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31 lines
763 B
Go

4 years ago
package sim
// tile is an individual cell within the world simulation. Everything happens
// on a tile.
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type tile struct {
// floor is the surface for the tile. All things sit atop the floor. The
// floor informs clients how to draw the tile in the event that the tile's
// contents are empty. The floor also determins whether or not the tile is
// traversable.
floor floor
// contents is all of the entities on this tile. A given tile may have many
// entities.
contents map[int]entity
}
func (t *tile) addEntity(e entity) {
if t.contents == nil {
t.contents = make(map[int]entity)
}
t.contents[e.id()] = e
}
func (t *tile) removeEntity(id int) entity {
if e, here := t.contents[id]; here {
delete(t.contents, id)
return e
}
return nil
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}