Hunt The Wumpus/CSharp
Appearance
Hunt The Wumpus/CSharp is part of Hunt_The_Wumpus. You may find other members of Hunt_The_Wumpus at Category:Hunt_The_Wumpus.
In this version, arrows only fire a distance of one room.
Since bats relocate, we don't have to worry about the wumpus room being unreachable.
There are also 3 bats instead of 2, and you get 3 arrows instead of 5.
Code

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Windows.Forms;
namespace HuntTheWumpus
{
public partial class Form1 : Form
{
enum Hazard { Wumpus, Bat, Pit }
static readonly string[] warnings = { "there's an awful smell", "you hear a rustling", "you feel a draft" };
static readonly Random rand = new Random();
readonly int roomSize = 45;
readonly int playerSize = 16;
bool gameOver = true;
int currRoom, numArrows, wumpusRoom;
List<string> messages;
HashSet<Hazard>[] hazards;
Font font = new Font("SansSerif", 10, FontStyle.Bold);
public Form1()
{
Width = 721;
Height = 687;
StartPosition = FormStartPosition.CenterScreen;
SetStyle(
ControlStyles.AllPaintingInWmPaint |
ControlStyles.UserPaint |
ControlStyles.DoubleBuffer,
true);
MouseDown += HandleMouseDown;
}
private void HandleMouseDown(object sender, MouseEventArgs e)
{
if (gameOver)
{
StartNewGame();
}
else
{
int selectedRoom = -1;
for (int i = 0; i < links.GetLength(1); i++)
{
int link = links[currRoom, i];
int cx = rooms[link, 0];
int cy = rooms[link, 1];
if (InsideRoom(e.X, e.Y, cx, cy))
{
selectedRoom = link;
break;
}
}
if (selectedRoom == -1)
{
return;
}
if (MouseButtons.Left == e.Button)
{
currRoom = selectedRoom;
Situation();
}
else if (MouseButtons.Right == e.Button)
{
Shoot(selectedRoom);
}
}
Refresh();
bool InsideRoom(int ex, int ey, int cx, int cy)
{
return ((ex > cx && ex < cx + roomSize)
&& (ey > cy && ey < cy + roomSize));
}
}
// don't place hazards close to the starting room
private bool TooClose(int room)
{
if (currRoom == room)
{
return true;
}
for (int i = 0; i < links.GetLength(1); i++)
{
int link = links[currRoom, i];
if (room == link)
return true;
}
return false;
}
private void Shoot(int room)
{
if (hazards[room].Contains(Hazard.Wumpus))
{
messages.Add("You win! You've killed the Wumpus!");
gameOver = true;
}
else
{
numArrows--;
if (numArrows == 0)
{
messages.Add("You ran out of arrows.");
gameOver = true;
}
else if (rand.Next(4) != 0) // 75 %
{
hazards[wumpusRoom].Remove(Hazard.Wumpus);
wumpusRoom = links[wumpusRoom, rand.Next(3)];
if (wumpusRoom == currRoom)
{
messages.Add("You woke the Wumpus and he ate you");
gameOver = true;
}
else
{
messages.Add("You woke the Wumpus and he moved");
hazards[wumpusRoom].Add(Hazard.Wumpus);
}
}
}
}
private void Situation()
{
var set = hazards[currRoom];
if (set.Contains(Hazard.Wumpus))
{
messages.Add("you've been eaten by the Wumpus");
gameOver = true;
}
else if (set.Contains(Hazard.Pit))
{
messages.Add("you fell into a pit");
gameOver = true;
}
else if (set.Contains(Hazard.Bat))
{
messages.Add("a bat dropped you in a random room");
// teleport, but avoid 2 teleports in a row
do
{
currRoom = rand.Next(rooms.GetLength(0));
}
while (hazards[currRoom].Contains(Hazard.Bat));
// relocate the bat, but not to the player room or a room with a bat
set.Remove(Hazard.Bat);
int newRoom;
do
{
newRoom = rand.Next(rooms.GetLength(0));
}
while (newRoom == currRoom || hazards[newRoom].Contains(Hazard.Bat));
hazards[newRoom].Add(Hazard.Bat);
// re-evaluate
Situation();
}
else
{
// look around
for (int i = 0; i < links.GetLength(1); i++)
{
int link = links[currRoom, i];
foreach (var hazard in hazards[link])
messages.Add(warnings[(Int32)hazard]);
}
}
}
private void StartNewGame()
{
numArrows = 3;
currRoom = rand.Next(rooms.GetLength(0));
messages = new List<string>();
hazards = new HashSet<Hazard>[rooms.GetLength(0)];
for (int i = 0; i < rooms.GetLength(0); i++)
hazards[i] = new HashSet<Hazard>();
// hazards can share rooms (unless they are identical)
int[] ordinals = { 0, 1, 1, 1, 2, 2 };
var values = Enum.GetValues(typeof(Hazard));
foreach (int ord in ordinals)
{
int room;
do
{
room = rand.Next(rooms.GetLength(0));
}
while (TooClose(room) || hazards[room].Contains((Hazard)values.GetValue(ord)));
if (ord == 0)
wumpusRoom = room;
hazards[room].Add((Hazard)values.GetValue(ord));
}
gameOver = false;
}
protected override void OnPaint(PaintEventArgs args)
{
Graphics g = args.Graphics;
g.SmoothingMode = SmoothingMode.AntiAlias;
g.Clear(Color.White);
DrawRooms(g);
if (gameOver)
{
DrawStartScreen(g);
}
else
{
DrawPlayer(g);
}
DrawMessage(g);
}
private void DrawPlayer(Graphics g)
{
int x = rooms[currRoom, 0] + (roomSize - playerSize) / 2;
int y = rooms[currRoom, 1] + (roomSize - playerSize) - 2;
var player = new GraphicsPath();
player.AddLine(x, y, x + playerSize, y);
player.AddLine(x + playerSize, y, x + playerSize / 2, y - playerSize);
player.CloseFigure();
g.FillPath(Brushes.White, player);
g.DrawPath(Pens.Black, player);
}
private void DrawStartScreen(Graphics g)
{
var brush = new SolidBrush(Color.FromArgb(0xDD, Color.White));
g.FillRectangle(brush, 0, 0, Width, Height - 60);
g.DrawString("HUNT THE WUMPUS", font, Brushes.DarkGray, 280, 240);
g.DrawString("left-click to move, right-click to shoot", font, Brushes.DarkGray, 230, 310);
g.DrawString("be aware that hazards may be in the same room", font, Brushes.DarkGray, 195, 345);
g.DrawString("click to start", font, Brushes.DarkGray, 315, 380);
}
private void DrawRooms(Graphics g)
{
var fatLine = new Pen(Color.DarkGray, 2);
for (int i = 0; i < links.GetLength(0); i++)
{
for (int j = 0; j < links.GetLength(1); j++)
{
int link = links[i, j];
int x1 = rooms[i, 0] + roomSize / 2;
int y1 = rooms[i, 1] + roomSize / 2;
int x2 = rooms[link, 0] + roomSize / 2;
int y2 = rooms[link, 1] + roomSize / 2;
g.DrawLine(fatLine, x1, y1, x2, y2);
}
}
for (int i = 0; i < rooms.GetLength(0); i++)
{
g.FillEllipse(Brushes.Orange, rooms[i, 0], rooms[i, 1], roomSize, roomSize);
}
if (!gameOver)
{
for (int i = 0; i < links.GetLength(1); i++)
{
var link = links[currRoom, i];
g.FillEllipse(Brushes.Magenta, rooms[link, 0], rooms[link, 1], roomSize, roomSize);
}
}
for (int i = 0; i < rooms.GetLength(0); i++)
{
g.DrawEllipse(fatLine, rooms[i, 0], rooms[i, 1], roomSize, roomSize);
}
}
private void DrawMessage(Graphics g)
{
if (!gameOver)
g.DrawString("arrows " + numArrows, font, Brushes.Black, 610, 30);
if (messages != null)
{
// collapse identical messages
messages = messages.Distinct().ToList();
// join at most three
var msg = string.Join(" & ", messages.Take(3));
g.DrawString(msg, font, Brushes.Black, 20, Height - 80);
// if there's more, print underneath
if (messages.Count > 3)
{
g.DrawString("& " + messages[3], font, Brushes.Black, 20, Height - 60);
}
messages.Clear();
}
}
private int[,] rooms = {{334, 20}, {609, 220}, {499, 540}, {169, 540}, {62, 220},
{169, 255}, {232, 168}, {334, 136}, {435, 168}, {499, 255}, {499, 361},
{435, 447}, {334, 480}, {232, 447}, {169, 361}, {254, 336}, {285, 238},
{387, 238}, {418, 336}, {334, 393}};
private int[,] links = {{4, 7, 1}, {0, 9, 2}, {1, 11, 3}, {4, 13, 2}, {0, 5, 3},
{4, 6, 14}, {7, 16, 5}, {6, 0, 8}, {7, 17, 9}, {8, 1, 10}, {9, 18, 11},
{10, 2, 12}, {13, 19, 11}, {14, 3, 12}, {5, 15, 13}, {14, 16, 19},
{6, 17, 15}, {16, 8, 18}, {19, 10, 17}, {15, 12, 18}};
}
}