feat: Noita-style humanoid entities with per-part colors

Redesigned entity from solid 5x5 block to humanoid silhouette:

Shape (23 bodies, was 27):
     H H H        (head, 3 wide)
     H H H
   A T T T A      (shoulders + arms, 5 wide)
   A T T T A
     T T T        (torso, 3 wide)
     L   R        (legs, split with gap)
     L   R

Per-part colors (Noita-inspired):
- Player: head=bright yellow, torso=golden, arms=amber, legs=dark gold
- Goblin: head=bright green, torso=green, arms=olive, legs=dark green
- Corpse: desaturated browns

SubBody now has color: [u8; 4] field, set by build_humanoid.
All renderers (terminal, ascii, graphics) use b.color directly.
Fire effect: flickering orange overlay on burning entities.

half_w adjusted from 3.5 to 3.0, half_h from 2.5 to 3.5
(taller shape, narrower than old block).

109 tests, 0 failures
This commit is contained in:
Emil
2026-06-21 10:13:22 +03:00
parent 586c25f44c
commit 5cd1a5e197
6 changed files with 283 additions and 101 deletions
+89 -39
View File
@@ -1,4 +1,4 @@
use crate::physics::verlet::{SubBody, Constraint};
use crate::physics::verlet::{Constraint, SubBody};
use crate::world::cell::MaterialId;
pub type EntityId = u32;
@@ -110,55 +110,105 @@ impl Entity {
self.cy = cy;
self.cvx = 0.0;
self.cvy = 0.0;
self.half_w = 3.5;
self.half_h = 2.5;
self.half_w = 3.0;
self.half_h = 3.5;
let r = 0.5;
let mat = match self.kind {
EntityKind::Player => MaterialId::Flesh,
EntityKind::Goblin => MaterialId::Flesh,
EntityKind::Corpse => MaterialId::Flesh,
let mat = MaterialId::Flesh;
let (head_c, torso_c, arm_c, leg_c) = match self.kind {
EntityKind::Player => (
[255, 230, 130, 255],
[230, 180, 70, 255],
[200, 155, 50, 255],
[170, 130, 35, 255],
),
EntityKind::Goblin => (
[130, 230, 110, 255],
[80, 180, 70, 255],
[60, 150, 50, 255],
[45, 120, 35, 255],
),
EntityKind::Corpse => (
[120, 90, 80, 255],
[100, 75, 65, 255],
[90, 65, 55, 255],
[80, 55, 45, 255],
),
};
// 5x5 body + 2 arms = 27 bodies
let layout: [(f32, f32, MaterialId); 27] = [
// Row 0 (top): head
(-2.0, -2.0, mat), (-1.0, -2.0, mat), ( 0.0, -2.0, mat), ( 1.0, -2.0, mat), ( 2.0, -2.0, mat),
// Row 1: shoulders
(-2.0, -1.0, mat), (-1.0, -1.0, mat), ( 0.0, -1.0, mat), ( 1.0, -1.0, mat), ( 2.0, -1.0, mat),
// Row 2: torso
(-2.0, 0.0, mat), (-1.0, 0.0, mat), ( 0.0, 0.0, mat), ( 1.0, 0.0, mat), ( 2.0, 0.0, mat),
// Row 3: hips
(-2.0, 1.0, mat), (-1.0, 1.0, mat), ( 0.0, 1.0, mat), ( 1.0, 1.0, mat), ( 2.0, 1.0, mat),
// Row 4: legs
(-2.0, 2.0, mat), (-1.0, 2.0, mat), ( 0.0, 2.0, mat), ( 1.0, 2.0, mat), ( 2.0, 2.0, mat),
// Arms
( 3.0, -1.0, mat), ( 3.0, 0.0, mat),
let layout: [(f32, f32, [u8; 4]); 23] = [
(-1.0, -3.0, head_c),
(0.0, -3.0, head_c),
(1.0, -3.0, head_c),
(-1.0, -2.0, head_c),
(0.0, -2.0, head_c),
(1.0, -2.0, head_c),
(-2.0, -1.0, arm_c),
(-1.0, -1.0, torso_c),
(0.0, -1.0, torso_c),
(1.0, -1.0, torso_c),
(2.0, -1.0, arm_c),
(-2.0, 0.0, arm_c),
(-1.0, 0.0, torso_c),
(0.0, 0.0, torso_c),
(1.0, 0.0, torso_c),
(2.0, 0.0, arm_c),
(-1.0, 1.0, torso_c),
(0.0, 1.0, torso_c),
(1.0, 1.0, torso_c),
(-1.0, 2.0, leg_c),
(1.0, 2.0, leg_c),
(-1.0, 3.0, leg_c),
(1.0, 3.0, leg_c),
];
for &(ox, oy, m) in &layout {
for &(ox, oy, color) in &layout {
self.rest_offsets.push((ox, oy));
self.bodies.push(SubBody::new(cx + ox, cy + oy, r, m));
let mut b = SubBody::new(cx + ox, cy + oy, r, mat);
b.color = color;
self.bodies.push(b);
}
let mk = |a: usize, b: usize, len: f32| Constraint::new(a, b, len, 1.0);
// Horizontal connections
for row in 0..5 {
let base = row * 5;
for col in 0..4 {
self.constraints.push(mk(base + col, base + col + 1, 1.0));
}
}
// Vertical connections
for col in 0..5 {
for row in 0..4 {
self.constraints.push(mk(row * 5 + col, (row + 1) * 5 + col, 1.0));
}
}
// Arm connections
self.constraints.push(mk(9, 25, 1.0));
self.constraints.push(mk(25, 26, 1.0));
self.constraints.push(mk(0, 1, 1.0));
self.constraints.push(mk(1, 2, 1.0));
self.constraints.push(mk(3, 4, 1.0));
self.constraints.push(mk(4, 5, 1.0));
self.constraints.push(mk(0, 3, 1.0));
self.constraints.push(mk(1, 4, 1.0));
self.constraints.push(mk(2, 5, 1.0));
self.constraints.push(mk(3, 7, 1.0));
self.constraints.push(mk(4, 8, 1.0));
self.constraints.push(mk(5, 9, 1.0));
self.constraints.push(mk(7, 8, 1.0));
self.constraints.push(mk(8, 9, 1.0));
self.constraints.push(mk(12, 13, 1.0));
self.constraints.push(mk(13, 14, 1.0));
self.constraints.push(mk(16, 17, 1.0));
self.constraints.push(mk(17, 18, 1.0));
self.constraints.push(mk(7, 12, 1.0));
self.constraints.push(mk(8, 13, 1.0));
self.constraints.push(mk(9, 14, 1.0));
self.constraints.push(mk(12, 16, 1.0));
self.constraints.push(mk(13, 17, 1.0));
self.constraints.push(mk(14, 18, 1.0));
self.constraints.push(mk(6, 7, 1.0));
self.constraints.push(mk(10, 9, 1.0));
self.constraints.push(mk(11, 12, 1.0));
self.constraints.push(mk(15, 14, 1.0));
self.constraints.push(mk(6, 11, 1.0));
self.constraints.push(mk(10, 15, 1.0));
self.constraints.push(mk(16, 19, 1.0));
self.constraints.push(mk(18, 20, 1.0));
self.constraints.push(mk(19, 21, 1.0));
self.constraints.push(mk(20, 22, 1.0));
}
pub fn sync_bodies_to_center(&mut self) {
+8 -1
View File
@@ -14,6 +14,7 @@ pub struct SubBody {
pub health: f32,
pub on_fire: bool,
pub fire_timer: u32,
pub color: [u8; 4],
}
impl SubBody {
@@ -31,6 +32,7 @@ impl SubBody {
health: 100.0,
on_fire: false,
fire_timer: 0,
color: [255, 255, 255, 255],
}
}
@@ -113,7 +115,12 @@ impl VerletSolver {
}
}
pub fn solve_constraints(&self, bodies: &mut [SubBody], constraints: &[Constraint], iterations: u32) {
pub fn solve_constraints(
&self,
bodies: &mut [SubBody],
constraints: &[Constraint],
iterations: u32,
) {
const MAX_CORRECTION: f32 = 0.5;
for _ in 0..iterations {
for c in constraints {
+5 -10
View File
@@ -546,18 +546,13 @@ impl GraphicsRenderer {
let sx = b.x as i32 - cam_x;
let sy = b.y as i32 - cam_y;
if sx >= 0 && sx < self.grid_w as i32 && sy >= 0 && sy < self.grid_h as i32 {
let fg = if e.on_fire {
[255, 160, 40, 255]
} else if !e.alive {
[100, 60, 60, 255]
let color = if e.on_fire {
let flicker = b.fire_timer % 4;
[255, 120 + flicker as u8 * 20, 20 + flicker as u8 * 10, 255]
} else {
match e.kind {
EntityKind::Player => [255, 255, 100, 255],
EntityKind::Goblin => [100, 220, 100, 255],
_ => [180, 50, 50, 255],
}
b.color
};
entity_map.insert((sx, sy), fg);
entity_map.insert((sx, sy), color);
}
}
}
+32 -15
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@@ -1,11 +1,16 @@
use std::io::{self, Write, stdout};
use crossterm::{
cursor::{Hide, MoveTo, Show},
event::{DisableMouseCapture, EnableMouseCapture, KeyboardEnhancementFlags, PushKeyboardEnhancementFlags, PopKeyboardEnhancementFlags},
event::{
DisableMouseCapture, EnableMouseCapture, KeyboardEnhancementFlags,
PopKeyboardEnhancementFlags, PushKeyboardEnhancementFlags,
},
execute, queue,
style::{Color, SetBackgroundColor, SetForegroundColor, ResetColor, Print},
terminal::{self, Clear, ClearType, EnterAlternateScreen, LeaveAlternateScreen, size as term_size},
style::{Color, Print, ResetColor, SetBackgroundColor, SetForegroundColor},
terminal::{
self, size as term_size, Clear, ClearType, EnterAlternateScreen, LeaveAlternateScreen,
},
};
use std::io::{self, stdout, Write};
use crate::entity::EntityManager;
use crate::render::Renderer;
@@ -64,7 +69,13 @@ impl Renderer for TerminalRenderer {
Ok(())
}
fn render(&mut self, grid: &Grid, entities: &EntityManager, cam_x: i32, cam_y: i32) -> io::Result<()> {
fn render(
&mut self,
grid: &Grid,
entities: &EntityManager,
cam_x: i32,
cam_y: i32,
) -> io::Result<()> {
if !self.initialized {
return Ok(());
}
@@ -85,7 +96,11 @@ impl Renderer for TerminalRenderer {
}
let cell = grid.get(wx, wy);
if cell.is_empty() {
frame[idx] = (' ', (cell.fg[0], cell.fg[1], cell.fg[2]), (cell.bg[0], cell.bg[1], cell.bg[2]));
frame[idx] = (
' ',
(cell.fg[0], cell.fg[1], cell.fg[2]),
(cell.bg[0], cell.bg[1], cell.bg[2]),
);
} else {
let ch = cell.material.display_char();
let fg = if cell.material == MaterialId::Lava {
@@ -115,14 +130,8 @@ impl Renderer for TerminalRenderer {
};
let fg = if e.on_fire {
(255, 160, 40)
} else if !e.alive {
(100, 60, 60)
} else {
match e.kind {
crate::entity::EntityKind::Player => (255, 255, 100),
crate::entity::EntityKind::Goblin => (100, 220, 100),
_ => (180, 50, 50),
}
(b.color[0], b.color[1], b.color[2])
};
frame[idx] = (ch, fg, (20, 10, 10));
}
@@ -140,8 +149,16 @@ impl Renderer for TerminalRenderer {
queue!(out, MoveTo(dx as u16, dy as u16))?;
let new_fg = Color::Rgb { r: fg.0, g: fg.1, b: fg.2 };
let new_bg = Color::Rgb { r: bg.0, g: bg.1, b: bg.2 };
let new_fg = Color::Rgb {
r: fg.0,
g: fg.1,
b: fg.2,
};
let new_bg = Color::Rgb {
r: bg.0,
g: bg.1,
b: bg.2,
};
if prev_color != Some((new_fg, new_bg)) {
queue!(out, SetForegroundColor(new_fg), SetBackgroundColor(new_bg))?;
prev_color = Some((new_fg, new_bg));
+1 -7
View File
@@ -221,14 +221,8 @@ impl VulkanRenderer {
};
let fg = if e.on_fire {
[255, 160, 40, 255]
} else if !e.alive {
[100, 60, 60, 255]
} else {
match e.kind {
EntityKind::Player => [255, 255, 100, 255],
EntityKind::Goblin => [100, 220, 100, 255],
_ => [180, 50, 50, 255],
}
b.color
};
entity_map.insert((sx, sy), (ch, fg));
}
+148 -29
View File
@@ -1,34 +1,60 @@
use verbatim::ai::GameSession;
use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(90, 90, 50, 50);
s.perform_action(&AiAction::FillRect { x: 80, y: 130, w: 80, h: 15, material: "stone".into() });
s.perform_action(&AiAction::FillRect {
x: 80,
y: 130,
w: 80,
h: 15,
material: "stone".into(),
});
s
}
#[test]
fn entity_at_world_boundary_stays_in_bounds() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 5.0, y: 120.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 5.0,
y: 120.0,
});
s.step(60);
let entities = s.get_entities();
if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
assert!(g.pos[0] >= 0.0 && g.pos[0] <= 250.0, "goblin should stay in bounds: x={}", g.pos[0]);
assert!(g.pos[1] >= 0.0 && g.pos[1] <= 250.0, "goblin should stay in bounds: y={}", g.pos[1]);
assert!(
g.pos[0] >= 0.0 && g.pos[0] <= 250.0,
"goblin should stay in bounds: x={}",
g.pos[0]
);
assert!(
g.pos[1] >= 0.0 && g.pos[1] <= 250.0,
"goblin should stay in bounds: y={}",
g.pos[1]
);
}
}
#[test]
fn entity_at_right_boundary() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 245.0, y: 120.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 245.0,
y: 120.0,
});
s.step(60);
let entities = s.get_entities();
if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
assert!(g.pos[0] <= 248.0, "goblin should not exit right boundary: x={}", g.pos[0]);
assert!(
g.pos[0] <= 248.0,
"goblin should not exit right boundary: x={}",
g.pos[0]
);
}
}
@@ -37,11 +63,18 @@ fn many_entities_simulate_without_crash() {
let mut s = setup();
for i in 0..10 {
let x = 100.0 + (i as f32 * 5.0);
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 110.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x,
y: 110.0,
});
}
s.step(60);
let alive = s.get_entities().into_iter().filter(|e| e.alive).count();
assert!(alive > 0, "at least some entities should survive 60 ticks with 10 goblins");
assert!(
alive > 0,
"at least some entities should survive 60 ticks with 10 goblins"
);
}
#[test]
@@ -49,10 +82,20 @@ fn spawn_many_goblins_stress() {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(0, 0, 250, 250);
s.perform_action(&AiAction::FillRect { x: 0, y: 200, w: 250, h: 50, material: "stone".into() });
s.perform_action(&AiAction::FillRect {
x: 0,
y: 200,
w: 250,
h: 50,
material: "stone".into(),
});
for i in 0..20 {
let x = 20.0 + (i as f32 * 10.0);
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 180.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x,
y: 180.0,
});
}
s.step(30);
let entities = s.get_entities();
@@ -74,13 +117,20 @@ fn player_bodies_count_matches_layout() {
let mut s = GameSession::new_seeded(42);
s.init();
let p = s.get_player().unwrap();
assert_eq!(p.body_count, 27, "player should have 27 bodies (5x5 + 2 arms)");
assert_eq!(
p.body_count, 23,
"player should have 23 bodies (humanoid shape)"
);
}
#[test]
fn goblin_has_correct_max_health() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 130.0,
y: 120.0,
});
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
assert_eq!(g.max_health, 40.0, "goblin max health should be 40");
@@ -97,16 +147,37 @@ fn player_has_correct_max_health() {
#[test]
fn fill_rect_creates_correct_material_count() {
let mut s = setup();
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 3, material: "wood".into() });
s.perform_action(&AiAction::FillRect {
x: 100,
y: 100,
w: 5,
h: 3,
material: "wood".into(),
});
let count = s.count_material_in_region(100, 100, 5, 3, "wood");
assert_eq!(count, 15, "5x3 fill_rect should create 15 wood cells, got {}", count);
assert_eq!(
count, 15,
"5x3 fill_rect should create 15 wood cells, got {}",
count
);
}
#[test]
fn clear_region_removes_all_materials() {
let mut s = setup();
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 5, material: "stone".into() });
s.perform_action(&AiAction::ClearRegion { x: 100, y: 100, w: 5, h: 5 });
s.perform_action(&AiAction::FillRect {
x: 100,
y: 100,
w: 5,
h: 5,
material: "stone".into(),
});
s.perform_action(&AiAction::ClearRegion {
x: 100,
y: 100,
w: 5,
h: 5,
});
let count = s.count_material_in_region(100, 100, 5, 5, "stone");
assert_eq!(count, 0, "clear_region should remove all materials");
}
@@ -114,17 +185,32 @@ fn clear_region_removes_all_materials() {
#[test]
fn set_cell_overwrites_existing() {
let mut s = setup();
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() });
s.perform_action(&AiAction::SetCell {
x: 105,
y: 110,
material: "stone".into(),
});
assert_eq!(s.get_cell(105, 110).material, "stone");
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() });
assert_eq!(s.get_cell(105, 110).material, "water", "set_cell should overwrite");
s.perform_action(&AiAction::SetCell {
x: 105,
y: 110,
material: "water".into(),
});
assert_eq!(
s.get_cell(105, 110).material,
"water",
"set_cell should overwrite"
);
}
#[test]
fn out_of_bounds_cell_returns_error() {
let s = setup();
let cell = s.get_cell(-1, -1);
assert_eq!(cell.material, "out_of_bounds", "out of bounds cell should report correctly");
assert_eq!(
cell.material, "out_of_bounds",
"out of bounds cell should report correctly"
);
let cell2 = s.get_cell(999, 999);
assert_eq!(cell2.material, "out_of_bounds");
}
@@ -132,10 +218,19 @@ fn out_of_bounds_cell_returns_error() {
#[test]
fn paint_creates_material_in_radius() {
let mut s = setup();
s.perform_action(&AiAction::Paint { x: 120, y: 110, material: "sand".into(), radius: 3 });
s.perform_action(&AiAction::Paint {
x: 120,
y: 110,
material: "sand".into(),
radius: 3,
});
let count = s.count_material_in_region(116, 106, 8, 8, "sand");
assert!(count > 0, "paint should create sand cells in radius");
assert!(count < 50, "paint should not create too many cells: {}", count);
assert!(
count < 50,
"paint should not create too many cells: {}",
count
);
}
#[test]
@@ -149,7 +244,12 @@ fn set_gravity_affects_player() {
let y_up = p1.pos[1];
s.step(30);
let p2 = s.get_player().unwrap();
assert!(p2.pos[1] <= y_up + 2.0, "with zero gravity, player should not fall: y_up={} y_after={}", y_up, p2.pos[1]);
assert!(
p2.pos[1] <= y_up + 2.0,
"with zero gravity, player should not fall: y_up={} y_after={}",
y_up,
p2.pos[1]
);
}
#[test]
@@ -166,14 +266,26 @@ fn center_camera_on_player() {
s.perform_action(&AiAction::SetCamera { x: 0, y: 0 });
s.step(30);
s.perform_action(&AiAction::CenterCamera);
assert!(s.game.cam_x > 0, "camera should move from 0 toward player: got {}", s.game.cam_x);
assert!(s.game.cam_y > 0, "camera should move from 0 toward player: got {}", s.game.cam_y);
assert!(
s.game.cam_x > 0,
"camera should move from 0 toward player: got {}",
s.game.cam_x
);
assert!(
s.game.cam_y > 0,
"camera should move from 0 toward player: got {}",
s.game.cam_y
);
}
#[test]
fn kill_entity_removes_alive_status() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 130.0,
y: 120.0,
});
s.step(10);
s.perform_action(&AiAction::KillEntity { id: 1 });
s.step(1);
@@ -185,7 +297,11 @@ fn kill_entity_removes_alive_status() {
#[test]
fn find_material_locates_existing() {
let mut s = setup();
s.perform_action(&AiAction::SetCell { x: 123, y: 115, material: "lava".into() });
s.perform_action(&AiAction::SetCell {
x: 123,
y: 115,
material: "lava".into(),
});
let found = s.find_material("lava");
assert!(found.is_some(), "find_material should locate lava");
let (fx, fy) = found.unwrap();
@@ -197,5 +313,8 @@ fn find_material_locates_existing() {
fn find_material_returns_none_for_absent() {
let s = setup();
let found = s.find_material("lava");
assert!(found.is_none(), "find_material should return None for absent material");
assert!(
found.is_none(),
"find_material should return None for absent material"
);
}