client/main.go

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package main
import (
"flag"
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"fmt"
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"log"
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"math/rand"
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"sync"
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"time"
)
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var hp = flag.Int("hp", 50, "")
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var speed = flag.Int("speed", 50, "")
var acceleration = flag.Int("acceleration", 50, "")
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var scannerRadius = flag.Int("srad", 50, "scanner radius")
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var turnSpeed = flag.Int("omega", 50, "turn speed")
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var fireRate = flag.Int("fire-rate", 50, "scanner radius")
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var weaponRadius = flag.Int("wrad", 50, "weapon radius")
var weaponDamage = flag.Int("wdamage", 50, "weapons umph")
var weaponSpeed = flag.Int("wspeed", 50, "weapons speed")
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// XXX: add TurnSpeed, WeaponDamage, WeaponSpeed
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var server = flag.String("server", "localhost", "server hostname")
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var port = flag.Int("port", 8666, "server port")
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var botname = flag.String("name", "gobot", "the name that other players will see")
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var botcount = flag.Int("bots", 1, "number of bots to spin up")
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var verbose = flag.Bool("verbose", false, "run verbosly")
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var forceJSON = flag.Bool("json", false, "force json encoding")
func main() {
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log.SetFlags(log.Ldate | log.Ltime | log.Lshortfile)
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rand.Seed(time.Now().UnixNano())
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var gameName string
flag.Parse()
if flag.NArg() < 1 {
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gameName = "debug"
} else {
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gameName = flag.Arg(0)
}
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var wg sync.WaitGroup
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for i := 0; i < *botcount; i++ {
r := &robot{
server: *server,
port: *port,
name: fmt.Sprintf("%s%d", *botname, i),
game: GameParam{
Name: gameName,
},
// XXX: update with missing fields
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statsReq: StatsRequest{
Hp: *hp,
Speed: *speed,
Acceleration: *acceleration,
ScannerRadius: *scannerRadius,
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TurnSpeed: *turnSpeed,
FireRate: *fireRate,
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WeaponRadius: *weaponRadius,
WeaponDamage: *weaponDamage,
WeaponSpeed: *weaponSpeed,
},
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wg: &wg,
knownObstacles: make(map[string]Obstacle),
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}
wg.Add(1)
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go r.play()
}
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wg.Wait()
}