refactor level, getting to tiles
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@ -18,7 +18,23 @@ type Level struct {
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Branch string
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Depth int
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Objects []ecs.Entity
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Tiles [][]*Tile
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Tiles []*Tile
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}
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func (l *Level) GetTile (coords types.Coords) *Tile {
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return l.Tiles[coords.Y*l.W+coords.X]
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}
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func (l *Level) GetTileByXY (x,y int) *Tile {
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return l.Tiles[y*l.W+x]
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}
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func (l *Level) SetTile (coords types.Coords, tile *Tile) {
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l.Tiles[coords.Y*l.W+coords.X] = tile
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}
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func (l *Level) SetTileByXY (x,y int, tile *Tile) {
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l.Tiles[y*l.W+x] = tile
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}
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func (l *Level) Put (x, y int, tileFunc interface{}) {
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@ -27,7 +43,7 @@ func (l *Level) Put (x, y int, tileFunc interface{}) {
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l.ctx.Logger().Fatal().Msgf("Got non-tile type to put into level: %v", tf)
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}
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if l.InBounds(types.Coords{x, y}) {
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l.Tiles[x][y] = tf
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l.Tiles[y*l.W+x] = tf
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}
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}
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@ -38,11 +54,7 @@ func NewLevel(ctx util.ClientCtx, branch string, depth int) *Level {
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Rect: types.NewRect(0,0, mapWidth, mapHeight),
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}
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l.Tiles = make([][]*Tile, l.W)
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for i := range l.Tiles {
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l.Tiles[i] = make([]*Tile, l.H)
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}
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l.Tiles = make([]*Tile, l.W*l.H)
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return l
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}
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@ -18,7 +18,7 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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//fill with walls
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for i := 0; i < l.W; i ++ {
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for j := 0; j < l.H; j++ {
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l.Tiles[i][j] = gamemap.NewWall()
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l.SetTileByXY(i, j, gamemap.NewWall())
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}
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}
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@ -113,7 +113,7 @@ func digHTunnel(l *gamemap.Level, x1,x2,y int, fillage types.RectFill) {
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{i, y}) {
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l.Tiles[i][y] = fillage.Body.(func() *gamemap.Tile)()
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l.SetTileByXY(i, y, fillage.Body.(func() *gamemap.Tile)())
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//l.Tiles[i][y] = gamemap.NewFloor()
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}
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}
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@ -130,7 +130,7 @@ func digVTunnel(l *gamemap.Level, y1,y2,x int, fillage types.RectFill) {
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{x, i}) {
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l.Tiles[x][i] = fillage.Body.(func() *gamemap.Tile)()
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l.SetTileByXY(x, i, fillage.Body.(func() *gamemap.Tile)())
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}
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}
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}
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@ -1,6 +1,9 @@
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package gamemap
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import "lab.zaar.be/thefish/alchemyst-go/util"
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import (
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"container/ring"
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"lab.zaar.be/thefish/alchemyst-go/util"
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)
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import blt "lab.zaar.be/thefish/bearlibterminal"
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type ColorHolder struct {
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@ -24,6 +27,28 @@ type Appearance struct {
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var crng = util.NewRNG()
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func NewColorComponentRing(colorValue uint8, minGlow, maxGlow, step int) *ring.Ring {
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q := make([]uint8, 0)
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color := int(colorValue)
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for color < maxGlow {
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q = append(q, uint8(color))
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color = crng.Range(0, step) + color
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}
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color = crng.Range(0, step + minGlow)
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for uint8(color) < colorValue {
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q = append(q, uint8(color))
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color = crng.Range(0, step + minGlow)
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}
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r := ring.New(len(q))
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for _, v := range q {
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r.Next().Value = v
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}
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return r
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}
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func colordance(colorValue uint8, minGlow, maxGlow, step int) uint8 {
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color := crng.Range(0, step) + int(colorValue)
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if color > maxGlow {
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