package generator import ( "fmt" "math" "math/rand" ) 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(ps PlanetSetting) error { return m.CreatePlanets(ps.Count(freePlanets), float64(ps.MinDistanceHW), RandIFn(ps.MinSize, ps.MaxSize), RandIFn(ps.MinResource, ps.MaxResource)) } // 1. Place Giant planets if err := createPlanets(ms.GiantPlanets); err != nil { return Map{}, fmt.Errorf("%s: create giant planets: %s", ms, err) } // 2. Place Big planets if err := createPlanets(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++ { coord, err := m.NewCoordinate(float64(ms.HWMinDistance)) if err != nil { return Map{}, fmt.Errorf("%s: hw new_coordinate: %s", ms, err) } planet := NewPlanet(coord, float64(ms.HWSize), float64(ms.HWResources)) m.HomePlanets[player] = PlanetarySystem{HW: planet, DW: make([]Planet, ms.DWCount)} for dw := 0; dw < int(ms.DWCount); dw++ { p := rand.Float64()*(float64(ms.DWMaxDistance)-float64(ms.DWMinDistance)) + float64(ms.DWMinDistance) phi := rand.Float64() * 360 x := p * math.Cos(phi) y := p * math.Sin(phi) dwPlanet := NewPlanet(Coordinate{x, y}, float64(ms.DWSize), float64(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(ms.NormalPlanets); err != nil { return Map{}, fmt.Errorf("%s: create normal planets: %s", ms, err) } // 6. Place Rich planets if err := createPlanets(ms.RichPlanets); err != nil { return Map{}, fmt.Errorf("%s: create rich planets: %s", ms, err) } // 7. Place Asteroids if err := createPlanets(ms.Asterioids); err != nil { return Map{}, fmt.Errorf("%s: create asteroids: %s", ms, err) } return *m, nil }