192 lines
3.9 KiB
Go
192 lines
3.9 KiB
Go
package tins2020
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import (
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"log"
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"math/rand"
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"time"
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)
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type Game struct {
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Balance int
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Speed GameSpeed
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SpeedBeforePause GameSpeed
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Herbarium Herbarium
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Terrain *Map
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tool Tool
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toolChanged *Events
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simulation Animation
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}
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type GameSpeed string
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const (
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GameSpeedNormal GameSpeed = "normal"
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GameSpeedFast = "fast"
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GameSpeedPaused = "paused"
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)
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type Map struct {
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Temp NoiseMap
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Humid NoiseMap
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Variant NoiseMap
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PlaceX NoiseMap // displacement map of props
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PlaceY NoiseMap
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Flowers map[Point]Flower
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}
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func (m *Map) AddFlower(pos Point, traits FlowerTraits) {
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m.Flowers[pos] = m.NewFlower(pos, traits)
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}
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func (m *Map) NewFlower(pos Point, traits FlowerTraits) Flower {
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flower := Flower{
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Traits: traits,
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}
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temp, humid := float32(m.Temp.Value(pos.X, pos.Y)), float32(m.Humid.Value(pos.X, pos.Y))
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flower.Traits.UpdateModifier(temp, humid)
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return flower
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}
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const simulationInterval = 120 * time.Millisecond
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const fastSimulationInterval = 40 * time.Millisecond
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func NewGame() *Game {
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terrain := &Map{
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Temp: NewNoiseMap(rand.Int63()),
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Humid: NewNoiseMap(rand.Int63()),
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Variant: NewRandomNoiseMap(rand.Int63()),
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PlaceX: NewRandomNoiseMap(rand.Int63()),
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PlaceY: NewRandomNoiseMap(rand.Int63()),
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Flowers: map[Point]Flower{},
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}
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herbarium := NewHerbarium()
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herbarium.Add("poppy", FlowerDescriptor{
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Name: "Poppy",
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Description: "A very generic flower that thrives in a moderate climate.",
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IconTemplate: "flower-poppy-%s",
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Price: 10,
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Traits: NewPoppyTraits(),
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Unlocked: true,
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})
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return &Game{
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Speed: GameSpeedNormal,
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Balance: 100,
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Terrain: terrain,
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Herbarium: herbarium,
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toolChanged: NewEvents(),
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simulation: NewAnimation(time.Millisecond * 10),
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}
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}
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func (g *Game) selectTool(t Tool) {
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g.tool = t
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g.toolChanged.Notify(t)
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}
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func (g *Game) tick() {
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randomNeighbor := func(pos Point) Point {
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switch rand.Intn(4) {
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case 0:
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return Pt(pos.X-1, pos.Y)
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case 1:
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return Pt(pos.X, pos.Y-1)
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case 2:
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return Pt(pos.X+1, pos.Y)
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case 3:
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return Pt(pos.X, pos.Y+1)
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}
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return pos
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}
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flowers := map[Point]Flower{}
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for pos, flower := range g.Terrain.Flowers {
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if rand.Float32() < flower.Traits.Spread {
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dst := randomNeighbor(pos)
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if _, ok := g.Terrain.Flowers[dst]; !ok {
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if _, ok := flowers[dst]; !ok {
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flowers[dst] = g.Terrain.NewFlower(dst, flower.Traits)
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}
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}
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}
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if rand.Float32() < flower.Traits.Life*flower.Traits.LifeModifier {
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flowers[pos] = flower
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}
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}
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g.Terrain.Flowers = flowers
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}
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func (g *Game) CancelTool() {
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g.selectTool(nil)
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}
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func (g *Game) Dig(tile Point) {
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// TODO: implement
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}
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func (g *Game) Pause() {
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if g.Speed == GameSpeedPaused {
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return
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}
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g.SpeedBeforePause = g.Speed
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g.Speed = GameSpeedPaused
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g.simulation.Pause()
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}
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func (g *Game) PlantFlower(id string, tile Point) {
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flower, ok := g.Herbarium.Find(id)
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if !ok {
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log.Println("user was able to plant a flower that doesn't exist")
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return
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}
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if flower.Price > g.Balance {
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// TODO: notify user of insufficient balance?
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return
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}
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g.Balance -= flower.Price
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g.Terrain.AddFlower(tile, flower.Traits)
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}
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func (g *Game) Resume() {
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switch g.SpeedBeforePause {
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case GameSpeedNormal:
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g.Run()
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case GameSpeedFast:
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g.RunFast()
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}
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}
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func (g *Game) Run() {
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g.Speed = GameSpeedNormal
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g.simulation.SetInterval(simulationInterval)
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g.simulation.Run()
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}
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func (g *Game) RunFast() {
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g.Speed = GameSpeedFast
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g.simulation.SetInterval(fastSimulationInterval)
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g.simulation.Run()
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}
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func (g *Game) SelectPlantFlowerTool(id string) {
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g.selectTool(&PlantFlowerTool{FlowerID: id})
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}
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func (g *Game) Tool() Tool { return g.tool }
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func (g *Game) ToolChanged() EventHandler { return g.toolChanged }
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func (g *Game) Update() {
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for g.simulation.Animate() {
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g.tick()
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}
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}
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func (g *Game) UserClickedTile(pos Point) {
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if g.tool == nil {
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return
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}
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g.tool.ClickedTile(g, pos)
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}
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