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worldmap.go
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worldmap.go
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package main
import (
"bufio"
"errors"
"fmt"
"io"
"math/rand"
"os"
"strconv"
"strings"
randomdata "github.com/Pallinder/go-randomdata"
)
// city is the structure to hold such parsed cities:
// Foo north=Bar west=Baz south=Qu-ux
type city struct {
name string
coordinates coordinates
north string
west string
east string
south string
numLinks int // some directions might link to nothing
aliens []*alien
destroyed bool
}
// coordinates is used to generate a map
type coordinates struct {
x int
y int
}
// parseMap parses the map file given and fills a `cities` map
func parseMap(mapFile io.Reader) map[string]*city {
scanner := bufio.NewScanner(mapFile)
cities := make(map[string]*city)
// read line by line
for scanner.Scan() {
line := scanner.Text()
fields := strings.Fields(line) // [name north=city1 south=cit2]
cityName := fields[0] // get name
numLinks := len(fields[1:]) // get links
if numLinks == 0 {
fmt.Fprintln(os.Stderr, "One city has no link to other cities")
os.Exit(1)
}
// parse the city's links
cityToAdd := city{name: cityName, numLinks: numLinks}
for _, direction := range fields[1:] {
directionData := strings.Split(direction, "=")
if len(directionData) != 2 {
fmt.Fprintln(os.Stderr, "Couldn't parse file")
os.Exit(1)
}
switch directionData[0] {
case "north":
cityToAdd.north = directionData[1]
case "west":
cityToAdd.west = directionData[1]
case "east":
cityToAdd.east = directionData[1]
case "south":
cityToAdd.south = directionData[1]
}
}
// add empty alien list
cityToAdd.aliens = make([]*alien, 0, 1)
// add city to list of cities
cities[cityName] = &cityToAdd
}
// check for any errors
if err := scanner.Err(); err != nil {
fmt.Fprintln(os.Stderr, "Couldn't parse file")
os.Exit(1)
}
return cities
}
// printWorldForFile print the current state of the city
// following the same formating as the initial map input file
func printWorldForFile(listCities []*city, out io.Writer) {
for _, c := range listCities {
// ignore destroyed cities
if c.destroyed {
continue
}
fmt.Fprintf(out, "%s ", c.name)
if c.north != "" {
fmt.Fprintf(out, "north=%s ", c.north)
}
if c.south != "" {
fmt.Fprintf(out, "south=%s ", c.south)
}
if c.west != "" {
fmt.Fprintf(out, "west=%s ", c.west)
}
if c.east != "" {
fmt.Fprintf(out, "east=%s ", c.east)
}
fmt.Fprintln(out)
}
}
// generateMap generates a map of `numCities` cities
func generateMap(numCities int, rng *rand.Rand) (resMap map[string]*city, resList []*city) {
// list by coordinates
worldMap := make(map[coordinates]*city, numCities)
// create map and list
resMap = make(map[string]*city, numCities)
resList = make([]*city, 0, numCities)
// create cities
for i := 0; i < numCities; i++ {
var cityToAdd city
// generate a random name for the city
name := strings.Replace(randomdata.City(), " ", "", -1) + strconv.Itoa(rng.Intn(5000))
for _, ok := resMap[name]; ok; { // make sure it doesn't already exist
name = strings.Replace(randomdata.City(), " ", "", -1) + strconv.Itoa(rng.Intn(5000))
}
cityToAdd.name = name
// if it's the first city, just place it
if i == 0 {
worldMap[coordinates{0, 0}] = &cityToAdd
resMap[cityToAdd.name] = &cityToAdd
resList = append(resList, &cityToAdd)
continue
}
// add next to a random city
var newLocation coordinates
for true {
// find random city
randCity := rng.Intn(len(resList))
neighbour := resList[randCity]
// find space next to random city
newLocation = neighbour.coordinates
randDirection := rng.Intn(4)
switch randDirection {
case 0:
newLocation.x++
case 1:
newLocation.y++
case 2:
newLocation.x--
case 3:
newLocation.y--
}
// anyone there already?
if worldMap[newLocation] == nil {
worldMap[newLocation] = &cityToAdd
cityToAdd.coordinates = newLocation
break
}
}
// update cities' links
if n := worldMap[coordinates{x: newLocation.x, y: newLocation.y + 1}]; n != nil { // north
cityToAdd.north = n.name // cityToAdd -> neighbour
cityToAdd.numLinks++ // increment our link
n.south = cityToAdd.name // neighbour -> cityToAdd
n.numLinks++ // increment the neighbour number of links
}
if n := worldMap[coordinates{x: newLocation.x, y: newLocation.y - 1}]; n != nil { // south
cityToAdd.south = n.name
cityToAdd.numLinks++
n.north = cityToAdd.name
n.numLinks++
}
if n := worldMap[coordinates{x: newLocation.x + 1, y: newLocation.y}]; n != nil { // east
cityToAdd.east = n.name
cityToAdd.numLinks++
n.west = cityToAdd.name
n.numLinks++
}
if n := worldMap[coordinates{x: newLocation.x - 1, y: newLocation.y}]; n != nil { // west
cityToAdd.west = n.name
cityToAdd.numLinks++
n.east = cityToAdd.name
n.numLinks++
}
// add the new city
resList = append(resList, &cityToAdd)
resMap[cityToAdd.name] = &cityToAdd
}
return resMap, resList
}
// north, west, east, and south are all helper functions
// to quickly calculate a neighbour's coordinates
func (c coordinates) north() coordinates {
res := c
res.y++
return res
}
func (c coordinates) west() coordinates {
res := c
res.x--
return res
}
func (c coordinates) east() coordinates {
res := c
res.x++
return res
}
func (c coordinates) south() coordinates {
res := c
res.y--
return res
}
// findWorldCoordinates finds the {x,y}-coordinates of all the listed cities
// provided they are all connected and that no distinct sets exists
// it returns a mapping, as well as min_x, min_y, max_y, max_x
func findWorldCoordinates(cities map[string]*city) (map[coordinates]*city, int, int, int, int, error) {
// list by coordinates
worldMap := make(map[coordinates]*city, len(cities))
//
alreadyChecked := make(map[string]bool)
toCheckList := make([]*city, 1, len(cities))
var min_x, min_y, max_x, max_y int
// obtain the first city
for _, cityData := range cities {
toCheckList[0] = cityData
break
}
// loop til no more cities to check
for len(alreadyChecked) != len(cities) || len(toCheckList) == 0 {
// get element to check + update checklist
toCheck := toCheckList[0]
toCheckList = toCheckList[1:]
// first city is {x:0,y:0}
if alreadyChecked[toCheck.name] {
continue
}
alreadyChecked[toCheck.name] = true
worldMap[toCheck.coordinates] = toCheck
// check if it's the min/max so far
if xx := toCheck.coordinates.x; xx > max_x {
max_x = xx
} else if xx < min_x {
min_x = xx
}
if yy := toCheck.coordinates.y; yy > max_y {
max_y = yy
} else if yy < min_y {
min_y = yy
}
// set neighbours coordinates and explore them
if toCheck.north != "" {
northNeighbour := cities[toCheck.north]
northNeighbour.coordinates = toCheck.coordinates.north()
toCheckList = append(toCheckList, northNeighbour)
}
if toCheck.west != "" {
westNeighbour := cities[toCheck.west]
westNeighbour.coordinates = toCheck.coordinates.west()
toCheckList = append(toCheckList, westNeighbour)
}
if toCheck.east != "" {
eastNeighbour := cities[toCheck.east]
eastNeighbour.coordinates = toCheck.coordinates.east()
toCheckList = append(toCheckList, eastNeighbour)
}
if toCheck.south != "" {
southNeighbour := cities[toCheck.south]
southNeighbour.coordinates = toCheck.coordinates.south()
toCheckList = append(toCheckList, southNeighbour)
}
}
// have we checked every city?
if len(alreadyChecked) != len(cities) {
return nil, 0, 0, 0, 0, errors.New("Cities are not all connected together")
}
// reset worldMap coordinates (non-negative coordinates)
newWorldMap := make(map[coordinates]*city, len(cities))
for _, cityData := range worldMap {
if min_x != 0 {
cityData.coordinates.x -= min_x
}
if min_y != 0 {
cityData.coordinates.y -= min_y
}
newWorldMap[cityData.coordinates] = cityData
}
// return max, min
return newWorldMap, 0, 0, max_y - min_y, max_x - min_x, nil
}
//
func printMap(worldMap map[coordinates]*city, min_x, min_y, max_y, max_x int) {
for yy := max_y; yy >= min_y; yy-- {
for xx := min_x; xx <= max_x; xx++ {
if val, ok := worldMap[coordinates{xx, yy}]; ok {
fmt.Printf("[%s]", val.name[:3])
} else {
fmt.Printf("[ ]")
}
}
fmt.Println()
}
}