tins2020/game.go

231 lines
5.2 KiB
Go
Raw Normal View History

2020-05-08 16:38:26 +00:00
package tins2020
import (
"log"
2020-05-08 16:38:26 +00:00
"math/rand"
"time"
2020-05-08 16:38:26 +00:00
)
type Game struct {
Balance int
Speed GameSpeed
SpeedBeforePause GameSpeed
Herbarium Herbarium
Terrain *Map
tool Tool
toolChanged *Events
speedChanged *Events
simulation Animation
2020-05-08 16:38:26 +00:00
}
type GameSpeed string
const (
GameSpeedNormal GameSpeed = "normal"
GameSpeedFast = "fast"
GameSpeedPaused = "paused"
)
const simulationInterval = 120 * time.Millisecond
const fastSimulationInterval = 40 * time.Millisecond
2020-05-08 16:38:26 +00:00
func NewGame() *Game {
terrain := &Map{
Temp: NewNoiseMap(rand.Int63()),
Humid: NewNoiseMap(rand.Int63()),
Variant: NewRandomNoiseMap(rand.Int63()),
PlaceX: NewRandomNoiseMap(rand.Int63()),
PlaceY: NewRandomNoiseMap(rand.Int63()),
Flowers: map[Point]Flower{},
2020-05-08 16:38:26 +00:00
}
herbarium := NewHerbarium()
herbarium.Add("anemone", FlowerDescriptor{
Name: "Anemone",
Description: "A very generic flower that thrives in a temperate climate.",
IconTemplate: "flower-anemone-%s",
BuyPrice: 10,
SellPrice: 3,
2020-05-10 22:46:26 +00:00
Traits: NewAnemoneTraits(),
Unlocked: true,
})
2020-05-10 22:00:35 +00:00
herbarium.Add("loosestrife", FlowerDescriptor{
Name: "Loosestrife",
Description: "A simple flower that will spread in temperate and wet climates.",
IconTemplate: "flower-loosestrife-%s",
BuyPrice: 100,
SellPrice: 20,
Traits: NewLoosestrifeTraits(),
Unlocked: false,
})
herbarium.Add("coneflower", FlowerDescriptor{
Name: "Coneflower",
Description: "A beautifull flower that can withstand hotter climates.",
IconTemplate: "flower-coneflower-%s",
2020-05-10 22:46:26 +00:00
BuyPrice: 500,
SellPrice: 100,
Traits: NewConeflowerTraits(),
Unlocked: false,
})
herbarium.Add("tulip", FlowerDescriptor{
Name: "Tulip",
Description: "A lovely flower that prefers a bit humid and colder climates.",
IconTemplate: "flower-tulip-%s",
2020-05-10 22:00:35 +00:00
BuyPrice: 20000,
SellPrice: 5000,
2020-05-10 22:46:26 +00:00
Traits: NewTulipTraits(),
2020-05-10 22:00:35 +00:00
Unlocked: false,
})
herbarium.Add("ajuga", FlowerDescriptor{
Name: "Ajuga",
Description: "A flower that is resitant to cold climates and spreads very easily.",
IconTemplate: "flower-ajuga-%s",
BuyPrice: 100000,
SellPrice: 10000,
Traits: NewAjugaTraits(),
Unlocked: false,
})
2020-05-08 16:38:26 +00:00
return &Game{
Speed: GameSpeedNormal,
Balance: 100,
Terrain: terrain,
Herbarium: herbarium,
speedChanged: NewEvents(),
toolChanged: NewEvents(),
simulation: NewAnimation(time.Millisecond * 10),
}
2020-05-08 16:38:26 +00:00
}
func (g *Game) selectTool(t Tool) {
g.tool = t
g.toolChanged.Notify(t)
}
func (g *Game) setSpeed(speed GameSpeed) {
if speed == g.Speed {
return
}
if speed == GameSpeedPaused {
g.SpeedBeforePause = g.Speed
}
g.Speed = speed
g.speedChanged.Notify(speed)
switch speed {
case GameSpeedPaused:
g.simulation.Pause()
case GameSpeedNormal:
g.simulation.SetInterval(simulationInterval)
g.simulation.Run()
case GameSpeedFast:
g.simulation.SetInterval(fastSimulationInterval)
g.simulation.Run()
}
}
func (g *Game) tick() {
randomNeighbor := func(pos Point) Point {
switch rand.Intn(4) {
case 0:
return Pt(pos.X-1, pos.Y)
case 1:
return Pt(pos.X, pos.Y-1)
case 2:
return Pt(pos.X+1, pos.Y)
case 3:
return Pt(pos.X, pos.Y+1)
}
return pos
}
flowers := map[Point]Flower{}
for pos, flower := range g.Terrain.Flowers {
if rand.Float32() < flower.Traits.Spread {
dst := randomNeighbor(pos)
if _, ok := g.Terrain.Flowers[dst]; !ok {
if _, ok := flowers[dst]; !ok {
flowers[dst] = g.Terrain.NewFlower(dst, flower.ID, flower.Traits)
}
}
}
if Sqr32(rand.Float32()) < flower.Traits.Life*flower.Traits.LifeModifier {
flowers[pos] = flower
}
}
g.Terrain.Flowers = flowers
2020-05-08 16:38:26 +00:00
}
func (g *Game) CancelTool() {
g.selectTool(nil)
}
func (g *Game) Dig(tile Point) {
id := g.Terrain.DigFlower(tile)
desc, ok := g.Herbarium.Find(id)
if !ok {
return
}
g.Balance += desc.SellPrice
}
func (g *Game) Pause() { g.setSpeed(GameSpeedPaused) }
func (g *Game) PlantFlower(id string, tile Point) {
flower, ok := g.Herbarium.Find(id)
if !ok {
log.Println("user was able to plant a flower that doesn't exist")
return
}
if flower.BuyPrice > g.Balance {
// TODO: notify user of insufficient balance?
return
}
g.Balance -= flower.BuyPrice
g.Terrain.AddFlower(tile, id, flower.Traits)
}
func (g *Game) Resume() { g.setSpeed(g.SpeedBeforePause) }
func (g *Game) Run() { g.setSpeed(GameSpeedNormal) }
func (g *Game) RunFast() { g.setSpeed(GameSpeedFast) }
func (g *Game) SelectPlantFlowerTool(id string) {
g.selectTool(&PlantFlowerTool{FlowerID: id})
}
func (g *Game) SelectShovel() {
g.selectTool(&ShovelTool{})
}
func (g *Game) SelectResearch() {
g.Pause()
}
func (g *Game) SpeedChanged() EventHandler { return g.speedChanged }
func (g *Game) TogglePause() {
if g.Speed == GameSpeedPaused {
g.Resume()
} else {
g.Pause()
}
}
func (g *Game) Tool() Tool { return g.tool }
func (g *Game) ToolChanged() EventHandler { return g.toolChanged }
func (g *Game) Update() {
for g.simulation.Animate() {
g.tick()
}
}
func (g *Game) UserClickedTile(pos Point) {
if g.tool == nil {
return
}
g.tool.ClickedTile(g, pos)
}