diff options
| author | workhorse <workhorse@localhost.localdomain> | 2026-06-19 20:24:52 -0400 |
|---|---|---|
| committer | workhorse <workhorse@localhost.localdomain> | 2026-06-19 20:24:52 -0400 |
| commit | 8ee8982b8759bcae116647cc993867f4c8b0a6ce (patch) | |
| tree | ee01f7b1d745cbc94d9981108a1209527487b3e5 /internal/game/map.go | |
| parent | 2bec24859af8f03c80a0a58e3240519942450167 (diff) | |
| download | thehouseoficarus-8ee8982b8759bcae116647cc993867f4c8b0a6ce.tar.gz | |
reorganized items, objects, and rooms in directories. oranized module names. added startup checks.
Diffstat (limited to 'internal/game/map.go')
| -rw-r--r-- | internal/game/map.go | 317 |
1 files changed, 0 insertions, 317 deletions
diff --git a/internal/game/map.go b/internal/game/map.go deleted file mode 100644 index 32d3d7c..0000000 --- a/internal/game/map.go +++ /dev/null @@ -1,317 +0,0 @@ -package game - -import ( - "strings" - - "thehouseoficarus/internal/world" -) - -type mapGlyphs struct { - topLeft, topRight rune - bottomLeft, bottomRight rune - side rune - topFill rune - connectorH, connectorV rune - upArrow, downArrow rune -} - -func mapGlyphsForPlayer(unicode bool) mapGlyphs { - if unicode { - return mapGlyphs{ - topLeft: '╔', topRight: '╗', bottomLeft: '╚', bottomRight: '╝', - side: '║', topFill: '═', connectorH: '─', connectorV: '│', - upArrow: '↑', downArrow: '↓', - } - } - return mapGlyphs{ - topLeft: '.', topRight: '.', bottomLeft: ':', bottomRight: ':', - side: ':', topFill: '.', connectorH: '-', connectorV: '|', - upArrow: '^', downArrow: 'v', - } -} - -type mapGraph struct { - posToRoom map[[2]int]int - roomToPos map[int][2]int -} - -var bfsDirs = []struct { - dir world.ExitDir - dx, dy int -}{ - {world.North, 0, -1}, - {world.South, 0, 1}, - {world.East, 1, 0}, - {world.West, -1, 0}, -} - -func buildGraph(g *Game, startRoomID int) *mapGraph { - mg := &mapGraph{ - posToRoom: make(map[[2]int]int), - roomToPos: make(map[int][2]int), - } - - type node struct { - roomID int - x, y int - } - queue := []node{{startRoomID, 0, 0}} - mg.posToRoom[[2]int{0, 0}] = startRoomID - mg.roomToPos[startRoomID] = [2]int{0, 0} - - for len(queue) > 0 { - n := queue[0] - queue = queue[1:] - - room, ok := loadRoom(g, n.roomID) - if !ok { - continue - } - - for _, d := range bfsDirs { - targetID, ok := exitTarget(room, d.dir) - if !ok { - continue - } - if _, visited := mg.roomToPos[targetID]; visited { - continue - } - nx, ny := n.x + d.dx, n.y + d.dy - mg.posToRoom[[2]int{nx, ny}] = targetID - mg.roomToPos[targetID] = [2]int{nx, ny} - queue = append(queue, node{targetID, nx, ny}) - } - } - - return mg -} - -func buildTinyMap(g *Game, roomID int, mg mapGlyphs) []string { - bg := buildGraph(g, roomID) - - grid := make([][]rune, 5) - for i := range grid { - grid[i] = make([]rune, 5) - for j := range grid[i] { - grid[i][j] = ' ' - } - } - - for y := -1; y <= 1; y++ { - for x := -1; x <= 1; x++ { - pos := [2]int{x, y} - rid, ok := bg.posToRoom[pos] - if !ok { - continue - } - gr := (y + 1) * 2 - gc := (x + 1) * 2 - if rid == roomID { - grid[gr][gc] = '@' - } else { - grid[gr][gc] = roomMapSymbol(g, rid) - } - } - } - - for y := -1; y <= 1; y++ { - for x := -1; x <= 0; x++ { - leftPos := [2]int{x, y} - rightPos := [2]int{x + 1, y} - leftRoom, leftOK := bg.posToRoom[leftPos] - rightRoom, rightOK := bg.posToRoom[rightPos] - if !leftOK || !rightOK { - continue - } - if exitsConnect(g, leftRoom, rightRoom, world.East, world.West) { - grid[(y+1)*2][(x+1)*2+1] = mg.connectorH - } - } - } - - for y := -1; y <= 0; y++ { - for x := -1; x <= 1; x++ { - topPos := [2]int{x, y} - bottomPos := [2]int{x, y + 1} - topRoom, topOK := bg.posToRoom[topPos] - bottomRoom, bottomOK := bg.posToRoom[bottomPos] - if !topOK || !bottomOK { - continue - } - if exitsConnect(g, topRoom, bottomRoom, world.South, world.North) { - grid[(y+1)*2+1][(x+1)*2] = mg.connectorV - } - } - } - - cur, _ := loadRoom(g, roomID) - if cur != nil { - if _, ok := exitTarget(cur, world.Up); ok { - grid[1][3] = mg.upArrow - } - if _, ok := exitTarget(cur, world.Down); ok { - grid[3][1] = mg.downArrow - } - } - - topFill := strings.Repeat(string(mg.topFill), 5) - lines := make([]string, 7) - lines[0] = string(mg.topLeft) + topFill + string(mg.topRight) - for row := 0; row < 5; row++ { - lines[row+1] = string(mg.side) + string(grid[row]) + string(mg.side) - } - botFill := strings.Repeat(string(mg.topFill), 5) - lines[6] = string(mg.bottomLeft) + botFill + string(mg.bottomRight) - - return lines -} - -func exitsConnect(g *Game, room1, room2 int, dir12, dir21 world.ExitDir) bool { - r1, ok := loadRoom(g, room1) - if !ok { - return false - } - if id, ok := exitTarget(r1, dir12); ok && id == room2 { - return true - } - r2, ok := loadRoom(g, room2) - if !ok { - return false - } - id, ok := exitTarget(r2, dir21) - return ok && id == room1 -} - -func exitTarget(room *world.Room, dir world.ExitDir) (int, bool) { - if room == nil { - return 0, false - } - exit, ok := room.Exits[dir] - if !ok { - return 0, false - } - return exit.Room, true -} - -func loadRoom(g *Game, roomID int) (*world.Room, bool) { - if roomID == 0 { - return nil, false - } - room, err := g.World.LoadRoom(roomID) - if err != nil { - return nil, false - } - return room, true -} - -func roomMapSymbol(g *Game, roomID int) rune { - room, ok := loadRoom(g, roomID) - if !ok { - return '?' - } - if room.MapSymbol != "" { - runes := []rune(room.MapSymbol) - return runes[0] - } - return 'o' -} - -func stripBlankRows(lines []string) []string { - var out []string - for _, line := range lines { - if strings.TrimSpace(line) != "" { - out = append(out, line) - } - } - return out -} - -func leftTrimCommon(lines []string) []string { - min := -1 - for _, line := range lines { - if strings.TrimSpace(line) == "" { - continue - } - n := 0 - for _, r := range line { - if r == ' ' { - n++ - } else { - break - } - } - if min < 0 || n < min { - min = n - } - } - if min <= 0 { - return lines - } - result := make([]string, len(lines)) - for i, line := range lines { - if len(line) <= min { - result[i] = "" - } else { - result[i] = line[min:] - } - } - return result -} - -func buildFullMap(g *Game, roomID, mapWidth, mapHeight int, mg mapGlyphs) []string { - bg := buildGraph(g, roomID) - - grid := make([][]rune, mapHeight) - for i := range grid { - grid[i] = make([]rune, mapWidth) - for j := range grid[i] { - grid[i][j] = ' ' - } - } - - cx := mapWidth / 2 - cy := mapHeight / 2 - - for pos, rid := range bg.posToRoom { - gr := cy + pos[1]*2 - gc := cx + pos[0]*2 - if gr < 0 || gr >= mapHeight || gc < 0 || gc >= mapWidth { - continue - } - if rid == roomID { - grid[gr][gc] = '@' - } else { - grid[gr][gc] = roomMapSymbol(g, rid) - } - } - - for pos, rid := range bg.posToRoom { - x, y := pos[0], pos[1] - - if rightID, ok := bg.posToRoom[[2]int{x + 1, y}]; ok { - if exitsConnect(g, rid, rightID, world.East, world.West) { - gr := cy + y*2 - gc := cx + x*2 + 1 - if gr >= 0 && gr < mapHeight && gc >= 0 && gc < mapWidth { - grid[gr][gc] = mg.connectorH - } - } - } - - if bottomID, ok := bg.posToRoom[[2]int{x, y + 1}]; ok { - if exitsConnect(g, rid, bottomID, world.South, world.North) { - gr := cy + y*2 + 1 - gc := cx + x*2 - if gr >= 0 && gr < mapHeight && gc >= 0 && gc < mapWidth { - grid[gr][gc] = mg.connectorV - } - } - } - } - - lines := make([]string, mapHeight) - for i := range grid { - lines[i] = string(grid[i]) - } - return lines -} |
