fs storage
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@@ -0,0 +1,84 @@
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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(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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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("%s: NewMap: %s", ms, err)
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}
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freePlanets := ms.NobodysPlanets()
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createPlanets := func(pc PlanetClass, ps PlanetSetting) error {
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return m.CreatePlanets(pc, ps.Number(freePlanets), float64(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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if err := createPlanets(PlanetClassGiant, 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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if err := createPlanets(PlanetClassBig, 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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// 3. Place players' Home Worlds
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for player := 0; player < int(ms.Players); player++ {
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hwCoord, err := m.NewCoordinate(float64(ms.HWMinDistance))
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if err != nil {
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return Map{}, fmt.Errorf("%s: hw new_coordinate: %s", ms, err)
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}
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hwPlanet := NewPlanet(PlanetClassHW, hwCoord, ms.HWSize, ms.HWResources)
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m.HomePlanets[player] = PlanetarySystem{HW: hwPlanet, DW: make([]Planet, ms.DWCount)}
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for dw := 0; dw < int(ms.DWCount); dw++ {
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p := rand.Float64()*(float64(ms.DWMaxDistance)-float64(ms.DWMinDistance)) + float64(ms.DWMinDistance)
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phi := rand.Float64() * 360
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x := p * math.Cos(phi)
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y := p * math.Sin(phi)
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dwPlanet := NewPlanet(PlanetClassDW, Coordinate{hwCoord.X + x, hwCoord.Y + y}, ms.DWSize, ms.DWResources)
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m.HomePlanets[player].DW[dw] = dwPlanet
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}
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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, 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, 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, ms.OthersMinDistance)
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}
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// 5. Place Normal planets
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if err := createPlanets(PlanetClassNormal, 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(PlanetClassRich, 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(PlanetClassAsterioid, 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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}
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