Byte-snake-engine/rand.go
Torben f0dc0bcb38
DEV-1313: Add additional map types (#76)
* add helper to draw a ring of hazards

* refactor tests to not be internal tests

* add "hz_inner_wall" map

* add "hz_rings" map

* fix map registry

* fix: edge case bugs in drawRing

* remove println

* add "hz_columns"

* add "hz_rivers_bridges" map

* WIP: implementing spiral hazards map

* finish basic testing of 'hz_spiral'

* include first turn

* add "hz_hazards" map

* remove incorrect author

* add "hz_grow_box" map

* add "hz_expand_box" map

* add "hz_expand_scatter" map

* remove debug

* document the new "Range" method

* - use rules.RulesetError instead of generic error
- use a rules.Point for map rivers and bridgets map key

* use rules.RulesetError instead of errors.New

* provide more detail about boundar conditions

* fix documentation (max can be == min)

* add unit tests
2022-06-01 11:39:31 -07:00

96 lines
1.8 KiB
Go

package rules
import "math/rand"
type Rand interface {
Intn(n int) int
// Range produces a random integer in the range of [min,max] (inclusive)
// For example, Range(1,3) could produce the values 1, 2 or 3.
// Panics if max < min (like how Intn(n) panics for n <=0)
Range(min, max int) int
Shuffle(n int, swap func(i, j int))
}
// A Rand implementation that just uses the global math/rand generator.
var GlobalRand globalRand
type globalRand struct{}
func (globalRand) Range(min, max int) int {
return rand.Intn(max-min+1) + min
}
func (globalRand) Intn(n int) int {
return rand.Intn(n)
}
func (globalRand) Shuffle(n int, swap func(i, j int)) {
rand.Shuffle(n, swap)
}
type seedRand struct {
seed int64
rand *rand.Rand
}
func NewSeedRand(seed int64) *seedRand {
return &seedRand{
seed: seed,
rand: rand.New(rand.NewSource(seed)),
}
}
func (s seedRand) Intn(n int) int {
return s.rand.Intn(n)
}
func (s seedRand) Range(min, max int) int {
return s.rand.Intn(max-min+1) + min
}
func (s seedRand) Shuffle(n int, swap func(i, j int)) {
s.rand.Shuffle(n, swap)
}
// For testing purposes
// A Rand implementation that always returns the minimum value for any method.
var MinRand minRand
type minRand struct{}
func (minRand) Intn(n int) int {
return 0
}
func (minRand) Range(min, max int) int {
return min
}
func (minRand) Shuffle(n int, swap func(i, j int)) {
// no shuffling
}
// A Rand implementation that always returns the maximum value for any method.
var MaxRand maxRand
type maxRand struct{}
func (maxRand) Intn(n int) int {
return n - 1
}
func (maxRand) Range(min, max int) int {
return max
}
func (maxRand) Shuffle(n int, swap func(i, j int)) {
// rotate by one element so every element is moved
if n < 2 {
return
}
for i := 0; i < n-2; i++ {
swap(i, i+1)
}
swap(n-2, n-1)
}