This commit is contained in:
2026-06-03 23:21:05 -05:00
parent 0187162e85
commit f0bcc90480
4 changed files with 152 additions and 27 deletions
+98
View File
@@ -3,6 +3,8 @@ use color::Rgba8;
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::hash::{Hash, Hasher};
use std::time::{Duration, SystemTime, UNIX_EPOCH};
use tinyrand::{Rand, Seeded, StdRand};
/// The visual representation of a single board cell.
///
@@ -397,14 +399,26 @@ pub struct GameState {
pub board: Board,
/// The in-game message log, oldest first (newest pushed at the end).
pub log: Vec<LogLine>,
/// Elapsed real time not yet consumed by [`GameState::tick`], used to fire
/// once-per-second events regardless of the actual frame rate.
tick_accum: Duration,
/// The engine's random-number generator (currently used for tick colors).
rng: StdRand,
}
impl GameState {
/// Creates a `GameState` from a pre-loaded [`Board`].
pub fn new(board: Board) -> Self {
// Seed the RNG from the wall clock so colors differ run-to-run.
let seed = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0);
Self {
board,
log: Vec::new(),
tick_accum: Duration::ZERO,
rng: StdRand::seed(seed),
}
}
@@ -413,6 +427,29 @@ impl GameState {
self.log.push(line);
}
/// Advances real-time game state by `dt` (the elapsed time since the last
/// tick). Called once per frame by the front-end's game loop.
///
/// For now this is a demo: it logs the word "tick" once per elapsed second,
/// each in a random bright color. A `while` loop (rather than `if`) keeps the
/// count correct even if a frame ran long enough to span multiple seconds.
pub fn tick(&mut self, dt: Duration) {
self.tick_accum += dt;
while self.tick_accum >= Duration::from_secs(1) {
self.tick_accum -= Duration::from_secs(1);
let color = self.random_color();
self.log(LogLine::new().push("tick", Some(color), None));
}
}
/// Returns a random fully-saturated, full-value color by picking a random
/// hue — bright enough to stay readable against dark backgrounds.
fn random_color(&mut self) -> Rgba8 {
let hue = self.rng.next_lim_u32(360) as f32;
let (r, g, b) = hue_to_rgb(hue);
Rgba8 { r, g, b, a: 255 }
}
/// Attempts to move the player by `(dx, dy)` cells.
///
/// The move is ignored if the target cell is out of bounds or its behavior
@@ -430,3 +467,64 @@ impl GameState {
}
}
}
/// Converts a hue in degrees to an RGB triple at full saturation and value.
///
/// Standard 6-segment HSV→RGB conversion (S = V = 1). Kept here rather than
/// shared with the front-end because kiln-core does not depend on any UI crate;
/// `kiln-tui` has its own copy for the terminal-status badge.
fn hue_to_rgb(hue: f32) -> (u8, u8, u8) {
let h = (hue % 360.0) / 60.0;
// `x` ramps the secondary channel up/down within each 60° segment.
let x = 1.0 - (h % 2.0 - 1.0).abs();
let (r, g, b) = match h as u32 {
0 => (1.0, x, 0.0),
1 => (x, 1.0, 0.0),
2 => (0.0, 1.0, x),
3 => (0.0, x, 1.0),
4 => (x, 0.0, 1.0),
_ => (1.0, 0.0, x),
};
((r * 255.0) as u8, (g * 255.0) as u8, (b * 255.0) as u8)
}
#[cfg(test)]
mod tests {
use super::*;
/// A minimal 1×1 empty board for exercising `GameState` logic.
fn empty_board() -> Board {
Board {
name: "test".into(),
width: 1,
height: 1,
cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty)],
player: Player { x: 0, y: 0 },
objects: Vec::new(),
portals: Vec::new(),
font: None,
zoom: 1,
scripts: HashMap::new(),
board_script_name: None,
}
}
#[test]
fn tick_logs_one_message_per_elapsed_second() {
let mut game = GameState::new(empty_board());
assert_eq!(game.log.len(), 0);
// Under a second of accumulated time logs nothing yet.
game.tick(Duration::from_millis(500));
assert_eq!(game.log.len(), 0);
// Crossing the one-second mark logs exactly one "tick".
game.tick(Duration::from_millis(600));
assert_eq!(game.log.len(), 1);
assert_eq!(game.log[0].spans[0].text, "tick");
// A single long frame logs one message per whole second it spans.
game.tick(Duration::from_secs(3));
assert_eq!(game.log.len(), 4);
}
}