package main import ( "fmt" "math/rand/v2" ) var trackNamePool = []string{ "Lighting", "Fill Light", "Spots", "Video", "Video OVL", "Audio", "SFX", "Ambience", "Pyro", "Fog", "Motors", "Follow Spot", "Haze", "Projector", "LED Wall", } var lightNamePool = []string{ "Wash", "Focus", "Spot", "Amber", "Blue", "Cool", "Warm", "Flood", "Strobe", "Blackout", "Dim", "Bright", "Sunrise", } var mediaNamePool = []string{ "Loop", "Projection", "Background", "Overlay", "Flash", "Ambience", "Underscore", "Sting", "Bumper", "Transition", } var delayNamePool = []string{ "1s Delay", "2s Delay", "3s Delay", "5s Delay", "Hold", } func GenerateMockShow(numTracks, numCues, numBlocks int) *Show { rng := rand.New(rand.NewPCG(42, 0)) show := &Show{} blockIdx := 0 nextBlockID := func() string { id := fmt.Sprintf("b%d", blockIdx) blockIdx++ return id } names := make([]string, len(trackNamePool)) copy(names, trackNamePool) rng.Shuffle(len(names), func(i, j int) { names[i], names[j] = names[j], names[i] }) for i := range numTracks { name := names[i%len(names)] if i >= len(names) { name = fmt.Sprintf("%s %d", name, i/len(names)+1) } show.Tracks = append(show.Tracks, &Track{ ID: fmt.Sprintf("track_%d", i), Name: name, }) } randBlock := func(trackIdx int) *Block { r := rng.Float64() var typ, name string var loop bool switch { case r < 0.30: typ, name = "light", lightNamePool[rng.IntN(len(lightNamePool))] case r < 0.55: typ, name = "media", mediaNamePool[rng.IntN(len(mediaNamePool))] case r < 0.70: typ, name, loop = "media", mediaNamePool[rng.IntN(len(mediaNamePool))], true case r < 0.80: typ, name = "delay", delayNamePool[rng.IntN(len(delayNamePool))] default: typ, name = "light", lightNamePool[rng.IntN(len(lightNamePool))] } return &Block{ ID: nextBlockID(), Type: typ, Track: fmt.Sprintf("track_%d", trackIdx), Name: name, Loop: loop, } } placed := 0 cueIdx := 0 scene := 0 lastOnTrack := make(map[int]*Block) for placed < numBlocks && cueIdx < numCues { scene++ cuesInScene := 2 + rng.IntN(3) for intra := 1; intra <= cuesInScene; intra++ { if placed >= numBlocks || cueIdx >= numCues { break } clear(lastOnTrack) cue := &Block{ ID: fmt.Sprintf("q%d", cueIdx), Type: "cue", Name: fmt.Sprintf("S%d Q%d", scene, intra), } show.Blocks = append(show.Blocks, cue) cueIdx++ tracksThisCue := numTracks - rng.IntN(2) perm := rng.Perm(numTracks) cueTargets := []TriggerTarget{} for _, trackIdx := range perm[:tracksThisCue] { if placed >= numBlocks { break } block := randBlock(trackIdx) show.Blocks = append(show.Blocks, block) cueTargets = append(cueTargets, TriggerTarget{Block: block.ID, Hook: "START"}) placed++ lastOnTrack[trackIdx] = block chainLen := rng.IntN(3) for range chainLen { if placed >= numBlocks { break } if !lastOnTrack[trackIdx].hasDefinedTiming() { break } next := randBlock(trackIdx) show.Blocks = append(show.Blocks, next) show.Triggers = append(show.Triggers, &Trigger{ Source: TriggerSource{Block: lastOnTrack[trackIdx].ID, Signal: "END"}, Targets: []TriggerTarget{{Block: next.ID, Hook: "START"}}, }) lastOnTrack[trackIdx] = next placed++ } } if len(cueTargets) > 0 { show.Triggers = append(show.Triggers, &Trigger{ Source: TriggerSource{Block: cue.ID, Signal: "GO"}, Targets: cueTargets, }) } } endTargets := []TriggerTarget{} for _, blk := range lastOnTrack { if blk.hasDefinedTiming() { continue } endTargets = append(endTargets, TriggerTarget{Block: blk.ID, Hook: "END"}) } if len(endTargets) > 0 && cueIdx < numCues { endCue := &Block{ ID: fmt.Sprintf("q%d", cueIdx), Type: "cue", Name: fmt.Sprintf("S%d End", scene), } show.Blocks = append(show.Blocks, endCue) cueIdx++ show.Triggers = append(show.Triggers, &Trigger{ Source: TriggerSource{Block: endCue.ID, Signal: "GO"}, Targets: endTargets, }) } } for cueIdx < numCues { scene++ cue := &Block{ ID: fmt.Sprintf("q%d", cueIdx), Type: "cue", Name: fmt.Sprintf("S%d Q1", scene), } show.Blocks = append(show.Blocks, cue) cueIdx++ } return show }