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package sim
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import (
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"strconv"
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"time"
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"github.com/jordanorelli/blammo"
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)
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// World is the entire simulated world. A world consists of many rooms.
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type World struct {
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*blammo.Log
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rooms []room
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done chan bool
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lastEntityID int
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}
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func NewWorld(log *blammo.Log) *World {
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foyer := room{
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Log: log.Child("foyer"),
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name: "foyer",
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origin: point{0, 0},
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width: 10,
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height: 10,
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tiles: make([]tile, 100),
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}
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return &World{
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Log: log,
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rooms: []room{foyer},
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done: make(chan bool),
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}
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}
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func (w *World) Run(hz int) {
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defer w.Info("simulation has exited run loop")
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period := time.Second / time.Duration(hz)
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w.Info("starting world with a tick rate of %dhz, frame duration of %v", hz, period)
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ticker := time.NewTicker(period)
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lastTick := time.Now()
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for {
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select {
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case <-ticker.C:
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w.tick(time.Since(lastTick))
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lastTick = time.Now()
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case <-w.done:
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return
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}
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}
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}
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func (w *World) Stop() error {
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w.Info("stopping simulation")
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w.done <- true
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return nil
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}
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func (w *World) SpawnPlayer(id int) int {
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w.lastEntityID++
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r := w.rooms[0]
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w.Info("spawning player with id: %d into room %q", id, r.name)
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t := &r.tiles[0]
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p := player{
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Log: w.Child("players").Child(strconv.Itoa(id)),
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entityID: w.lastEntityID,
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}
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t.addEntity(&p)
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return p.entityID
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}
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func (w *World) DespawnPlayer(id int) {
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w.Info("despawning player with id: %d", id)
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for _, r := range w.rooms {
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for _, t := range r.tiles {
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if e := t.removeEntity(id); e != nil {
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w.Info("player removed from room %q", r.name)
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return
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}
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}
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}
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w.Error("player was not found in any room")
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}
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func (w *World) tick(d time.Duration) {
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for _, r := range w.rooms {
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r.update(d)
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}
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}
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