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

iPaul
page 37 ANTLRInputStream input = new ANTLRInputStream(is); as of ANTLR 4 .8 should be: CharStream stream = CharStreams.fromStream(i...
New
jdufour
Hello! On page xix of the preface, it says there is a community forum "… for help if your’re stuck on one of the exercises in this book… ...
New
AleksandrKudashkin
On the page xv there is an instruction to run bin/setup from the main folder. I downloaded the source code today (12/03/21) and can’t see...
New
gilesdotcodes
In case this helps anyone, I’ve had issues setting up the rails source code. Here were the solutions: In Gemfile, change gem 'rails' t...
New
brunogirin
When installing Cards as an editable package, I get the following error: ERROR: File “setup.py” not found. Directory cannot be installe...
New
brunogirin
When running tox for the first time, I got the following error: ERROR: InterpreterNotFound: python3.10 I realised that I was running ...
New
tkhobbes
After some hassle, I was able to finally run bin/setup, now I have started the rails server but I get this error message right when I vis...
New
andreheijstek
After running /bin/setup, the first error was: The foreman' command exists in these Ruby versions: That was easy to fix: gem install fore...
New
a.zampa
@mfazio23 I’m following the indications of the book and arriver ad chapter 10, but the app cannot be compiled due to an error in the Bas...
New
ggerico
I got this error when executing the plot files on macOS Ventura 13.0.1 with Python 3.10.8 and matplotlib 3.6.1: programming_ML/code/03_...
New

Other popular topics Top

AstonJ
If it’s a mechanical keyboard, which switches do you have? Would you recommend it? Why? What will your next keyboard be? Pics always w...
New
ohm
Which, if any, games do you play? On what platform? I just bought (and completed) Minecraft Dungeons for my Nintendo Switch. Other than ...
New
Exadra37
Please tell us what is your preferred monitor setup for programming(not gaming) and why you have chosen it. Does your monitor have eye p...
New
AstonJ
There’s a whole world of custom keycaps out there that I didn’t know existed! Check out all of our Keycaps threads here: https://forum....
New
AstonJ
Do the test and post your score :nerd_face: :keyboard: If possible, please add info such as the keyboard you’re using, the layout (Qw...
New
dimitarvp
Small essay with thoughts on macOS vs. Linux: I know @Exadra37 is just waiting around the corner to scream at me “I TOLD YOU SO!!!” but I...
New
PragmaticBookshelf
Tailwind CSS is an exciting new CSS framework that allows you to design your site by composing simple utility classes to create complex e...
New
New
husaindevelop
Inside our android webview app, we are trying to paste the copied content from another app eg (notes) using navigator.clipboard.readtext ...
New
PragmaticBookshelf
Author Spotlight: VM Brasseur @vmbrasseur We have a treat for you today! We turn the spotlight onto Open Source as we sit down with V...
New

Sub Categories: