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

jesse050717
Title: Web Development with Clojure, Third Edition, pg 116 Hi - I just started chapter 5 and I am stuck on page 116 while trying to star...
New
mikecargal
Title: Hands-On Rust (Chapter 11: prefab) Just played a couple of amulet-less games. With a bit of debugging, I believe that your can_p...
New
alanq
This isn’t directly about the book contents so maybe not the right forum…but in some of the code apps (e.g. turbo/06) it sends a TURBO_ST...
New
swlaschin
The book has the same “Problem space/Solution space” diagram on page 18 as is on page 17. The correct Problem/Solution space diagrams ar...
New
adamwoolhether
When trying to generate the protobuf .go file, I receive this error: Unknown flag: --go_opt libprotoc 3.12.3 MacOS 11.3.1 Googling ...
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
nicoatridge
Hi, I have just acquired Michael Fazio’s “Kotlin and Android Development” to learn about game programming for Android. I have a game in p...
New
New
akraut
The markup used to display the uploaded image results in a Phoenix.LiveView.HTMLTokenizer.ParseError error. lib/pento_web/live/product_l...
New
SlowburnAZ
Getting an error when installing the dependencies at the start of this chapter: could not compile dependency :exla, "mix compile" failed...
New

Other popular topics Top

PragmaticBookshelf
Rust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters...
New
DevotionGeo
The V Programming Language Simple language for building maintainable programs V is already mentioned couple of times in the forum, but I...
New
AstonJ
Saw this on TikTok of all places! :lol: Anyone heard of them before? Lite:
New
PragmaticBookshelf
Rails 7 completely redefines what it means to produce fantastic user experiences and provides a way to achieve all the benefits of single...
New
AstonJ
If you get Can't find emacs in your PATH when trying to install Doom Emacs on your Mac you… just… need to install Emacs first! :lol: bre...
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
Author Spotlight Mike Riley @mriley This month, we turn the spotlight on Mike Riley, author of Portable Python Projects. Mike’s book ...
New
First poster: AstonJ
Jan | Rethink the Computer. Jan turns your computer into an AI machine by running LLMs locally on your computer. It’s a privacy-focus, l...
New
AnfaengerAlex
Hello, I’m a beginner in Android development and I’m facing an issue with my project setup. In my build.gradle.kts file, I have the foll...
New
NewsBot
Node.js v22.14.0 has been released. Link: Release 2025-02-11, Version 22.14.0 'Jod' (LTS), @aduh95 · nodejs/node · GitHub
New

Sub Categories: