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tile.go
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tile.go
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package data
type Tile struct {
Teleport *Teleport
Terrain *Terrain
Objects []*Object
}
type Teleport struct {
Area uint64
X, Y int
}
type Terrain struct {
R, G, B uint8
Passable bool
// TODO
}
type Object struct {
R, G, B uint8
// TODO
}
func NewTerrain(r *Rand) *Terrain {
return &Terrain{
R: uint8(r.Intn(256)),
G: uint8(r.Intn(128)),
B: uint8(r.Intn(128)),
Passable: true,
// TODO
}
}
func NewPlant(r *Rand, significant bool) *Object {
return &Object{
R: uint8(r.Intn(256)),
G: uint8(r.Intn(256)),
B: uint8(r.Intn(128)),
// TODO
}
}
func NewBuildingTerrain(r *Rand, passable bool) *Terrain {
switch r.Intn(2) {
case 0:
// stone
return &Terrain{
R: uint8(r.Intn(32) + 112),
G: uint8(r.Intn(32) + 112),
B: uint8(r.Intn(32) + 112),
Passable: passable,
// TODO
}
case 1:
// wood
return &Terrain{
R: uint8(r.Intn(32) + 200),
G: uint8(r.Intn(32) + 128),
B: uint8(r.Intn(32) + 64),
Passable: passable,
// TODO
}
}
panic("unreachable")
}