ciel

ciel

Hands-on Rust: potential bugs

I’ve caught up with B4.0. Quite enjoying it! I ran into a couple of “bugs” in the dungeon crawler game logic. I’ll point out what I am seeing, but maybe you can leave the implementation to the reader to try and figure out as a challenge.

  1. Chasing/Random movement: movers do not consider other intent_to_move when moving to the same destination at the same time. This causes mobs to converge onto the same tile. like this:

  2. The map building flow does not verify that amulet/exit positions are excluded from potential monster/item spawn positions (or vice-versa). While this isn’t an issue for the mobs (since they move), this can cause an item to be placed on top of the exit/amulet. There’s a few easy ways to fix this, but a solution in the book might require a more strict/safe solution to prevent confusion. In the current code the ordering of amulet/monster spawn lines in the implemented build() functions don’t particularly matter, but a fix for this could require a specific order.

I think the book itself prepared me to solve both of these problems on my own. Perhaps it could be something to point out to the users so they have a challenge for themselves to try and solve.

Also, It’s possible content in the future chapters might make these bugs not really relevant.

Most Liked

herbert

herbert

Author of Hands-on Rust

Thanks! This is actually a tough one to find a balance (see mikecargal’s threads on procgen for another example). On one level, I’ve had to restrain myself a bit to keep focused on teaching Rust and concepts rather than bogging down into fine details; on the other hand, it would be really nice to catch these bugs (if I had a third hand, it would be remining me that I have a page count limit!). I intend to tackle some of this (particularly constraining item placement), but probably not all of it.

My current plan is to add some constraints to item placement, at the level of generating available spawn positions. It’s relatively easy to add a few “denied” slots (such as the exit) - so it won’t be too large or trash the reader’s flow too much by vanishing down an aside. I’m hoping to squeeze in a few procgen constraints, too - a quick call to add a forced boundary around the map, maybe cull unreachable tiles (that’s easy to do). Exactly how much of that I can get in is itself constrained by page count. Worst case, it’ll be presented as a “here’s some ideas to improve this” exercise.

The monster overlap is worth discussing a little because it highlights one of the toughest issues with an ECS design. When you are building your systems to run efficiently with little data-overlap from other systems, and each entity effectively processing independently - it does make checking against other dynamic entities harder than you’d expect.

In the Rust Roguelike Tutorial (my big project before this one), I had a whole “blocked” system with an additional data construct to track tile contents. With hindsight, that was a mistake - deep into “second system syndrome”, I spent as much time catching cache invalidation problems (it’s basically a location cache) as I did benefiting from it. So I knew that this book shouldn’t go that route. It does have the nice side-effect that mobs will realize a dynamic path is unavailable and route around to attack from a different direction - but it gets huge and complex achieving that.

So I’m going to do some debugging and get the “collisions lite” setup I was aiming for working better. Check “wants to move” message destinations and simply not apply them if they result in a goblin cheerleading pyramid. I’ve been planning to clean-up the did_something code for that system anyway; it is messier than it needs to be.

Thanks, and I hope my overly long reply makes sense!

ciel

ciel

Absolutely makes sense. The dungeon crawler being built from the book is serving a specific purpose. And a bug free game isn’t the primary goal. Of course, it’d be nice, but not the primary goal. I mostly just wanted to point out cases I saw. What code should not go into the book is just as important to consider when you’re trying to teach a point.

Second system syndrome is quite the siren’s song. Making a buggy game has more value than spending all your time building an overly complex system for a game that you might not finish. I tend to still try to make the overly complex system. :sweat_smile:

Where Next?

Popular Pragmatic Bookshelf topics Top

jimmykiang
This test is broken right out of the box… — FAIL: TestAgent (7.82s) agent_test.go:77: Error Trace: agent_test.go:77 agent_test.go:...
New
jamis
The following is cross-posted from the original Ray Tracer Challenge forum, from a post by garfieldnate. I’m cross-posting it so that the...
New
Alexandr
Hi everyone! There is an error on the page 71 in the book “Programming machine learning from coding to depp learning” P. Perrotta. You c...
New
raul
Hi Travis! Thank you for the cool book! :slight_smile: I made a list of issues and thought I could post them chapter by chapter. I’m rev...
New
joepstender
The generated iex result below should list products instead of product for the metadata. (page 67) iex> product = %Product{} %Pento....
New
New
patoncrispy
I’m new to Rust and am using this book to learn more as well as to feed my interest in game dev. I’ve just finished the flappy dragon exa...
New
Charles
In general, the book isn’t yet updated for Phoenix version 1.6. On page 18 of the book, the authors indicate that an auto generated of ro...
New
taguniversalmachine
Hi, I am getting an error I cannot figure out on my test. I have what I think is the exact code from the book, other than I changed “us...
New
mert
AWDWR 7, page 152, page 153: Hello everyone, I’m a little bit lost on the hotwire part. I didn’t fully understand it. On page 152 @rub...
New

Other popular topics Top

PragmaticBookshelf
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! In just a couple of weeks, build a ray tracer that r...
New
DevotionGeo
I know that these benchmarks might not be the exact picture of real-world scenario, but still I expect a Rust web framework performing a ...
New
Exadra37
I am thinking in building or buy a desktop computer for programing, both professionally and on my free time, and my choice of OS is Linux...
New
AstonJ
Curious to know which languages and frameworks you’re all thinking about learning next :upside_down_face: Perhaps if there’s enough peop...
New
AstonJ
We have a thread about the keyboards we have, but what about nice keyboards we come across that we want? If you have seen any that look n...
New
Exadra37
Oh just spent so much time on this to discover now that RancherOS is in end of life but Rancher is refusing to mark the Github repo as su...
New
PragmaticBookshelf
Build highly interactive applications without ever leaving Elixir, the way the experts do. Let LiveView take care of performance, scalabi...
New
AstonJ
Was just curious to see if any were around, found this one: I got 51/100: Not sure if it was meant to buy I am sure at times the b...
New
PragmaticBookshelf
Explore the power of Ash Framework by modeling and building the domain for a real-world web application. Rebecca Le @sevenseacat and ...
New
AstonJ
Curious what kind of results others are getting, I think actually prefer the 7B model to the 32B model, not only is it faster but the qua...
New

Sub Categories: