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package game
import (
"thirdcollapse/internal/world"
)
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) []string {
mg := 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 := mg.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 := mg.posToRoom[leftPos]
rightRoom, rightOK := mg.posToRoom[rightPos]
if !leftOK || !rightOK {
continue
}
if exitsConnect(g, leftRoom, rightRoom, world.East, world.West) {
grid[(y+1)*2][(x+1)*2+1] = '─'
}
}
}
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 := mg.posToRoom[topPos]
bottomRoom, bottomOK := mg.posToRoom[bottomPos]
if !topOK || !bottomOK {
continue
}
if exitsConnect(g, topRoom, bottomRoom, world.South, world.North) {
grid[(y+1)*2+1][(x+1)*2] = '│'
}
}
}
cur, _ := loadRoom(g, roomID)
if cur != nil {
if _, ok := exitTarget(cur, world.Up); ok {
grid[1][3] = '↑'
}
if _, ok := exitTarget(cur, world.Down); ok {
grid[3][1] = '↓'
}
}
lines := make([]string, 7)
lines[0] = "╔═════╗"
for row := 0; row < 5; row++ {
lines[row+1] = "║" + string(grid[row]) + "║"
}
lines[6] = "╚═════╝"
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
}
if id, ok := exitTarget(r2, dir21); ok && id == room1 {
return true
}
return false
}
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'
}
|