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package world
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// Difficulty represents the difficulty of a Minecraft world. The difficulty of
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// a world influences all kinds of aspects of the world, such as the damage
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// enemies deal to players, the way hunger depletes, whether hostile monsters
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// spawn or not and more.
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type Difficulty interface {
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// FoodRegenerates specifies if players' food levels should automatically
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// regenerate with this difficulty.
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FoodRegenerates() bool
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// StarvationHealthLimit specifies the amount of health at which a player
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// will no longer receive damage from starvation.
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StarvationHealthLimit() float64
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// FireSpreadIncrease returns a number that increases the rate at which fire
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// spreads.
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FireSpreadIncrease() int
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}
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var (
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// DifficultyPeaceful prevents most hostile mobs from spawning and makes
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// players rapidly regenerate health and food.
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DifficultyPeaceful difficultyPeaceful
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// DifficultyEasy has mobs that deal less damage to players than normal and
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// starvation won't occur if a player has less than 5 hearts of health.
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DifficultyEasy difficultyEasy
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// DifficultyNormal has mobs that deal normal damage to players. Starvation
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// will occur until the player is down to a single heart.
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DifficultyNormal difficultyNormal
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// DifficultyHard has mobs that deal above average damage to players.
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// Starvation will kill players with too little food and monsters will get
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// additional effects.
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DifficultyHard difficultyHard
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)
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var difficultyReg = newDifficultyRegistry(map[int]Difficulty{
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0: DifficultyPeaceful,
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1: DifficultyEasy,
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2: DifficultyNormal,
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3: DifficultyHard,
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})
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// DifficultyByID looks up a Difficulty for the ID passed, returning
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// DifficultyPeaceful for 0, DifficultyEasy for 1, DifficultyNormal for 2 and
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// DifficultyHard for 3. If the ID is unknown, the bool returned is false. In
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// this case the Difficulty returned is DifficultyNormal.
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func DifficultyByID(id int) (Difficulty, bool) {
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return difficultyReg.Lookup(id)
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}
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// DifficultyID looks up the ID that a Difficulty was registered with. If not
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// found, false is returned.
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func DifficultyID(diff Difficulty) (int, bool) {
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return difficultyReg.LookupID(diff)
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}
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type difficultyRegistry struct {
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difficulties map[int]Difficulty
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ids map[Difficulty]int
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}
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// newDifficultyRegistry returns an initialised difficultyRegistry.
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func newDifficultyRegistry(diff map[int]Difficulty) *difficultyRegistry {
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ids := make(map[Difficulty]int, len(diff))
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for k, v := range diff {
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ids[v] = k
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}
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return &difficultyRegistry{difficulties: diff, ids: ids}
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}
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// Lookup looks up a Difficulty for the ID passed, returning DifficultyPeaceful
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// for 0, DifficultyEasy for 1, DifficultyNormal for 2 and DifficultyHard for
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// 3. If the ID is unknown, the bool returned is false. In this case the
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// Difficulty returned is DifficultyNormal.
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func (reg *difficultyRegistry) Lookup(id int) (Difficulty, bool) {
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dim, ok := reg.difficulties[id]
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if !ok {
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dim = DifficultyNormal
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}
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return dim, ok
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}
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// LookupID looks up the ID that a Difficulty was registered with. If not found,
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// false is returned.
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func (reg *difficultyRegistry) LookupID(diff Difficulty) (int, bool) {
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id, ok := reg.ids[diff]
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return id, ok
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}
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// difficultyPeaceful difficulty prevents most hostile mobs from spawning and
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// makes players rapidly regenerate health and food.
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type difficultyPeaceful struct{}
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func (difficultyPeaceful) FoodRegenerates() bool { return true }
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func (difficultyPeaceful) StarvationHealthLimit() float64 { return 20 }
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func (difficultyPeaceful) FireSpreadIncrease() int { return 0 }
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// difficultyEasy difficulty has mobs deal less damage to players than normal
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// and starvation won't occur if a player has less than 5 hearts of health.
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type difficultyEasy struct{}
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func (difficultyEasy) FoodRegenerates() bool { return false }
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func (difficultyEasy) StarvationHealthLimit() float64 { return 10 }
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func (difficultyEasy) FireSpreadIncrease() int { return 7 }
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// difficultyNormal difficulty has mobs that deal normal damage to players.
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// Starvation will occur until the player is down to a single heart.
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type difficultyNormal struct{}
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func (difficultyNormal) FoodRegenerates() bool { return false }
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func (difficultyNormal) StarvationHealthLimit() float64 { return 2 }
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func (difficultyNormal) FireSpreadIncrease() int { return 14 }
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// difficultyHard difficulty has mobs that deal above average damage to
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// players. Starvation will kill players with too little food and monsters will
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// get additional effects.
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type difficultyHard struct{}
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func (difficultyHard) FoodRegenerates() bool { return false }
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func (difficultyHard) StarvationHealthLimit() float64 { return -1 }
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func (difficultyHard) FireSpreadIncrease() int { return 21 }
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