refactor: plotter, generator
This commit is contained in:
+42
-44
@@ -3,74 +3,72 @@ package generator
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import (
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"fmt"
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"math"
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"math/rand"
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)
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func Generate(ms MapSetting) (Map, error) {
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pl := func(c Coordinate, ps PlanetSetting) Planet {
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return Planet{
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Position: c,
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Size: ps.MinSize + rand.Float32()*(ps.MaxSize-ps.MinSize),
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Resources: float32(ps.MinResource) + rand.Float32()*(ps.MaxResource-ps.MinResource)}
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func (m *Map) CreatePlanets(num int, deadZoneRadius float32, size, resources func() float32) error {
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for range num {
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coord, err := m.NewCoordinate(deadZoneRadius)
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if err != nil {
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return err
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}
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planet := NewPlanet(coord, size(), resources())
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m.AddPlanet(planet)
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}
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// mapSize := uint(math.Ceil(math.Sqrt(float64(param.Players)))) * param.HW_MinDistance
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var mapSize uint = 200
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return nil
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}
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result, err := NewMap(mapSize, mapSize, ms.Players)
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func Generate(cfg ...func(*MapSetting)) (Map, error) {
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ms := DefaultMapSetting()
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for i := range cfg {
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cfg[i](&ms)
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}
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// TODO: pre-calculate sufficient map size
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var mapSize uint32 = 200
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m, err := NewMap(mapSize, mapSize, ms.Players)
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if err != nil {
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return Map{}, fmt.Errorf("NewMap: %s", err)
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}
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totalPlanets := ms.Players * 10
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totalPlanets := ms.Players * 10 // TODO: why 10?
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freePlanets := totalPlanets - ms.Players*(ms.DWCount+1)
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fmt.Println("map:", mapSize, "players:", ms.Players, "planets:", totalPlanets, "uninhabited:", freePlanets)
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// 1. Place Giant planets
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giantsNum := int(math.Ceil(float64(freePlanets) * float64(ms.GiantPlanets.Probability)))
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fmt.Println("generating", giantsNum, "giant planets")
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for range giantsNum {
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coord, err := result.NewCoordinate(float32(ms.GiantPlanets.MinDistanceHW))
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if err != nil {
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return Map{}, err
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}
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planet := pl(coord, ms.GiantPlanets)
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result.AddPlanet(planet)
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}
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m.CreatePlanets(giantsNum, float32(ms.GiantPlanets.MinDistanceHW),
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RandIFn(ms.GiantPlanets.MinSize, ms.GiantPlanets.MaxSize),
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RandIFn(ms.GiantPlanets.MinResource, ms.GiantPlanets.MaxResource),
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)
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// 2. Place Big planets
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bigsNum := int(math.Ceil(float64(freePlanets) * float64(ms.BigPlanets.Probability)))
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fmt.Println("generating", bigsNum, "big planets")
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for range bigsNum {
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coord, err := result.NewCoordinate(float32(ms.BigPlanets.MinDistanceHW))
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if err != nil {
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return Map{}, err
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}
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planet := pl(coord, ms.BigPlanets)
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result.AddPlanet(planet)
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}
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m.CreatePlanets(bigsNum, float32(ms.BigPlanets.MinDistanceHW),
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RandIFn(ms.BigPlanets.MinSize, ms.BigPlanets.MaxSize),
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RandIFn(ms.BigPlanets.MinResource, ms.BigPlanets.MaxResource),
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)
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// X. Place players' Home Worlds
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for player := 0; player < int(ms.Players); player++ {
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fmt.Println("generating HW #", player)
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coord, err := result.NewCoordinate(float32(ms.HWMinDistance))
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coord, err := m.NewCoordinate(float32(ms.HWMinDistance))
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if err != nil {
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return Map{}, err
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}
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planet := Planet{Position: coord, Size: float32(ms.HWSize), Resources: float32(ms.HWResources)}
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result.HomePlanets[player] = PlanetarySystem{HW: planet}
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planet := NewPlanet(coord, float32(ms.HWSize), float32(ms.HWResources))
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m.HomePlanets[player] = PlanetarySystem{HW: planet}
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}
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result.plotter.clearFn()
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m.plotter.Clear()
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for i := range result.HomePlanets {
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result.plotter.MarkDeadZone(result.HomePlanets[i].HW.Position.X, result.HomePlanets[i].HW.Position.Y, 5)
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for j := range result.HomePlanets[i].DW {
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result.plotter.MarkDeadZone(result.HomePlanets[i].DW[j].Position.X, result.HomePlanets[i].DW[j].Position.Y, 5)
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for i := range m.HomePlanets {
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m.plotter.MarkDeadZone(m.HomePlanets[i].HW.Position.X, m.HomePlanets[i].HW.Position.Y, 5)
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for j := range m.HomePlanets[i].DW {
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m.plotter.MarkDeadZone(m.HomePlanets[i].DW[j].Position.X, m.HomePlanets[i].DW[j].Position.Y, 5)
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}
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}
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for i := range result.FreePlanets {
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result.plotter.MarkDeadZone(result.FreePlanets[i].Position.X, result.FreePlanets[i].Position.Y, 5)
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for i := range m.FreePlanets {
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m.plotter.MarkDeadZone(m.FreePlanets[i].Position.X, m.FreePlanets[i].Position.Y, 5)
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}
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return *result, nil
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return *m, nil
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}
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