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