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