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

abtin
page 20: … protoc command… I had to additionally run the following go get commands in order to be able to compile protobuf code using go...
New
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
New
ianwillie
Hello Brian, I have some problems with running the code in your book. I like the style of the book very much and I have learnt a lot as...
New
mikecargal
Title: Hands-On Rust (Chap 8 (Adding a Heads Up Display) It looks like ​.with_simple_console_no_bg​(SCREEN_WIDTH*2, SCREEN_HEIGHT*2...
New
jskubick
I think I might have found a problem involving SwitchCompat, thumbTint, and trackTint. As entered, the SwitchCompat changes color to hol...
New
AufHe
I’m a newbie to Rails 7 and have hit an issue with the bin/Dev script mentioned on pages 112-113. Iteration A1 - Seeing the list of prod...
New
kolossal
Hi, I need some help, I’m new to rust and was learning through your book. but I got stuck at the last stage of distribution. Whenever I t...
New
Keton
When running the program in chapter 8, “Implementing Combat”, the printout Health before attack was never printed so I assumed something ...
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

Other popular topics Top

PragmaticBookshelf
Ruby, Io, Prolog, Scala, Erlang, Clojure, Haskell. With Seven Languages in Seven Weeks, by Bruce A. Tate, you’ll go beyond the syntax—and...
New
PragmaticBookshelf
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to soci...
New
AstonJ
poll poll Be sure to check out @Dusty’s article posted here: An Introduction to Alternative Keyboard Layouts It’s one of the best write-...
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
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
AstonJ
If you want a quick and easy way to block any website on your Mac using Little Snitch simply… File > New Rule: And select Deny, O...
New
New
New
New
AstonJ
This is cool! DEEPSEEK-V3 ON M4 MAC: BLAZING FAST INFERENCE ON APPLE SILICON We just witnessed something incredible: the largest open-s...
New

Sub Categories: