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state.go
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state.go
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package main
import (
"fmt"
"math/rand"
"time"
"github.com/fatih/color"
)
var slow bool
type gameState struct {
step int // stepping into the game
deadAliens int // number of dead aliens
cities map[string]*city // map of cities
listCities []*city // list of cities (helper)
aliens []*alien // list of aliens
rng *rand.Rand
}
func newGame(cities map[string]*city, numAliens int, rng *rand.Rand) *gameState {
// init
gs := gameState{rng: rng, cities: cities}
// create list of cities (as a helper)
gs.listCities = make([]*city, 0, len(cities))
for _, c := range cities {
gs.listCities = append(gs.listCities, c)
}
// create aliens
gs.aliens = generateAliens(numAliens, gs.listCities, rng)
// return game state
return &gs
}
func (gs *gameState) run(iteration int) {
color.Green("----- Game has started! -----")
fmt.Println()
for i := 0; i < iteration; i++ {
// test if game has ended
if gs.deadAliens == len(gs.aliens) {
color.Yellow(" All aliens have died!")
break
}
// game iteration
gs.iteration()
}
}
// iteration goes through one iteration of the game
func (gs *gameState) iteration() {
// stepping
fmt.Printf("-> turn %d\n", gs.step)
gs.step++
if slow {
time.Sleep(1 * time.Second)
}
for _, currentAlien := range gs.aliens {
// ignore dead aliens
if currentAlien.dead {
continue
}
atCity := currentAlien.atCity
// ignore trapped aliens
if atCity.numLinks == 0 {
continue
}
// make the alien move
whichWayIdx := gs.rng.Intn(atCity.numLinks)
Loop:
for {
switch whichWayIdx {
case 0:
// if empty direction, go to the next
if goTo := atCity.north; goTo == "" {
whichWayIdx = (whichWayIdx + 1) % 4
} else {
color.Blue(" π½ %s moved from %s to %s", currentAlien.name, atCity.name, goTo)
atCity.aliens = atCity.aliens[:0] // remove alien from city
currentAlien.atCity = gs.cities[goTo] // set city of alien
gs.cities[goTo].aliens = append(gs.cities[goTo].aliens, currentAlien) // add alien to city
break Loop
}
case 1:
if goTo := atCity.west; goTo == "" {
whichWayIdx = (whichWayIdx + 1) % 4
} else {
color.Blue(" π½ %s moved from %s to %s", currentAlien.name, atCity.name, goTo)
atCity.aliens = atCity.aliens[:0]
currentAlien.atCity = gs.cities[goTo]
gs.cities[goTo].aliens = append(gs.cities[goTo].aliens, currentAlien)
break Loop
}
case 2:
if goTo := atCity.east; goTo == "" {
whichWayIdx = (whichWayIdx + 1) % 4
} else {
color.Blue(" π½ %s moved from %s to %s", currentAlien.name, atCity.name, goTo)
atCity.aliens = atCity.aliens[:0]
currentAlien.atCity = gs.cities[goTo]
gs.cities[goTo].aliens = append(gs.cities[goTo].aliens, currentAlien)
break Loop
}
case 3:
if goTo := atCity.south; goTo == "" {
whichWayIdx = (whichWayIdx + 1) % 4
} else {
color.Blue(" π½ %s moved from %s to %s", currentAlien.name, atCity.name, goTo)
atCity.aliens = atCity.aliens[:0]
currentAlien.atCity = gs.cities[goTo]
gs.cities[goTo].aliens = append(gs.cities[goTo].aliens, currentAlien)
break Loop
}
}
} // endfor
// is there more than one alien on the city? -> fight
atCity = currentAlien.atCity
if len(atCity.aliens) == 2 {
color.Red(" π %s and %s died in a fight.\n", atCity.aliens[0].name, atCity.aliens[1].name)
// aliens kill each other
atCity.aliens[0].dead = true
atCity.aliens[1].dead = true
gs.deadAliens += 2
// destroy city
atCity.destroyed = true
color.Magenta(" π %s has been destroyed.\n", atCity.name)
// destroy roads
if atCity.north != "" {
gs.cities[atCity.north].south = ""
gs.cities[atCity.north].numLinks--
}
if atCity.west != "" {
gs.cities[atCity.west].east = ""
gs.cities[atCity.west].numLinks--
}
if atCity.east != "" {
gs.cities[atCity.east].west = ""
gs.cities[atCity.east].numLinks--
}
if atCity.south != "" {
gs.cities[atCity.south].north = ""
gs.cities[atCity.south].numLinks--
}
}
} // end for aliens
}