2021-08-06 22:00:18 +00:00
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package tins2021
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import (
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"math/rand"
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"opslag.de/schobers/geom"
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)
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type Level struct {
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Player geom.Point
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Lives int
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StarsCollected int
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Tiles Tiles
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Monsters Monsters
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MonsterTargets map[geom.Point]geom.Point
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Bounds geom.Rectangle
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}
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func NewLevel() *Level {
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const dims = 12
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f := &Level{
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Player: geom.Pt(1, 1),
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Lives: 3,
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StarsCollected: 0,
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Tiles: Tiles{},
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Monsters: Monsters{},
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MonsterTargets: map[geom.Point]geom.Point{},
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Bounds: geom.Rect(1, 1, dims+1, dims+1),
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}
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for y := 1; y <= dims; y++ {
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endX := dims
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if y%2 == 0 {
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endX--
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}
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for x := 1; x <= endX; x++ {
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f.Tiles[geom.Pt(x, y)] = &Tile{}
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}
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}
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return f
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}
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func (l Level) CanPlayerMove(dir Direction) (geom.Point, bool) {
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return l.Tiles.CanMove(l.Player, dir)
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}
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func (l Level) CanMonsterMove(p geom.Point, dir Direction) (geom.Point, bool) {
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q, ok := l.Tiles.CanMove(p, dir)
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if !ok {
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return geom.Point{}, false
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}
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if l.CanMonsterMoveTo(q) {
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return q, true
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}
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return geom.Point{}, false
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}
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func (l Level) CanMonsterMoveTo(p geom.Point) bool {
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if l.Tiles[p].Occupied() {
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return false
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}
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if _, ok := l.Monsters[p]; ok {
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return false
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}
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for _, target := range l.MonsterTargets {
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if p == target {
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return false
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}
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}
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return true
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}
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func (l *Level) MovePlayer(dir Direction) bool {
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towards, allowed := l.CanPlayerMove(dir)
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if !allowed {
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return false
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}
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l.Player = towards
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tile := l.Tiles[towards]
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if tile.Heart {
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l.Lives++
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tile.Heart = false
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}
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if tile.Star {
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l.StarsCollected++
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tile.Star = false
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}
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return true
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}
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func (l *Level) Randomize(difficulty int, stars int) {
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if difficulty < 0 {
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difficulty = 0
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}
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positions := make([]geom.Point, 0, len(l.Tiles))
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for pos := range l.Tiles {
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positions = append(positions, pos)
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}
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flip := difficulty * len(l.Tiles) / 200
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if flip > len(l.Tiles)/2 {
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flip = len(l.Tiles) / 2
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}
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for ; flip > 0; flip-- {
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for {
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i := rand.Intn(len(positions))
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pos := positions[i]
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if l.Tiles[pos].Inversed {
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continue
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}
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l.Tiles[pos].Invert()
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if l.Tiles.AllReachable(l.Player) {
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break
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}
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l.Tiles[pos].Invert()
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}
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}
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for stars > 0 {
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i := rand.Intn(len(positions))
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pos := positions[i]
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if l.Tiles[pos].Occupied() {
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continue
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}
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l.Tiles[pos].Star = true
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stars--
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}
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hearts := 1 + (80-difficulty)*4/80 // [5..0]
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for hearts > 0 {
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i := rand.Intn(len(positions))
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pos := positions[i]
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if l.Tiles[pos].Occupied() {
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continue
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}
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l.Tiles[pos].Heart = true
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hearts--
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}
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monsters := 1 + (4 * difficulty / 100)
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minRandomMonster := (100 - difficulty)
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minChaserMonster := (200 - difficulty) / 2
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for monsters > 0 {
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i := rand.Intn(len(positions))
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pos := positions[i]
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curr := l.Monsters[pos]
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if l.Tiles[pos].Occupied() || curr != nil {
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continue
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}
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monster := MonsterTypeStraight
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m := rand.Intn(100)
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if m >= minChaserMonster {
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monster = MonsterTypeChaser
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} else if m >= minRandomMonster {
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monster = MonsterTypeRandom
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}
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switch monster {
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case MonsterTypeStraight:
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l.Monsters[pos] = &StraightWalkingMonster{Direction: RandomDirection()}
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case MonsterTypeRandom:
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l.Monsters[pos] = &RandomWalkingMonster{}
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case MonsterTypeChaser:
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l.Monsters[pos] = &ChasingMonster{}
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default:
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panic("not implemented")
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// l.Monsters[pos] = monster
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}
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monsters--
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}
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}
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