2016-07-13 15:04:48 -07:00
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package client
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import (
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"math"
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"math/rand"
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"hackerbots.us/server"
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"hackerbots.us/vector"
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)
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// SimplePlayer is our default player and stands as a starting point for your
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// own Player implementations.
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type SimplePlayer struct {
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me server.Robot
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width, height float64
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knownObstacles map[string]server.Obstacle
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nearestEnemy *server.OtherRobot
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fireat *vector.Point2d
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moveto *vector.Point2d
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speed float64
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maxSpeed float64
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safeDistance float64
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stats server.StatsRequest
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}
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// NewSimplePlayer simply returns a populated, usable *SimplePlayer
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func NewSimplePlayer(width, height float64, stats server.StatsRequest) *SimplePlayer {
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return &SimplePlayer{
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knownObstacles: make(map[string]server.Obstacle),
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width: width,
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height: height,
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maxSpeed: 100,
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safeDistance: 40,
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stats: stats,
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}
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}
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2016-07-13 20:25:51 -07:00
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func (p *SimplePlayer) SetIDs(map[string]string) {}
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2016-07-13 15:04:48 -07:00
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// GetStats returns a map with an entry for each robot the player will control
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// containing the desired stats for that robot
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func (p *SimplePlayer) GetStats() map[string]server.StatsRequest {
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s := make(map[string]server.StatsRequest)
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s["simple"] = p.stats
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return s
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}
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// Update is our implementation of recieving and processing a server.Boardstate
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// from the server
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func (p *SimplePlayer) Update(bs *server.Boardstate) map[string]server.Instruction {
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instructions := make(map[string]server.Instruction)
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for _, bot := range bs.MyRobots {
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p.me = bot
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p.speed = 1000
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if p.me.Health <= 0 {
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continue
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}
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p.recon(bs)
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p.navigate()
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probe_point := p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))
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instructions[bot.Id] = server.Instruction{
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MoveTo: p.moveto,
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TargetSpeed: &p.speed,
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FireAt: p.fireat,
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Probe: &probe_point,
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}
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}
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return instructions
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}
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func (p *SimplePlayer) navigate() {
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if p.moveto == nil {
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p.moveto = p.randomDirection()
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}
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togo := p.me.Position.Sub(*p.moveto).Mag()
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if togo < p.safeDistance+5 {
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p.moveto = p.randomDirection()
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return
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}
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if !p.probe(p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))) {
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p.speed = 0
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if !p.probe(*p.moveto) {
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p.moveto = p.randomDirection()
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return
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}
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}
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if p.me.Collision != nil {
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p.moveto = p.randomDirection()
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p.speed = 0
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return
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}
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}
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func (p *SimplePlayer) recon(bs *server.Boardstate) {
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// XXX: need to keep track of seen objects ..
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// simplest shooting strategy ... need to do the following:
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// not shoot through buildings
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// shoot at where the robot will be, not where it was.
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p.nearestEnemy = nil
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p.fireat = nil
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closest := math.Inf(1)
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for _, enemy := range bs.OtherRobots {
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dist := p.me.Position.Sub(enemy.Position).Mag()
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if dist < closest && dist > p.safeDistance {
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p.nearestEnemy = &enemy
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}
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}
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if p.nearestEnemy != nil {
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point := p.nearestEnemy.Position.Add(p.nearestEnemy.Heading.Scale(p.safeDistance))
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p.fireat = &point
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}
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}
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// Instruction is our default implementation of preparing a map of information
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// to be sent to server.
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func (p *SimplePlayer) Instruction() map[string]server.Instruction {
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return map[string]server.Instruction{
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p.me.Id: {
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MoveTo: p.moveto,
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TargetSpeed: &p.speed,
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FireAt: p.fireat,
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},
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}
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}
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func (p *SimplePlayer) randomDirection() *vector.Point2d {
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pt := vector.Vector2d{
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X: rand.Float64() * p.width,
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Y: rand.Float64() * p.height,
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}.ToPoint()
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return &pt
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}
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func (p *SimplePlayer) probe(destination vector.Point2d) bool {
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// XXX: make test for this
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for _, v := range p.knownObstacles {
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collided, _, _ := vector.RectIntersection(
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v.Bounds,
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p.me.Position,
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destination.Sub(p.me.Position),
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)
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if collided {
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return false
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}
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}
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return true
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}
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