Example #1
0
func (self *Node) connectRandomly(c common.Logger, allNodes []*Node, state *State) {
	minEdges := common.Norm(4, 2, 2, len(allNodes)-1)
	for len(self.Edges) < minEdges || !self.allReachable(c, state) {
		perm := rand.Perm(len(allNodes))
		var randomNode *Node
		for _, index := range perm {
			suggested := allNodes[index]
			if suggested.Id != self.Id {
				if _, found := self.Edges[suggested.Id]; !found {
					randomNode = suggested
					break
				}
			}
		}
		self.Connect(randomNode, common.Norm(3, 1, 1, 5))
		minEdges--
	}
}
Example #2
0
/*
RandomState creates a random state for the provided players.
*/
func RandomState(c common.Logger, players []PlayerId) (result *State) {
	result = NewState()
	size := common.Norm(len(players)*6, len(players), len(players)*4, len(players)*10)
	allNodes := make([]*Node, 0, size)
	for i := 0; i < size; i++ {
		node := RandomNode()
		result.Nodes[node.Id] = node
		allNodes = append(allNodes, node)
	}
	for _, node := range allNodes {
		node.connectRandomly(c, allNodes, result)
	}
	perm := rand.Perm(len(allNodes))
	for index, playerId := range players {
		allNodes[perm[index]].Units[playerId] = 10
	}
	return
}
Example #3
0
/*
RandomNode returns a random node without connections.
*/
func RandomNode() (result *Node) {
	return NewNode(NodeId(common.RandomString(16)), common.Norm(50, 25, 10, 100))
}