mirror of
https://github.com/mvvasilev/last_light.git
synced 2025-04-19 12:49:52 +03:00
212 lines
3.2 KiB
Go
212 lines
3.2 KiB
Go
package engine
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import (
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"math"
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"math/rand"
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)
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type Positioned struct {
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pos Position
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}
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func WithPosition(pos Position) Positioned {
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return Positioned{
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pos: pos,
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}
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}
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func (wp *Positioned) Position() Position {
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return wp.pos
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}
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func (wp *Positioned) SetPosition(pos Position) {
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wp.pos = pos
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}
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type Position struct {
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x int
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y int
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}
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func PositionAt(x int, y int) Position {
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return Position{int(x), int(y)}
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}
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func (p Position) X() int {
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return p.x
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}
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func (p Position) Y() int {
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return p.y
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}
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func (p Position) XY() (int, int) {
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return p.x, p.y
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}
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func (p Position) DistanceSquared(pos Position) int {
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return (pos.x-p.x)*(pos.x-p.x) + (pos.y-p.y)*(pos.y-p.y)
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}
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func (p Position) Distance(pos Position) int {
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return int(math.Floor(math.Sqrt(float64(p.DistanceSquared(pos)))))
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}
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func (p Position) Equals(other Position) bool {
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return p.x == other.x && p.y == other.y
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}
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func (p Position) WithOffset(xOffset int, yOffset int) Position {
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p.x = p.x + xOffset
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p.y = p.y + yOffset
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return p
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}
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func (p Position) Diff(other Position) Position {
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p.x = p.x - other.x
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p.y = p.y - other.y
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return p
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}
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func (p Position) Sign() Position {
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p.x = IntSign(p.x)
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p.y = IntSign(p.y)
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return p
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}
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func IntSign(i int) int {
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if i < 0 {
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return -1
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}
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if i > 0 {
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return 1
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}
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return 0
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}
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type Sized struct {
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size Size
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}
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func WithSize(size Size) Sized {
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return Sized{
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size: size,
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}
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}
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// Checks if the provided coordinates fit within the sized struct, [0, N)
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func (ws *Sized) FitsWithin(x, y int) bool {
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return 0 <= x && x < ws.size.width && 0 <= y && y < ws.size.height
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}
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func (ws *Sized) Size() Size {
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return ws.size
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}
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type Size struct {
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width int
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height int
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}
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func SizeOf(width int, height int) Size {
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return Size{int(width), int(height)}
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}
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func (s Size) Width() int {
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return s.width
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}
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func (s Size) Height() int {
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return s.height
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}
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func (s Size) WH() (int, int) {
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return s.width, s.height
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}
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func (s Size) Area() int {
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return s.width * s.height
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}
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func (s Size) AsArrayIndex(x, y int) int {
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return y*s.width + x
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}
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func (s Size) Contains(x, y int) bool {
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return 0 <= x && x < s.width && 0 <= y && y < s.height
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}
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func LimitAdd(original, amount, limit int) int {
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if original+amount > limit {
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return limit
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}
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return original + amount
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}
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func LimitIncrement(i int, limit int) int {
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if (i + 1) > limit {
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return i
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}
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return i + 1
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}
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func LimitSubtract(original, amount, limit int) int {
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if original-amount < limit {
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return limit
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}
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return original - amount
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}
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func LimitDecrement(i int, limit int) int {
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if (i - 1) < limit {
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return i
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}
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return i - 1
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}
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func RandInt(min, max int) int {
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if min == max {
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return min
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}
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return min + rand.Intn(max-min)
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}
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func MapSlice[S ~[]E, E any, R any](slice S, mappingFunc func(e E) R) []R {
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newSlice := make([]R, 0, len(slice))
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for _, el := range slice {
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newSlice = append(newSlice, mappingFunc(el))
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}
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return newSlice
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}
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func AbsInt(val int) int {
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switch {
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case val < 0:
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return -val
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case val == 0:
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return 0
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}
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return val
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}
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func Lerp(start, end float64, t float64) float64 {
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return start*(1.0-t) + end*t
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}
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func LerpPositions(p0, p1 Position, t float64) Position {
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return PositionAt(
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int(math.Round(Lerp(float64(p0.x), float64(p1.x), t))),
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int(math.Round(Lerp(float64(p0.y), float64(p1.y), t))),
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)
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}
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