer to the chasee
// (chase.c chase). Returns true if we want to keep on chasing later, false // (chase.c chase). Returns true if we want to keep on chasing later, false
// if we reach the goal. The chosen spot lands in g.chRet. // if we reach the goal. The chosen spot lands in g.chRet.
func (g *RogueGame) chase(tp *Monster, ee Coord) bool { func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
p := &g.Player
er := tp.Pos
plcnt := 1
var curdist int var curdist int
// If the thing is confused, let it move randomly. Invisible Stalkers // If the thing is confused, let it move randomly. Invisible Stalkers
@@ -226,11 +271,27 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
tp.Flags.Clear(Confused) tp.Flags.Clear(Confused)
} }
} else { } else {
// Otherwise, find the empty spot next to the chaser that is curdist = g.chaseBestSpot(tp, ee)
// closest to the chasee. This will eventually hold where we move }
// to get closer. If we can't find an empty spot, we stay where we
// are. return curdist != 0 && g.chRet != g.Player.Pos
curdist = distCp(er, ee) }
// chaseSearch is the scan state while chase looks for the step that
// gets a monster closest to its chasee.
type chaseSearch struct {
er Coord // where the chaser is
ee Coord // where it wants to go
curdist int
plcnt int
}
// chaseBestSpot finds the empty spot next to the chaser that is closest
// to the chasee, leaving it in g.chRet; if there is none, the chaser
// stays where it is (the search half of chase.c chase).
func (g *RogueGame) chaseBestSpot(tp *Monster, ee Coord) int {
er := tp.Pos
s := chaseSearch{er: er, ee: ee, curdist: distCp(er, ee), plcnt: 1}
g.chRet = er g.chRet = er
ey := er.Y + 1 ey := er.Y + 1
@@ -249,54 +310,59 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
} }
for y := er.Y - 1; y <= ey; y++ { for y := er.Y - 1; y <= ey; y++ {
g.chaseTry(&s, y, x)
}
}
return s.curdist
}
// chaseTry scores one candidate square, reservoir-sampling among ties
// (the scan body of chase.c chase).
func (g *RogueGame) chaseTry(s *chaseSearch, y, x int) {
tryp := Coord{X: x, Y: y} tryp := Coord{X: x, Y: y}
if !g.diagOk(er, tryp) { if !g.diagOk(s.er, tryp) {
continue return
} }
ch := g.Level.VisibleChar(y, x) ch := g.Level.VisibleChar(y, x)
if stepOk(ch) { if !stepOk(ch) {
// If it is a scroll, it might be a scare monster return
// scroll so we need to look it up to see what type
// it is.
if ch == Scroll {
var found *Object
for _, obj := range g.Level.Objects {
if y == obj.Pos.Y && x == obj.Pos.X {
found = obj
break
}
}
if found != nil && found.ScrollKind() == ScrollScareMonster {
continue
} }
// If it is a scroll, it might be a scare monster scroll so we need
// to look it up to see what type it is.
if ch == Scroll && g.scareScrollAt(y, x) {
return
} }
// It can also be a Xeroc, which we shouldn't step on // It can also be a Xeroc, which we shouldn't step on
if m := g.Level.MonsterAt(y, x); m != nil && m.Type == 'X' { if m := g.Level.MonsterAt(y, x); m != nil && m.Type == 'X' {
continue return
} }
// If we didn't find any scrolls at this place or it // If we didn't find any scrolls at this place or it wasn't a scare
// wasn't a scare scroll, then this place counts // scroll, then this place counts
thisdist := distance(y, x, ee.Y, ee.X) thisdist := distance(y, x, s.ee.Y, s.ee.X)
if thisdist < curdist { if thisdist < s.curdist {
plcnt = 1 s.plcnt = 1
g.chRet = tryp g.chRet = tryp
curdist = thisdist s.curdist = thisdist
} else if thisdist == curdist { } else if thisdist == s.curdist {
if plcnt++; g.rnd(plcnt) == 0 { if s.plcnt++; g.rnd(s.plcnt) == 0 {
g.chRet = tryp g.chRet = tryp
curdist = thisdist s.curdist = thisdist
}
}
} }
} }
}
// scareScrollAt reports whether the object lying at (y, x) is a scare
// monster scroll (chase.c chase).
func (g *RogueGame) scareScrollAt(y, x int) bool {
for _, obj := range g.Level.Objects {
if y == obj.Pos.Y && x == obj.Pos.X {
return obj.ScrollKind() == ScrollScareMonster
} }
} }
return curdist != 0 && g.chRet != p.Pos return false
} }
// setOldChar sets the oldch character for the monster (chase.c set_oldch). // setOldChar sets the oldch character for the monster (chase.c set_oldch).
@@ -431,22 +497,23 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
continue continue
} }
if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob { if g.roomIn(obj.Pos) == tp.Room && g.rnd(100) < prob &&
claimed := false !g.objectClaimed(obj) {
for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos {
claimed = true
break
}
}
if !claimed {
return &obj.Pos return &obj.Pos
} }
} }
}
return &g.Player.Pos return &g.Player.Pos
} }
// objectClaimed reports whether some monster already runs toward this
// object (chase.c find_dest).
func (g *RogueGame) objectClaimed(obj *Object) bool {
for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos {
return true
}
}
return false
}