mirror of
https://github.com/jesseduffield/lazygit.git
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210 lines
4.5 KiB
Go
210 lines
4.5 KiB
Go
package snake
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import (
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"math/rand"
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"time"
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"github.com/samber/lo"
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)
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type Game struct {
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// width/height of the board
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width int
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height int
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// function for rendering the game. If alive is false, the cells are expected
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// to be ignored.
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render func(cells [][]CellType, alive bool)
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// closed when the game is exited
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exit chan (struct{})
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// channel for specifying the direction the player wants the snake to go in
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setNewDir chan (Direction)
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// allows logging for debugging
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logger func(string)
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// putting this on the struct for deterministic testing
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randIntFn func(int) int
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}
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type State struct {
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// first element is the head, final element is the tail
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snakePositions []Position
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foodPosition Position
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// direction of the snake
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direction Direction
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// direction as of the end of the last tick. We hold onto this so that
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// the snake can't do a 180 turn inbetween ticks
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lastTickDirection Direction
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}
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type Position struct {
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x int
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y int
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}
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type Direction int
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const (
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Up Direction = iota
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Down
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Left
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Right
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)
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type CellType int
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const (
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None CellType = iota
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Snake
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Food
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)
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func NewGame(width, height int, render func(cells [][]CellType, alive bool), logger func(string)) *Game {
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return &Game{
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width: width,
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height: height,
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render: render,
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randIntFn: rand.Intn,
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exit: make(chan struct{}),
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logger: logger,
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setNewDir: make(chan Direction),
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}
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}
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func (self *Game) Start() {
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go self.gameLoop()
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}
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func (self *Game) Exit() {
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close(self.exit)
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}
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func (self *Game) SetDirection(direction Direction) {
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self.setNewDir <- direction
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}
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func (self *Game) gameLoop() {
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state := self.initializeState()
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var alive bool
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self.render(self.getCells(state), true)
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ticker := time.NewTicker(time.Duration(75) * time.Millisecond)
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for {
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select {
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case <-self.exit:
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return
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case dir := <-self.setNewDir:
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state.direction = self.newDirection(state, dir)
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case <-ticker.C:
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state, alive = self.tick(state)
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self.render(self.getCells(state), alive)
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if !alive {
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return
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}
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}
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}
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}
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func (self *Game) initializeState() State {
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centerOfScreen := Position{self.width / 2, self.height / 2}
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snakePositions := []Position{centerOfScreen}
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state := State{
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snakePositions: snakePositions,
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direction: Right,
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foodPosition: self.newFoodPos(snakePositions),
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}
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return state
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}
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func (self *Game) newFoodPos(snakePositions []Position) Position {
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// arbitrarily setting a limit of attempts to place food
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attemptLimit := 1000
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for i := 0; i < attemptLimit; i++ {
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newFoodPos := Position{self.randIntFn(self.width), self.randIntFn(self.height)}
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if !lo.Contains(snakePositions, newFoodPos) {
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return newFoodPos
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}
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}
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panic("SORRY, BUT I WAS TOO LAZY TO MAKE THE SNAKE GAME SMART ENOUGH TO PUT THE FOOD SOMEWHERE SENSIBLE NO MATTER WHAT, AND I ALSO WAS TOO LAZY TO ADD A WIN CONDITION")
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}
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// returns whether the snake is alive
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func (self *Game) tick(currentState State) (State, bool) {
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nextState := currentState // copy by value
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newHeadPos := nextState.snakePositions[0]
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nextState.lastTickDirection = nextState.direction
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switch nextState.direction {
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case Up:
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newHeadPos.y--
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case Down:
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newHeadPos.y++
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case Left:
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newHeadPos.x--
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case Right:
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newHeadPos.x++
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}
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outOfBounds := newHeadPos.x < 0 || newHeadPos.x >= self.width || newHeadPos.y < 0 || newHeadPos.y >= self.height
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eatingOwnTail := lo.Contains(nextState.snakePositions, newHeadPos)
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if outOfBounds || eatingOwnTail {
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return State{}, false
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}
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nextState.snakePositions = append([]Position{newHeadPos}, nextState.snakePositions...)
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if newHeadPos == nextState.foodPosition {
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nextState.foodPosition = self.newFoodPos(nextState.snakePositions)
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} else {
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nextState.snakePositions = nextState.snakePositions[:len(nextState.snakePositions)-1]
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}
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return nextState, true
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}
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func (self *Game) getCells(state State) [][]CellType {
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cells := make([][]CellType, self.height)
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setCell := func(pos Position, value CellType) {
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cells[pos.y][pos.x] = value
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}
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for i := 0; i < self.height; i++ {
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cells[i] = make([]CellType, self.width)
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}
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for _, pos := range state.snakePositions {
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setCell(pos, Snake)
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}
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setCell(state.foodPosition, Food)
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return cells
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}
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func (self *Game) newDirection(state State, direction Direction) Direction {
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// don't allow the snake to turn 180 degrees
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if (state.lastTickDirection == Up && direction == Down) ||
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(state.lastTickDirection == Down && direction == Up) ||
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(state.lastTickDirection == Left && direction == Right) ||
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(state.lastTickDirection == Right && direction == Left) {
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return state.direction
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}
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return direction
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}
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