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simulation.go
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simulation.go
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package main
import (
"math/rand"
"time"
)
const (
MinTimeBetweenAdds = (1000 * time.Millisecond)
)
type Simulation struct {
nextEntityId EntityId
board *Board
lastAddedOn time.Time
// persistant temp storage
toRmList []*Entity
toUpdateList []*Entity
lastAdd time.Time
}
// Create a new instance of the simulator
func NewSimulation(b *Board) *Simulation {
return &Simulation{
board: b,
toRmList: make([]*Entity, 5),
toUpdateList: make([]*Entity, 10),
}
}
// Incremental update to the board, returns the entities updated
func (s *Simulation) Step() []*Entity {
// get empty slices from the perisitant arrays
toRmList := s.toRmList[0:0]
toUpdateList := s.toUpdateList[0:0]
es := s.board.GetEntities()
for _, e := range es {
if time.Since(e.updatedAt) >= e.ttl {
toRmList = append(toRmList, e)
}
// TODO not sure what to do with just updated yet.
}
// Remove the entities which are no longer valid.
for _, e := range toRmList {
s.board.RemoveEntityById(e.id)
// Add the items to be removed to the update list to be returned
toUpdateList = append(toUpdateList, e)
}
// Adds new entities, and update the list
if time.Since(s.lastAddedOn) >= MinTimeBetweenAdds {
toUpdateList = s.addNew(toUpdateList)
s.lastAddedOn = time.Now().UTC()
}
// Update the persistant objects
s.toRmList = toRmList
s.toUpdateList = toUpdateList
// return the list of updates
if len(toUpdateList) > 0 {
return toUpdateList
}
return nil
}
// Adds new entities and updates the list as needed
func (s *Simulation) addNew(list []*Entity) []*Entity {
c := rand.Intn(5)
for i := 0; i < c; i++ {
if e := s.addRandomBlock(); e != nil {
list = append(list, e)
}
}
return list
}
// Creates a new random block and adds it to the board
// The reference to the block created will be returned
func (s *Simulation) addRandomBlock() *Entity {
x := rand.Intn(s.board.Cols)
y := rand.Intn(s.board.Rows)
if s.board.EntityAtPos(x, y) {
// don't create duplicate blocks at the same point
return nil
}
e := NewBoxEntity(s.nextEntityId,
time.Duration(7000)*time.Millisecond,
x, y,
EntityColor(rand.Intn(5)),
)
s.nextEntityId++
s.board.AddEntity(e)
return e
}