generator: verified
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+36
-36
@@ -2,72 +2,72 @@ package generator
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import (
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"fmt"
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"math"
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)
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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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return nil
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}
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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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size := ms.ExpectedSize()
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m, err := NewMap(size, size, ms.Players)
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if err != nil {
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return Map{}, fmt.Errorf("NewMap: %s", err)
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return Map{}, fmt.Errorf("%s: NewMap: %s", ms, err)
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}
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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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freePlanets := ms.NobodysPlanets()
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createPlanets := func(ps PlanetSetting) error {
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return m.CreatePlanets(ps.Count(freePlanets), float32(ps.MinDistanceHW), RandIFn(ps.MinSize, ps.MaxSize), RandIFn(ps.MinResource, ps.MaxResource))
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}
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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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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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if err := createPlanets(ms.GiantPlanets); err != nil {
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return Map{}, fmt.Errorf("%s: create giant planets: %s", ms, err)
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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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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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if err := createPlanets(ms.BigPlanets); err != nil {
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return Map{}, fmt.Errorf("%s: create big planets: %s", ms, err)
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}
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// X. Place players' Home Worlds
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// 3. Place players' Home Worlds
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for player := 0; player < int(ms.Players); player++ {
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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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return Map{}, fmt.Errorf("%s: hw new_coordinate: %s", ms, err)
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}
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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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// 4. Clear plotter and set dead zones around existing planets
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m.plotter.Clear()
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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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m.plotter.MarkDeadZone(m.HomePlanets[i].HW.Position.X, m.HomePlanets[i].HW.Position.Y, ms.OthersMinDistance)
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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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m.plotter.MarkDeadZone(m.HomePlanets[i].DW[j].Position.X, m.HomePlanets[i].DW[j].Position.Y, ms.OthersMinDistance)
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}
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}
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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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m.plotter.MarkDeadZone(m.FreePlanets[i].Position.X, m.FreePlanets[i].Position.Y, ms.OthersMinDistance)
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}
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// 5. Place Normal planets
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if err := createPlanets(ms.NormalPlanets); err != nil {
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return Map{}, fmt.Errorf("%s: create normal planets: %s", ms, err)
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}
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// 6. Place Rich planets
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if err := createPlanets(ms.RichPlanets); err != nil {
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return Map{}, fmt.Errorf("%s: create rich planets: %s", ms, err)
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}
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// 7. Place Asteroids
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if err := createPlanets(ms.Asterioids); err != nil {
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return Map{}, fmt.Errorf("%s: create asteroids: %s", ms, err)
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}
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return *m, nil
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