// Objects is a debug function to generate objects. func Objects(a *area.Area, num int) { o := make(map[coord.Coord]area.DrawPather, a.Width*a.Height) log.Println(len(object.Objects)) var objectList = make([]object.Object, len(object.Objects)) var index int for _, o := range object.Objects { objectList[index] = o index++ } for x := 0; x < a.Width; x++ { for y := 0; y < a.Height; y++ { if num <= 0 { return } if util.RandInt(0, 50) != 42 { continue } if !a.IsXYPathable(x, y) { continue } c := coord.Coord{X: x, Y: y} o[c] = objectList[util.RandInt(0, len(objectList))].New() } } a.Objects = o }
// Mobs is a debug function to add mobs to the map. func Mobs(a *area.Area, num int) { var mobList = []creature.Creature{ // creature.Beastiary["echidna"], creature.Beastiary["gobbal"], creature.Beastiary["tofu"], creature.Beastiary["iop"], creature.Beastiary["arachnee"], } for x := 0; x < a.Width; x++ { for y := 0; y < a.Height; y++ { if num <= 0 { return } if util.RandInt(0, 50) != 42 { continue } if !a.IsXYPathable(x, y) { continue } g := mobList[util.RandInt(0, len(mobList))] g.Inventory = make(creature.Inventory) c := coord.Coord{X: x, Y: y} g.SetX(x) g.SetY(y) a.Monsters[c] = &g num-- } } }
func glitch(amount int) { for y := 0; y < ui.Terminal.Height; y++ { for x := 0; x < ui.Terminal.Width; x++ { if util.RandInt(0, amount) != 1 { continue } c1 := util.RandInt(0, len(colors)) c2 := util.RandInt(0, len(colors)) a := util.RandInt(0, len(atts)) termbox.SetCell(x, y, rune(util.RandInt(0, 255)), colors[c2]+atts[a], colors[c1]+atts[a]) } } termbox.Flush() }
// Area is a debug function to generate terrain. func Area(width, height int) area.Area { // Placeholder for terrain generation. var ms = []terrain.Terrain{ terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["soil"], terrain.Fauna["bush"], terrain.Fauna["wall"], terrain.Fauna["water"], terrain.Fauna["water"], terrain.Fauna["water"], terrain.Fauna["water"], terrain.Fauna["water"], terrain.Fauna["water"], } a := area.New(width, height) for x := 0; x < width; x++ { for y := 0; y < height; y++ { a.Terrain[x][y] = terrain.New(ms[util.RandInt(0, len(ms))]) } } return *a }
// Items is a debug function to add mobs to the map. func Items(a *area.Area, num int) { var itemList = make([]item.DrawItemer, len(item.Items)) var index int for _, i := range item.Items { itemList[index] = i index++ } for x := 0; x < a.Width; x++ { for y := 0; y < a.Height; y++ { if num <= 0 { return } if util.RandInt(0, 50) != 42 { continue } if !a.IsXYPathable(x, y) { continue } c := coord.Coord{x, y} i := item.New(itemList[util.RandInt(0, len(itemList))]) if i == nil { continue } i.SetX(x) i.SetY(y) if a.Items[c] == nil { a.Items[c] = new(area.Stack) } a.Items[c].Push(i) num-- } } }