package generator import ( "fmt" "galaxy/util" "math" "math/rand" ) const ( fullSectorWithFactor = int(360. / defaultFactor) deadZoneDWGrad = 15. ) func Generate(cfg ...func(*MapSetting)) (Map, error) { ms := DefaultMapSetting() for i := range cfg { cfg[i](&ms) } size := ms.ExpectedSize() m, err := NewMap(size, size, ms.Players) if err != nil { return Map{}, fmt.Errorf("%s: NewMap: %s", ms, err) } freePlanets := ms.NobodysPlanets() createPlanets := func(pc PlanetClass, ps PlanetSetting) error { return m.CreatePlanets(pc, ps.Number(freePlanets), float64(ps.MinDistanceHW), RandIFn(ps.MinSize, ps.MaxSize), RandIFn(ps.MinResource, ps.MaxResource)) } // 1. Place Giant planets if err := createPlanets(PlanetClassGiant, ms.GiantPlanets); err != nil { return Map{}, fmt.Errorf("%s: create giant planets: %s", ms, err) } // 2. Place Big planets if err := createPlanets(PlanetClassBig, ms.BigPlanets); err != nil { return Map{}, fmt.Errorf("%s: create big planets: %s", ms, err) } // 3. Place players' Home Worlds for player := 0; player < int(ms.Players); player++ { hwCoord, err := m.NewCoordinate(float64(ms.HWMinDistance)) if err != nil { return Map{}, fmt.Errorf("%s: hw new_coordinate: %s", ms, err) } hwPlanet := NewPlanet(PlanetClassHW, hwCoord, ms.HWSize, ms.HWResources) m.HomePlanets[player] = PlanetarySystem{HW: hwPlanet, DW: make([]Planet, ms.DWCount)} grads := make(map[uint16]bool, fullSectorWithFactor) for i := range fullSectorWithFactor { grads[uint16(i)] = true } for dw := 0; dw < int(ms.DWCount); dw++ { p := rand.Float64()*(float64(ms.DWMaxDistance)-float64(ms.DWMinDistance)) + float64(ms.DWMinDistance) free := make([]uint16, 0) for g := range grads { if v, ok := grads[g]; ok && v { free = append(free, g) } } randGrad := free[rand.Intn(len(free))] phi := float64(randGrad) * defaultFactor for i := range int(deadZoneDWGrad / defaultFactor) { lx := randGrad - uint16(i) if uint16(i) > randGrad { lx = uint16(fullSectorWithFactor) - (uint16(i) - randGrad) } grads[lx] = false rx := randGrad + uint16(i) if rx > uint16(fullSectorWithFactor) { rx = rx - uint16(fullSectorWithFactor) } grads[rx] = false } x := util.WrapF(hwCoord.X+p*math.Cos(phi), int(size)) y := util.WrapF(hwCoord.Y+p*math.Sin(phi), int(size)) dwPlanet := NewPlanet(PlanetClassDW, Coordinate{x, y}, ms.DWSize, ms.DWResources) m.HomePlanets[player].DW[dw] = dwPlanet } } // 4. Clear plotter and set dead zones around existing planets m.plotter.Clear() for i := range m.HomePlanets { m.plotter.MarkDeadZone(m.HomePlanets[i].HW.Position.X, m.HomePlanets[i].HW.Position.Y, ms.OthersMinDistance) for j := range m.HomePlanets[i].DW { m.plotter.MarkDeadZone(m.HomePlanets[i].DW[j].Position.X, m.HomePlanets[i].DW[j].Position.Y, ms.OthersMinDistance) } } for i := range m.FreePlanets { m.plotter.MarkDeadZone(m.FreePlanets[i].Position.X, m.FreePlanets[i].Position.Y, ms.OthersMinDistance) } // 5. Place Normal planets if err := createPlanets(PlanetClassNormal, ms.NormalPlanets); err != nil { return Map{}, fmt.Errorf("%s: create normal planets: %s", ms, err) } // 6. Place Rich planets if err := createPlanets(PlanetClassRich, ms.RichPlanets); err != nil { return Map{}, fmt.Errorf("%s: create rich planets: %s", ms, err) } // 7. Place Asteroids if err := createPlanets(PlanetClassAsterioid, ms.Asterioids); err != nil { return Map{}, fmt.Errorf("%s: create asteroids: %s", ms, err) } return *m, nil }