Files
galaxy-game/pkg/generator/generator.go
T
2025-09-23 22:21:33 +03:00

85 lines
2.6 KiB
Go

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), float32(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(float32(ms.HWMinDistance))
if err != nil {
return Map{}, fmt.Errorf("%s: hw new_coordinate: %s", ms, err)
}
planet := NewPlanet(coord, float32(ms.HWSize), float32(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 := float32(p * math.Cos(phi))
y := float32(p * math.Sin(phi))
dwPlanet := NewPlanet(Coordinate{x, y}, float32(ms.DWSize), float32(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
}