1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289
|
package main
import "fmt"
type position struct {
X int
Y int
}
func (pos position) E() position {
return position{pos.X + 1, pos.Y}
}
func (pos position) SE() position {
return position{pos.X + 1, pos.Y + 1}
}
func (pos position) NE() position {
return position{pos.X + 1, pos.Y - 1}
}
func (pos position) N() position {
return position{pos.X, pos.Y - 1}
}
func (pos position) S() position {
return position{pos.X, pos.Y + 1}
}
func (pos position) W() position {
return position{pos.X - 1, pos.Y}
}
func (pos position) SW() position {
return position{pos.X - 1, pos.Y + 1}
}
func (pos position) NW() position {
return position{pos.X - 1, pos.Y - 1}
}
func (pos position) Distance(to position) int {
deltaX := Abs(to.X - pos.X)
deltaY := Abs(to.Y - pos.Y)
if deltaX > deltaY {
return deltaX
}
return deltaY
}
func (pos position) DistanceX(to position) int {
deltaX := Abs(to.X - pos.X)
return deltaX
}
func (pos position) DistanceY(to position) int {
deltaY := Abs(to.Y - pos.Y)
return deltaY
}
type direction int
const (
NoDir direction = iota
E
ENE
NE
NNE
N
NNW
NW
WNW
W
WSW
SW
SSW
S
SSE
SE
ESE
)
func KeyToDir(k keyAction) (dir direction) {
switch k {
case KeyW, KeyRunW:
dir = W
case KeyE, KeyRunE:
dir = E
case KeyS, KeyRunS:
dir = S
case KeyN, KeyRunN:
dir = N
case KeyNW, KeyRunNW:
dir = NW
case KeySW, KeyRunSW:
dir = SW
case KeyNE, KeyRunNE:
dir = NE
case KeySE, KeyRunSE:
dir = SE
}
return dir
}
func (pos position) To(dir direction) position {
to := pos
switch dir {
case E, ENE, ESE:
to = pos.E()
case NE:
to = pos.NE()
case NNE, N, NNW:
to = pos.N()
case NW:
to = pos.NW()
case WNW, W, WSW:
to = pos.W()
case SW:
to = pos.SW()
case SSW, S, SSE:
to = pos.S()
case SE:
to = pos.SE()
}
return to
}
func (pos position) Dir(from position) direction {
deltaX := Abs(pos.X - from.X)
deltaY := Abs(pos.Y - from.Y)
switch {
case pos.X > from.X && pos.Y == from.Y:
return E
case pos.X > from.X && pos.Y < from.Y:
switch {
case deltaX > deltaY:
return ENE
case deltaX == deltaY:
return NE
default:
return NNE
}
case pos.X == from.X && pos.Y < from.Y:
return N
case pos.X < from.X && pos.Y < from.Y:
switch {
case deltaY > deltaX:
return NNW
case deltaX == deltaY:
return NW
default:
return WNW
}
case pos.X < from.X && pos.Y == from.Y:
return W
case pos.X < from.X && pos.Y > from.Y:
switch {
case deltaX > deltaY:
return WSW
case deltaX == deltaY:
return SW
default:
return SSW
}
case pos.X == from.X && pos.Y > from.Y:
return S
case pos.X > from.X && pos.Y > from.Y:
switch {
case deltaY > deltaX:
return SSE
case deltaX == deltaY:
return SE
default:
return ESE
}
default:
panic(fmt.Sprintf("internal error: invalid position:%+v-%+v", pos, from))
}
}
func (pos position) Parents(from position) []position {
p := []position{}
switch pos.Dir(from) {
case E:
p = append(p, pos.W())
case ENE:
p = append(p, pos.W(), pos.SW())
case NE:
p = append(p, pos.SW())
case NNE:
p = append(p, pos.S(), pos.SW())
case N:
p = append(p, pos.S())
case NNW:
p = append(p, pos.S(), pos.SE())
case NW:
p = append(p, pos.SE())
case WNW:
p = append(p, pos.E(), pos.SE())
case W:
p = append(p, pos.E())
case WSW:
p = append(p, pos.E(), pos.NE())
case SW:
p = append(p, pos.NE())
case SSW:
p = append(p, pos.N(), pos.NE())
case S:
p = append(p, pos.N())
case SSE:
p = append(p, pos.N(), pos.NW())
case SE:
p = append(p, pos.NW())
case ESE:
p = append(p, pos.W(), pos.NW())
}
return p
}
func (pos position) RandomNeighbor(diag bool) position {
if diag {
return pos.RandomNeighborDiagonals()
}
return pos.RandomNeighborCardinal()
}
func (pos position) RandomNeighborDiagonals() position {
neighbors := [8]position{pos.E(), pos.W(), pos.N(), pos.S(), pos.NE(), pos.NW(), pos.SE(), pos.SW()}
var r int
switch RandInt(8) {
case 0:
r = RandInt(len(neighbors[0:4]))
case 1:
r = RandInt(len(neighbors[0:2]))
default:
r = RandInt(len(neighbors[4:]))
}
return neighbors[r]
}
func (pos position) RandomNeighborCardinal() position {
neighbors := [8]position{pos.E(), pos.W(), pos.N(), pos.S(), pos.NE(), pos.NW(), pos.SE(), pos.SW()}
var r int
switch RandInt(6) {
case 0:
r = RandInt(len(neighbors[0:4]))
case 1:
r = RandInt(len(neighbors))
default:
r = RandInt(len(neighbors[0:2]))
}
return neighbors[r]
}
func idxtopos(i int) position {
return position{i % DungeonWidth, i / DungeonWidth}
}
func (pos position) idx() int {
return pos.Y*DungeonWidth + pos.X
}
func (pos position) valid() bool {
return pos.Y >= 0 && pos.Y < DungeonHeight && pos.X >= 0 && pos.X < DungeonWidth
}
func (pos position) Laterals(dir direction) []position {
switch dir {
case E, ENE, ESE:
return []position{pos.NE(), pos.SE()}
case NE:
return []position{pos.E(), pos.N()}
case N, NNE, NNW:
return []position{pos.NW(), pos.NE()}
case NW:
return []position{pos.W(), pos.N()}
case W, WNW, WSW:
return []position{pos.SW(), pos.NW()}
case SW:
return []position{pos.W(), pos.S()}
case S, SSW, SSE:
return []position{pos.SW(), pos.SE()}
case SE:
return []position{pos.S(), pos.E()}
default:
// should not happen
return []position{}
}
}
|