Update go version and linting.

This commit is contained in:
bvanvugt 2023-02-19 17:12:03 +00:00
parent 1940f03d40
commit a1bf6ec0ff
4 changed files with 29 additions and 25 deletions

View file

@ -13,11 +13,11 @@ import (
)
// When this is flipped to `true` TWO things happen
// 1. More println style debugging is done
// 2. We print out the current game board in between each room sub-division,
// and wait for the CLI User to hit enter to sub-divide the next room. This
// allows you to see the maze get generated in realtime, which was super useful
// while debugging issues in the maze generation
// 1. More println style debugging is done
// 2. We print out the current game board in between each room sub-division,
// and wait for the CLI User to hit enter to sub-divide the next room. This
// allows you to see the maze get generated in realtime, which was super useful
// while debugging issues in the maze generation
const DEBUG_MAZE_GENERATION = false
const INITIAL_MAZE_SIZE = 7
@ -216,9 +216,9 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
if DEBUG_MAZE_GENERATION {
log.Print("\n\n\n")
log.Print(fmt.Sprintf("Subdividing room from %v to %v", lowPoint, highPoint))
log.Print(fmt.Sprintf("disAllowedVertical %v", disAllowedVertical))
log.Print(fmt.Sprintf("disAllowedHorizontal %v", disAllowedHorizontal))
log.Printf("Subdividing room from %v to %v", lowPoint, highPoint)
log.Printf("disAllowedVertical %v", disAllowedVertical)
log.Printf("disAllowedHorizontal %v", disAllowedHorizontal)
printMap(tempBoardState)
fmt.Print("Press 'Enter' to continue...")
_, e := bufio.NewReader(os.Stdin).ReadBytes('\n')
@ -245,7 +245,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
if len(verticalChoices) > 0 {
verticalWallPosition = verticalChoices[rand.Intn(len(verticalChoices))]
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("drawing Vertical Wall at %v", verticalWallPosition))
log.Printf("drawing Vertical Wall at %v\n", verticalWallPosition)
}
for y := lowPoint.Y; y <= highPoint.Y; y++ {
@ -265,7 +265,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
if len(horizontalChoices) > 0 {
horizontalWallPosition = horizontalChoices[rand.Intn(len(horizontalChoices))]
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("drawing horizontal Wall at %v", horizontalWallPosition))
log.Printf("drawing horizontal Wall at %v\n", horizontalWallPosition)
}
for x := lowPoint.X; x <= highPoint.X; x++ {
@ -289,7 +289,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
disAllowedHorizontal = append(disAllowedHorizontal, hole.Y)
}
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("Vertical Cuts are at %v", verticalHoles))
log.Printf("Vertical Cuts are at %v\n", verticalHoles)
}
newNewHorizontalWall, horizontalHoles := cutHoleSingle(newHorizontalWall, intersectionPoint, rand)
@ -298,7 +298,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
disAllowedVertical = append(disAllowedVertical, hole.X)
}
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("Horizontal Cuts are at %v", horizontalHoles))
log.Printf("Horizontal Cuts are at %v\n", horizontalHoles)
}
} else if len(newVerticalWall) > 1 {
if DEBUG_MAZE_GENERATION {
@ -310,7 +310,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
disAllowedHorizontal = append(disAllowedHorizontal, hole.Y)
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("Cuts are at %v from index %v", hole, segmentToRemove))
log.Printf("Cuts are at %v from index %v", hole, segmentToRemove)
}
} else if len(newHorizontalWall) > 1 {
if DEBUG_MAZE_GENERATION {
@ -322,16 +322,12 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
disAllowedVertical = append(disAllowedVertical, hole.X)
if DEBUG_MAZE_GENERATION {
log.Print(fmt.Sprintf("Cuts are at %v from index %v", hole, segmentToRemove))
log.Printf("Cuts are at %v from index %v", hole, segmentToRemove)
}
}
for _, point := range newVerticalWall {
tempBoardState.Hazards = append(tempBoardState.Hazards, point)
}
for _, point := range newHorizontalWall {
tempBoardState.Hazards = append(tempBoardState.Hazards, point)
}
tempBoardState.Hazards = append(tempBoardState.Hazards, newVerticalWall...)
tempBoardState.Hazards = append(tempBoardState.Hazards, newHorizontalWall...)
/// We have both so need 4 sub-rooms
if verticalWallPosition != -1 && horizontalWallPosition != -1 {
@ -359,7 +355,7 @@ func (m SoloMazeMap) AdjustPosition(mazePosition rules.Point, actualBoardSize in
yAdjust := int((boardHeight - actualBoardSize) / 2)
if DEBUG_MAZE_GENERATION {
fmt.Println(fmt.Sprintf("currentLevel: %v, boardHeight: %v, boardWidth: %v, xAdjust: %v, yAdjust: %v", actualBoardSize, boardHeight, boardWidth, xAdjust, yAdjust))
fmt.Printf("currentLevel: %v, boardHeight: %v, boardWidth: %v, xAdjust: %v, yAdjust: %v\n", actualBoardSize, boardHeight, boardWidth, xAdjust, yAdjust)
}
return rules.Point{X: mazePosition.X + xAdjust, Y: mazePosition.Y + yAdjust}
@ -399,7 +395,7 @@ func (m SoloMazeMap) WriteBitState(boardState *rules.BoardState, state int64, ed
}
}
/// Return value is first the wall that has been cut, the second is the holes we cut out
// Return value is first the wall that has been cut, the second is the holes we cut out
func cutHoles(s []rules.Point, intersection rules.Point, rand rules.Rand) ([]rules.Point, []rules.Point) {
holes := make([]rules.Point, 0)