package tins2020 import ( "log" "math/rand" "time" ) type Game struct { Balance int Speed GameSpeed SpeedBeforePause GameSpeed Herbarium Herbarium Terrain *Map tool Tool toolChanged *Events simulation Animation } type GameSpeed string const ( GameSpeedNormal GameSpeed = "normal" GameSpeedFast = "fast" GameSpeedPaused = "paused" ) type Map struct { Temp NoiseMap Humid NoiseMap Variant NoiseMap PlaceX NoiseMap // displacement map of props PlaceY NoiseMap Flowers map[Point]Flower } func (m *Map) AddFlower(pos Point, traits FlowerTraits) { m.Flowers[pos] = m.NewFlower(pos, traits) } func (m *Map) NewFlower(pos Point, traits FlowerTraits) Flower { flower := Flower{ Traits: traits, } temp, humid := float32(m.Temp.Value(pos.X, pos.Y)), float32(m.Humid.Value(pos.X, pos.Y)) flower.Traits.UpdateModifier(temp, humid) return flower } const simulationInterval = 120 * time.Millisecond const fastSimulationInterval = 40 * time.Millisecond 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{}, } herbarium := NewHerbarium() herbarium.Add("poppy", FlowerDescriptor{ Name: "Poppy", Description: "A very generic flower that thrives in a moderate climate.", IconTemplate: "flower-poppy-%s", Price: 10, Traits: NewPoppyTraits(), Unlocked: true, }) return &Game{ Speed: GameSpeedNormal, Balance: 100, Terrain: terrain, Herbarium: herbarium, toolChanged: NewEvents(), simulation: NewAnimation(time.Millisecond * 10), } } func (g *Game) selectTool(t Tool) { g.tool = t g.toolChanged.Notify(t) } 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.Traits) } } } if rand.Float32() < flower.Traits.Life*flower.Traits.LifeModifier { flowers[pos] = flower } } g.Terrain.Flowers = flowers } func (g *Game) CancelTool() { g.selectTool(nil) } func (g *Game) Dig(tile Point) { // TODO: implement } func (g *Game) Pause() { if g.Speed == GameSpeedPaused { return } g.SpeedBeforePause = g.Speed g.Speed = GameSpeedPaused g.simulation.Pause() } 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.Price > g.Balance { // TODO: notify user of insufficient balance? return } g.Balance -= flower.Price g.Terrain.AddFlower(tile, flower.Traits) } func (g *Game) Resume() { switch g.SpeedBeforePause { case GameSpeedNormal: g.Run() case GameSpeedFast: g.RunFast() } } func (g *Game) Run() { g.Speed = GameSpeedNormal g.simulation.SetInterval(simulationInterval) g.simulation.Run() } func (g *Game) RunFast() { g.Speed = GameSpeedFast g.simulation.SetInterval(fastSimulationInterval) g.simulation.Run() } func (g *Game) SelectPlantFlowerTool(id string) { g.selectTool(&PlantFlowerTool{FlowerID: id}) } 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) }