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grid.go
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package goge
import (
"fmt"
"goge/extras"
)
type __Grid__ struct {
Grid [][]*__Creature__
Chars int
Size int
}
func (grid *__Grid__) __UpdatePos__() *__Grid__ {
for row := range grid.Grid {
for col := range grid.Grid {
grid.Grid[row][col].Row = row + 1
grid.Grid[row][col].Column = col + 1
}
}
return grid
}
func (grid *__Grid__) __CalcBorder__() string {
size := grid.Size
chars := grid.Chars + 2
returnString := " |"
for i := 0; i < size; i += 1 {
returnString += extras.Times("-", (chars))
returnString += "|"
}
return returnString
}
func __CheckSize__(size int) {
if (size <= 20) {
return
} else {
extras.Error("grid size must be 20 or less.")
}
}
func (grid *__Grid__) Draw() *__Grid__ {
fmt.Println(grid.__CalcBorder__())
for row := range grid.Grid {
for col := range grid.Grid {
fmt.Print(" | ")
fmt.Print(grid.Grid[row][col].Model)
}
fmt.Println(" |")
fmt.Println(grid.__CalcBorder__())
}
__CheckSize__(grid.Size)
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Empty(row int, col int) *__Grid__ {
grid.__UpdatePos__().Grid[row - 1][col - 1] = New("__Blank__", extras.Times(" ", grid.Chars))
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Has(name string) bool {
for row := range grid.Grid {
for col := range grid.Grid {
if (grid.Grid[row][col].Name == name) {
return true
}
}
}
return false
}
func (grid *__Grid__) Use(creature *__Creature__, row int, col int) *__Grid__ {
if (row > grid.Size) {
extras.Error("creatures cannot be placed outside of the grid")
}
if (col > grid.Size) {
extras.Error("creatures cannot be placed outside of the grid")
}
for row2 := range grid.Grid {
for col2 := range grid.Grid {
if (row2 == row - 1) {
if (col2 == col - 1) {
grid.Grid[row2][col2] = creature
}
}
}
}
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Mutate(model string, row int, col int) *__Grid__ {
for row2 := range grid.Grid {
for col2 := range grid.Grid {
if (row2 == row - 1) {
if (col2 == col - 1) {
grid.Grid[row2][col2].Model = model
dir := grid.Grid[row2][col2].__Direction__
grid.Grid[row2][col2].__Direction__ = "R"
grid.Grid[row2][col2].__UpdateDirection__(dir)
}
}
}
}
return grid
}
func (grid *__Grid__) Clear() *__Grid__ {
extras.ClearScreen()
return grid
}
func (grid *__Grid__) Delay(millis int) *__Grid__ {
extras.Delay(millis)
return grid
}
func (grid *__Grid__) Down(row int, col int) *__Grid__ {
if (row != grid.Size) {
grid.Grid[row][col - 1] = grid.Grid[row - 1][col - 1]
grid.Grid[row - 1][col - 1] = New("__Blank__", extras.Times(" ", grid.Chars))
}
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Up(row int, col int) *__Grid__ {
if (row != 1) {
grid.Grid[row - 2][col - 1] = grid.Grid[row - 1][col - 1]
grid.Grid[row - 1][col - 1] = New("__Blank__", extras.Times(" ", grid.Chars))
}
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Left(row int, col int) *__Grid__ {
grid.Grid[row - 1][col - 1].__UpdateDirection__("L")
if (col != 1) {
grid.Grid[row - 1][col - 2] = grid.Grid[row - 1][col - 1]
grid.Grid[row - 1][col - 1] = New("__Blank__", extras.Times(" ", grid.Chars))
}
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Right(row int, col int) *__Grid__ {
grid.Grid[row - 1][col - 1].__UpdateDirection__("R")
if (col != grid.Size) {
grid.Grid[row - 1][col] = grid.Grid[row - 1][col - 1]
grid.Grid[row - 1][col - 1] = New("__Blank__", extras.Times(" ", grid.Chars))
}
grid.__UpdatePos__()
return grid
}
func (grid *__Grid__) Print() *__Grid__ {
for row := range grid.Grid {
for col := range grid.Grid {
fmt.Println(grid.Grid[row][col])
}
}
return grid
}
func (grid *__Grid__) Return() *__Grid__ {
fmt.Println("\n")
return grid
}
func Init(chars int, size int) *__Grid__ {
var blankArray = make([][]*__Creature__, size)
for i := range blankArray {
blankArray[i] = make([]*__Creature__, size)
}
for row := range blankArray {
for col := range blankArray {
blankArray[row][col] = New("__Blank__", extras.Times(" ", chars))
}
}
__CheckSize__(size)
return &__Grid__{Grid: blankArray, Chars: chars, Size: size}
}