# Wump _Hunt the Wumpus_ [![crates.io](https://img.shields.io/crates/v/startrust.svg)](https://crates.io/crates/wump) [![docs.rs](https://docs.rs/startrust/badge.svg)](https://docs.rs/wump) ![An old school character mode game screen](docs/game.png) This is a revivification of the ancient & "legendary" computer game, [Hunt the Wumpus](https://en.wikipedia.org/wiki/Hunt_the_Wumpus), which seems to be [the only kind of Rust project that I ever actually finish](https://github.com/evanjpw/startrust). ## About the Game ## About the Implementation ### What The implementation is based loosely on [the C version included in the BSD Games package]() of the Debian Linux distribution. The comments suggest that it was written by Dave Taylor, of Intuitive Systems. I chose this implementation over [the original BASIC version](ps://archive.computerhistory.org/resources/access/text/2017/09/102661095/102661095-05-v2-n2-acc.pdf) by [Gregory Yob](ps://en.wikipedia.org/wiki/Gregory_Yob) because it was more readable (arguably). This implementation is structured differently , but tries valiantly to work as similarly as possible to the source material. This includes using the text strings from the original & preserving the amusing & sometimes baffling comments. ### Why I had thought about this game for a not insubstantial amount of time, but I didn't have the same happy memories of the game that I did with [the Star Trek game](http://www.bobsoremweb.com/startrek.html). But, in thinking about it, I kept thinking about the map: a graph equivalent to the vertices of a dodecahedron. When I looked at the BASIC version, they just had a predetermined list of nodes & connections. I thought about writing a map generator, but didn't feel like writing the whole game (see comment above about happy memories). Eventually, I decided to just make a [dodecahedral map generator in Python](), & then decided to write one in Rust, & then found myself writing the game. ## Notes * I have not looked at the C version map generator & I don't understand how it works. * Because it is somehow wrapped up in the map generation, I don't understand how the "magic tunnel" code works, so, as of this writing, in my version it doesn't. Maybe I'll read the BASIC version & use that. * I have not done much testing, but it seems to work. Bugs could be a thing. * Because it uses my dodecahedron map, the C version's parameterized map generation is not something that this implementation currently does. * [Maxwell Anderson](https://github.com/Zaechus) wrote [a version of this game in Rust](https://github.com/Zaechus/hunt-the-wumpus-rs) two years before this one. You should probably be playing that.