refactor level, getting to tiles
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@ -37,7 +37,7 @@ func (f *FieldOfVision) SetTorchRadius(radius int) {
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func (f *FieldOfVision) SetAllInvisible(level *gamemap.Level) {
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for x := 0; x < level.W; x++ {
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for y := 0; y < level.H; y++ {
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level.Tiles[x][y].Visible = false
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level.GetTileByXY(x,y).Visible = false
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}
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}
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}
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@ -57,7 +57,7 @@ func (f *FieldOfVision) RayCast(playerCoords types.Coords, level *gamemap.Level)
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y := float64(playerCoords.Y)
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// Mark the players current position as explored
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tile := level.Tiles[playerCoords.X][playerCoords.Y]
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tile := level.GetTile(playerCoords) //[playerCoords.X][playerCoords.Y]
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tile.Explored = true
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tile.Visible = true
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@ -73,12 +73,12 @@ func (f *FieldOfVision) RayCast(playerCoords types.Coords, level *gamemap.Level)
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break
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}
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tile := level.Tiles[roundedX][roundedY]
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tile := level.GetTileByXY(roundedX, roundedY)
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tile.Explored = true
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tile.Visible = true
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if level.Tiles[roundedX][roundedY].BlocksSight == true {
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if level.GetTileByXY(roundedX, roundedY).BlocksSight == true {
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// The ray hit a wall, go no further
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break
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}
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@ -192,7 +192,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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radius = ps.MaxTorchRadius //fixme
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}
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level.Tiles[initCoords.X][initCoords.Y].Visible = true
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level.GetTile(initCoords).Visible = true
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var fullShade = make([]byte, 360)
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for i := range fullShade {
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@ -226,7 +226,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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//fmt.Printf("\n level coords: %v", lc)
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for _, angle := range cell.occludedAngles {
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if level.Tiles[lc.X][lc.Y].BlocksSight {
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if level.GetTile(lc).BlocksSight {
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nextShade[angle] = 1
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}
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@ -236,8 +236,8 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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}
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if level.Tiles[lc.X][lc.Y].BlocksSight {
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level.Tiles[lc.X][lc.Y].Visible = true
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if level.GetTile(lc).BlocksSight {
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level.GetTile(lc).Visible = true
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}
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}
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@ -254,7 +254,7 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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if err != nil {
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continue
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}
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level.Tiles[cs.X][cs.Y].Visible = true
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level.GetTile(cs).Visible = true
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}
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}
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}
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@ -29,10 +29,7 @@ func TestPrecompShade(t *testing.T) {
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Rect: types.NewRect(0, 0, 20, 20),
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}
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level.Tiles = make([][]*gamemap.Tile, level.W)
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for i := range level.Tiles {
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level.Tiles[i] = make([]*gamemap.Tile, level.H)
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}
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level.Tiles = make([]*gamemap.Tile, level.W * level.H)
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var tile func() (*gamemap.Tile)
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@ -43,21 +40,21 @@ func TestPrecompShade(t *testing.T) {
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} else {
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tile = gamemap.NewFloor
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}
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level.Tiles[x][y] = tile()
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level.SetTileByXY(x, y, tile())
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}
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}
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playerCoords := types.Coords{10, 10}
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level.Tiles[8][12] = gamemap.NewWall()
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level.Tiles[10][8] = gamemap.NewWall()
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level.SetTileByXY(8, 12, gamemap.NewWall())
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level.SetTileByXY(10, 8, gamemap.NewWall())
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level.Tiles[7][9] = gamemap.NewWall()
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level.Tiles[7][11] = gamemap.NewWall()
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level.Tiles[5][10] = gamemap.NewWall()
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level.SetTileByXY(7, 9, gamemap.NewWall())
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level.SetTileByXY(7, 11, gamemap.NewWall())
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level.SetTileByXY(5, 10, gamemap.NewWall())
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level.Tiles[10][11] = gamemap.NewWall()
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level.Tiles[11][10] = gamemap.NewWall()
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level.SetTileByXY(10, 11, gamemap.NewWall())
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level.SetTileByXY(11, 10, gamemap.NewWall())
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ppFov.ComputeFov(level, playerCoords, 12)
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@ -67,8 +64,8 @@ func TestPrecompShade(t *testing.T) {
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if playerCoords.X == x && playerCoords.Y == y {
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return "@"
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}
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result := level.Tiles[x][y].Char
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if !level.Tiles[x][y].Visible {
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result := level.GetTileByXY(x, y).Char
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if !level.GetTileByXY(x, y).Visible {
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result = "?"
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}
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return result
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