maze.gno

12.79 Kb · 502 lines
  1// This package demonstrate the capability of gno to build dynamic svg image
  2// based on different query parameters.
  3// Raycasting implementation as been heavily inspired by this project: https://github.com/AZHenley/raycasting
  4
  5package gnomaze
  6
  7import (
  8	"encoding/base64"
  9	"hash/adler32"
 10	"math"
 11	"math/rand"
 12	"net/url"
 13	"std"
 14	"strconv"
 15	"strings"
 16	"time"
 17
 18	"gno.land/p/demo/ufmt"
 19	"gno.land/p/moul/txlink"
 20	"gno.land/r/leon/hor"
 21)
 22
 23const baseLevel = 7
 24
 25// Constants for cell dimensions
 26const (
 27	cellSize = 1.0
 28	halfCell = cellSize / 2
 29)
 30
 31type CellKind int
 32
 33const (
 34	CellKindEmpty = iota
 35	CellKindWall
 36)
 37
 38var (
 39	level            int = 1
 40	salt             int64
 41	maze             [][]int
 42	endPos, startPos Position
 43)
 44
 45func init() {
 46	// Generate the map
 47	seed := uint64(std.ChainHeight())
 48	rng := rand.New(rand.NewPCG(seed, uint64(time.Now().Unix())))
 49	generateLevel(rng, level)
 50	salt = rng.Int64()
 51
 52	// Register to hor
 53	cross(hor.Register)("GnoMaze, A 3D Maze Game", "")
 54}
 55
 56// Position represents the X, Y coordinates in the maze
 57type Position struct{ X, Y int }
 58
 59// Player represents a player with position and viewing angle
 60type Player struct {
 61	X, Y, Angle, FOV float64
 62}
 63
 64// PlayerState holds the player's grid position and direction
 65type PlayerState struct {
 66	CellX     int // Grid X position
 67	CellY     int // Grid Y position
 68	Direction int // 0-7 (0 = east, 1 = SE, 2 = S, etc.)
 69}
 70
 71// Angle calculates the direction angle in radians
 72func (p *PlayerState) Angle() float64 {
 73	return float64(p.Direction) * math.Pi / 4
 74}
 75
 76// Position returns the player's exact position in the grid
 77func (p *PlayerState) Position() (float64, float64) {
 78	return float64(p.CellX) + halfCell, float64(p.CellY) + halfCell
 79}
 80
 81// SumCode returns a hash string based on the player's position
 82func (p *PlayerState) SumCode() string {
 83	a := adler32.New()
 84
 85	var width int
 86	if len(maze) > 0 {
 87		width = len(maze[0])
 88	}
 89
 90	ufmt.Fprintf(a, "%d-%d-%d", p.CellY*width+p.CellX, level, salt)
 91	return strconv.FormatUint(uint64(a.Sum32()), 10)
 92}
 93
 94// Move updates the player's position based on movement deltas
 95func (p *PlayerState) Move(dx, dy int) {
 96	newX := p.CellX + dx
 97	newY := p.CellY + dy
 98
 99	if newY >= 0 && newY < len(maze) && newX >= 0 && newX < len(maze[0]) {
100		if maze[newY][newX] == 0 {
101			p.CellX = newX
102			p.CellY = newY
103		}
104	}
105}
106
107// Rotate changes the player's direction
108func (p *PlayerState) Rotate(clockwise bool) {
109	if clockwise {
110		p.Direction = (p.Direction + 1) % 8
111	} else {
112		p.Direction = (p.Direction + 7) % 8
113	}
114}
115
116// GenerateNextLevel validates the answer and generates a new level
117func GenerateNextLevel(answer string) {
118	crossing()
119
120	seed := uint64(std.ChainHeight())
121	rng := rand.New(rand.NewPCG(seed, uint64(time.Now().Unix())))
122
123	endState := PlayerState{CellX: endPos.X, CellY: endPos.Y}
124	hash := endState.SumCode()
125	if hash != answer {
126		panic("invalid answer")
127	}
128
129	// Generate new map
130	level++
131	salt = rng.Int64()
132	generateLevel(rng, level)
133}
134
135// generateLevel creates a new maze for the given level
136func generateLevel(rng *rand.Rand, level int) {
137	if level < 0 {
138		panic("invalid level")
139	}
140
141	size := level + baseLevel
142	maze, startPos, endPos = generateMap(rng, size, size)
143}
144
145// generateMap creates a random maze using a depth-first search algorithm.
146func generateMap(rng *rand.Rand, width, height int) ([][]int, Position, Position) {
147	// Initialize the maze grid filled with walls.
148	m := make([][]int, height)
149	for y := range m {
150		m[y] = make([]int, width)
151		for x := range m[y] {
152			m[y][x] = CellKindWall
153		}
154	}
155
156	// Define start position and initialize stack for DFS
157	start := Position{1, 1}
158	stack := []Position{start}
159	m[start.Y][start.X] = CellKindEmpty
160
161	// Initialize distance matrix and track farthest
162	dist := make([][]int, height)
163	for y := range dist {
164		dist[y] = make([]int, width)
165		for x := range dist[y] {
166			dist[y][x] = -1
167		}
168	}
169	dist[start.Y][start.X] = CellKindEmpty
170	maxDist := 0
171	candidates := []Position{start}
172
173	// Possible directions for movement: right, left, down, up
174	directions := []Position{{1, 0}, {-1, 0}, {0, 1}, {0, -1}}
175
176	// Generate maze paths using DFS
177	for len(stack) > 0 {
178		current := stack[len(stack)-1]
179		stack = stack[:len(stack)-1]
180
181		var dirCandidates []struct {
182			next, wall Position
183		}
184
185		// Evaluate possible candidates for maze paths
186		for _, d := range directions {
187			nx, ny := current.X+d.X*2, current.Y+d.Y*2
188			wx, wy := current.X+d.X, current.Y+d.Y
189
190			// Check if the candidate position is within bounds and still a wall
191			if nx > 0 && nx < width-1 && ny > 0 && ny < height-1 && m[ny][nx] == 1 {
192				dirCandidates = append(dirCandidates, struct{ next, wall Position }{
193					Position{nx, ny}, Position{wx, wy},
194				})
195			}
196		}
197
198		// If candidates are available, choose one and update the maze
199		if len(dirCandidates) > 0 {
200			chosen := dirCandidates[rng.IntN(len(dirCandidates))]
201			m[chosen.wall.Y][chosen.wall.X] = CellKindEmpty
202			m[chosen.next.Y][chosen.next.X] = CellKindEmpty
203
204			// Update distance for the next cell
205			currentDist := dist[current.Y][current.X]
206			nextDist := currentDist + 2
207			dist[chosen.next.Y][chosen.next.X] = nextDist
208
209			// Update maxDist and candidates
210			if nextDist > maxDist {
211				maxDist = nextDist
212				candidates = []Position{chosen.next}
213			} else if nextDist == maxDist {
214				candidates = append(candidates, chosen.next)
215			}
216
217			stack = append(stack, current, chosen.next)
218		}
219	}
220
221	// Select a random farthest position as the end
222	var end Position
223	if len(candidates) > 0 {
224		end = candidates[rng.IntN(len(candidates))]
225	} else {
226		end = Position{width - 2, height - 2} // Fallback to bottom-right
227	}
228
229	return m, start, end
230}
231
232// castRay simulates a ray casting in the maze to find walls
233func castRay(playerX, playerY, rayAngle float64, m [][]int) (distance float64, wallHeight float64, endCellHit bool, endDistance float64) {
234	x, y := playerX, playerY
235	dx, dy := math.Cos(rayAngle), math.Sin(rayAngle)
236	steps := 0
237	endCellHit = false
238	endDistance = 0.0
239
240	for {
241		ix, iy := int(math.Floor(x)), int(math.Floor(y))
242		if ix == endPos.X && iy == endPos.Y {
243			endCellHit = true
244			endDistance = math.Sqrt(math.Pow(x-playerX, 2) + math.Pow(y-playerY, 2))
245		}
246
247		if iy < 0 || iy >= len(m) || ix < 0 || ix >= len(m[0]) || m[iy][ix] != 0 {
248			break
249		}
250
251		x += dx * 0.1
252		y += dy * 0.1
253		steps++
254		if steps > 400 {
255			break
256		}
257	}
258
259	distance = math.Sqrt(math.Pow(x-playerX, 2) + math.Pow(y-playerY, 2))
260	wallHeight = 300.0 / distance
261	return
262}
263
264// GenerateSVG creates an SVG representation of the maze scene
265func GenerateSVG(p *PlayerState) string {
266	crossing()
267
268	const (
269		svgWidth, svgHeight = 800, 600
270		offsetX, offsetY    = 0.0, 500.0
271		groundLevel         = 300
272		rays                = 124
273		fov                 = math.Pi / 4
274		miniMapSize         = 100.0
275		visibleCells        = 7
276		dirLen              = 2.0
277	)
278
279	m := maze
280	playerX, playerY := p.Position()
281	angle := p.Angle()
282
283	sliceWidth := float64(svgWidth) / float64(rays)
284	angleStep := fov / float64(rays)
285
286	var svg strings.Builder
287	svg.WriteString(`<svg width="800" height="600" xmlns="http://www.w3.org/2000/svg">`)
288	svg.WriteString(`<rect x="0" y="0" width="800" height="300" fill="rgb(20,40,20)"/>`)
289	svg.WriteString(`<rect x="0" y="300" width="800" height="300" fill="rgb(40,60,40)"/>`)
290
291	var drawBanana func()
292	for i := 0; i < rays; i++ {
293		rayAngle := angle - fov/2 + float64(i)*angleStep
294		distance, wallHeight, endHit, endDist := castRay(playerX, playerY, rayAngle, m)
295		darkness := 1.0 + distance/4.0
296		colorVal1 := int(180.0 / darkness)
297		colorVal2 := int(32.0 / darkness)
298		yPos := groundLevel - wallHeight/2
299
300		ufmt.Fprintf(&svg,
301			`<rect x="%f" y="%f" width="%f" height="%f" fill="rgb(%d,69,%d)"/>`,
302			float64(i)*sliceWidth, yPos, sliceWidth, wallHeight, colorVal1, colorVal2)
303
304		if drawBanana != nil {
305			continue // Banana already drawn
306		}
307
308		// Only draw banana if the middle ray hit the end
309		// XXX: improve this by checking for a hit in the middle of the end cell
310		if i == rays/2 && endHit && endDist < distance {
311			iconHeight := 10.0 / endDist
312			scale := iconHeight / 100
313			x := float64(i)*sliceWidth + sliceWidth/2
314			y := groundLevel + 20 + (iconHeight*scale)/2
315
316			drawBanana = func() {
317				ufmt.Fprintf(&svg,
318					`<g transform="translate(%f %f) scale(%f)">%s</g>`,
319					x, y, scale, string(svgassets["banana"]),
320				)
321			}
322		}
323	}
324
325	if drawBanana != nil {
326		drawBanana()
327	}
328
329	playerCellX, playerCellY := int(math.Floor(playerX)), int(math.Floor(playerY))
330
331	xStart := max(0, playerCellX-visibleCells/2)
332	xEnd := min(len(m[0]), playerCellX+visibleCells/2+1)
333
334	yStart := max(0, playerCellY-visibleCells/2)
335	yEnd := min(len(m), playerCellY+visibleCells/2+1)
336
337	scaleX := miniMapSize / float64(xEnd-xStart)
338	scaleY := miniMapSize / float64(yEnd-yStart)
339
340	for y := yStart; y < yEnd; y++ {
341		for x := xStart; x < xEnd; x++ {
342			color := "black"
343			if m[y][x] == 1 {
344				color = "rgb(149,0,32)"
345			}
346			ufmt.Fprintf(&svg,
347				`<rect x="%f" y="%f" width="%f" height="%f" fill="%s"/>`,
348				float64(x-xStart)*scaleX+offsetX, float64(y-yStart)*scaleY+offsetY, scaleX, scaleY, color)
349		}
350	}
351
352	px := (playerX-float64(xStart))*scaleX + offsetX
353	py := (playerY-float64(yStart))*scaleY + offsetY
354	ufmt.Fprintf(&svg, `<circle cx="%f" cy="%f" r="%f" fill="rgb(200,200,200)"/>`, px, py, scaleX/2)
355
356	dx := math.Cos(angle) * dirLen
357	dy := math.Sin(angle) * dirLen
358	ufmt.Fprintf(&svg,
359		`<line x1="%f" y1="%f" x2="%f" y2="%f" stroke="rgb(200,200,200)" stroke-width="1"/>`,
360		px, py, (playerX+dx-float64(xStart))*scaleX+offsetX, (playerY+dy-float64(yStart))*scaleY+offsetY)
361
362	svg.WriteString(`</svg>`)
363	return svg.String()
364}
365
366// renderGrid3D creates a 3D view of the grid
367func renderGrid3D(p *PlayerState) string {
368	svg := GenerateSVG(p)
369	base64SVG := base64.StdEncoding.EncodeToString([]byte(svg))
370	return ufmt.Sprintf("![SVG Image](data:image/svg+xml;base64,%s)", base64SVG)
371}
372
373// generateDirLink generates a link to change player direction
374func generateDirLink(path string, p *PlayerState, action string) string {
375	newState := *p // Make copy
376
377	switch action {
378	case "forward":
379		dx, dy := directionDeltas(newState.Direction)
380		newState.Move(dx, dy)
381	case "left":
382		newState.Rotate(false)
383	case "right":
384		newState.Rotate(true)
385	}
386
387	vals := make(url.Values)
388	vals.Set("x", strconv.Itoa(newState.CellX))
389	vals.Set("y", strconv.Itoa(newState.CellY))
390	vals.Set("dir", strconv.Itoa(newState.Direction))
391
392	vals.Set("sum", newState.SumCode())
393	return path + "?" + vals.Encode()
394}
395
396// isPlayerTouchingWall checks if the player's position is inside a wall
397func isPlayerTouchingWall(x, y float64) bool {
398	ix, iy := int(math.Floor(x)), int(math.Floor(y))
399	if iy < 0 || iy >= len(maze) || ix < 0 || ix >= len(maze[0]) {
400		return true
401	}
402	return maze[iy][ix] == CellKindEmpty
403}
404
405// directionDeltas provides deltas for movement based on direction
406func directionDeltas(d int) (x, y int) {
407	s := []struct{ x, y int }{
408		{1, 0},   // 0 == E
409		{1, 1},   // SE
410		{0, 1},   // S
411		{-1, 1},  // SW
412		{-1, 0},  // W
413		{-1, -1}, // NW
414		{0, -1},  // N
415		{1, -1},  // NE
416	}[d]
417	return s.x, s.y
418}
419
420// atoiDefault converts string to integer with a default fallback
421func atoiDefault(s string, def int) int {
422	if s == "" {
423		return def
424	}
425	i, _ := strconv.Atoi(s)
426	return i
427}
428
429// Render renders the game interface
430func Render(path string) string {
431	u, _ := url.Parse(path)
432	query := u.Query()
433
434	p := PlayerState{
435		CellX:     atoiDefault(query.Get("x"), startPos.X),
436		CellY:     atoiDefault(query.Get("y"), startPos.Y),
437		Direction: atoiDefault(query.Get("dir"), 0), // Start facing east
438	}
439
440	cpath := strings.TrimPrefix(std.CurrentRealm().PkgPath(), std.ChainDomain())
441	psum := p.SumCode()
442	reset := "[reset](" + cpath + ")"
443
444	if startPos.X != p.CellX || startPos.Y != p.CellY {
445		if sum := query.Get("sum"); psum != sum {
446			return "invalid sum : " + reset
447		}
448	}
449
450	if endPos.X == p.CellX && endPos.Y == p.CellY {
451		return strings.Join([]string{
452			ufmt.Sprintf("### Congrats you win level %d !!", level),
453			ufmt.Sprintf("Code for next level is: %s", psum),
454			ufmt.Sprintf("[Generate Next Level: %d](%s)", level+1, txlink.Call("GenerateNextLevel", "answer", psum)),
455		}, "\n\n")
456	}
457
458	// Generate commands
459	commands := strings.Join([]string{
460		"<gno-columns>",
461		"|||",
462		ufmt.Sprintf("[▲](%s)", generateDirLink(cpath, &p, "forward")),
463		"|||",
464		"</gno-columns>",
465		"<gno-columns>",
466		ufmt.Sprintf("[◄](%s)", generateDirLink(cpath, &p, "left")),
467		"|||",
468		"|||",
469		ufmt.Sprintf("[►](%s)", generateDirLink(cpath, &p, "right")),
470		"</gno-columns>",
471	}, "\n\n")
472
473	// Generate view
474	view := strings.Join([]string{
475		"<gno-columns>",
476		renderGrid3D(&p),
477		"</gno-columns>",
478	}, "\n\n")
479
480	return strings.Join([]string{
481		"## Find the banana: Level " + strconv.Itoa(level),
482		"---", view, "---", commands, "---",
483		reset,
484		ufmt.Sprintf("Position: (%d, %d) Direction: %fπ", p.CellX, p.CellY, float64(p.Direction)/math.Pi),
485	}, "\n\n")
486}
487
488// max returns the maximum of two integers
489func max(a, b int) int {
490	if a > b {
491		return a
492	}
493	return b
494}
495
496// min returns the minimum of two integers
497func min(a, b int) int {
498	if a < b {
499		return a
500	}
501	return b
502}