Split out binary from library
I still want to do a few things: - move common hackerbot code to a package called hackerbot - make the stuff in here more trivially usable outside of this repo
This commit is contained in:
parent
bb3d9e16e4
commit
0c254caff5
173
botserv.go
173
botserv.go
@ -1,173 +0,0 @@
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package main
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import (
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"fmt"
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"bitbucket.org/hackerbots/vector"
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)
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type ClientConfig struct {
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ID string `json:"id"`
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Stats map[string]StatsRequest `json:"stats"`
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}
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type BoardSize struct {
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Width float32 `json:"width"`
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Height float32 `json:"height"`
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}
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// This is kind of misused here; we set Name, but expect to get the other
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// values back from the server
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type GameParam struct {
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BoardSize BoardSize `json:"boardsize"`
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MaxPoints int `json:"max_points"`
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Name string `json:"name"`
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Type string `json:"type"`
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Encoding string `json:"encoding"`
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}
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type StatsRequest struct {
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Hp int `json:"hp"`
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Speed int `json:"speed"`
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Acceleration int `json:"acceleration"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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WeaponRadius int `json:"weapon_radius"`
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WeaponDamage int `json:"weapon_damage"`
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WeaponSpeed int `json:"weapon_speed"`
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}
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type Scanner struct {
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Position govector.Point2d `json:"position"`
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Stats StatsRequest `json:"stats"`
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}
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type Robot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Message string `json:"-"`
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Stats Stats `json:"-"`
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TargetSpeed float32 `json:"-"`
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Speed float32 `json:"speed"`
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Health int `json:"health"`
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RepairCounter float32 `json:"repair"`
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ScanCounter float32 `json:"scan_bonus"`
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ActiveScan bool `json:"-"`
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Position govector.Point2d `json:"position"`
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Heading govector.Vector2d `json:"heading"`
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MoveTo *govector.Point2d `json:"-"`
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FireAt *govector.Point2d `json:"-"`
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Scanners []Scanner `json:"scanners"`
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LastFired int `json:"-"`
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Collision *Collision `json:"collision"`
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Hit bool `json:"hit"`
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Probe *govector.Point2d `json:"probe"`
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ProbeResult *Collision `json:"probe_result"`
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}
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type Collision struct {
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govector.Point2d
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Type string `json:"type"`
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}
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type Stats struct {
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Hp int `json:"hp"`
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Speed float32 `json:"speed"`
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Acceleration float32 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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WeaponDamage int `json:"weapon_damage"`
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WeaponSpeed float32 `json:"weapon_speed"`
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}
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type Projectile struct {
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Id string `json:"id"`
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Position govector.Point2d `json:"position"`
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MoveTo govector.Point2d `json:"move_to"`
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Radius int `json:"radius"`
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Speed float32 `json:"speed"`
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Damage int `json:"damage"`
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}
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type Splosion struct {
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Id string `json:"id"`
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Position govector.Point2d `json:"position"`
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Radius int `json:"radius"`
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MaxDamage int `json:"damage"`
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MinDamage int `json:"damage"`
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Lifespan int `json:"lifespan"`
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}
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type Instruction struct {
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Message *string `json:"message,omitempty"`
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MoveTo *govector.Point2d `json:"move_to,omitempty"`
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FireAt *govector.Point2d `json:"fire_at,omitempty"`
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Probe *govector.Point2d `json:"probe,omitempty"`
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TargetSpeed *float32 `json:"target_speed,omitempty"`
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Repair *bool `json:"repair,omitempty"`
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Scan *bool `json:"scan,omitempty"`
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}
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type Boardstate struct {
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MyRobots []Robot `json:"my_robots"`
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OtherRobots []OtherRobot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Obstacles []MiniObstacle `json:"objects"`
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Reset bool `json:"reset"`
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Type string `json:"type"`
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Turn int `json:"turn"`
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AllBots []BotHealth `json:"all_bots"`
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Messages []string `json:"messages"`
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}
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type OtherRobot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Position govector.Point2d `json:"position"`
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Heading govector.Vector2d `json:"heading"`
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Health int `json:"health"`
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}
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type MiniObstacle [4]int
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func (mo *MiniObstacle) id() string {
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return fmt.Sprintf(
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"%x%x%x%x",
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mo[0],
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mo[1],
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mo[2],
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mo[3],
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)
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}
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func (mo MiniObstacle) String() string {
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return mo.id()
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}
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func (mo *MiniObstacle) toObstacle() Obstacle {
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return Obstacle{
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Bounds: govector.AABB2d{
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A: govector.Point2d{float32(mo[0]), float32(mo[1])},
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B: govector.Point2d{float32(mo[2]), float32(mo[3])},
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},
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}
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}
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type Obstacle struct {
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Bounds govector.AABB2d `json:"bounds"`
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Hp int `json:"-"`
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}
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type BotHealth struct {
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RobotId string `json:"robot_id"`
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Health int `json:"health"`
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}
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type Failure struct {
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Reason string `json:"reason"`
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Type string `json:"type"`
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}
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@ -7,6 +7,9 @@ import (
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"math/rand"
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"sync"
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"time"
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"bitbucket.org/hackerbots/botclient"
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"bitbucket.org/hackerbots/botserv"
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)
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var hp = flag.Int("hp", 50, "")
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@ -44,15 +47,13 @@ func main() {
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var wg sync.WaitGroup
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for i := 0; i < *botcount; i++ {
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r := &robot{
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server: *server,
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port: *port,
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name: fmt.Sprintf("%s%d", *botname, i),
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game: GameParam{
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Name: gameName,
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},
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r := &botclient.Robot{
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Server: *server,
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Port: *port,
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Name: fmt.Sprintf("%s%d", *botname, i),
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GameName: gameName,
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// XXX: update with missing fields
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statsReq: StatsRequest{
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StatsReq: botserv.StatsRequest{
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Hp: *hp,
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Speed: *speed,
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Acceleration: *acceleration,
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@ -63,11 +64,11 @@ func main() {
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WeaponDamage: *weaponDamage,
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WeaponSpeed: *weaponSpeed,
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},
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wg: &wg,
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knownObstacles: make(map[string]Obstacle),
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Wg: &wg,
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KnownObstacles: make(map[string]botserv.Obstacle),
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}
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wg.Add(1)
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go r.play()
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go r.Play()
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}
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wg.Wait()
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}
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148
robot.go
148
robot.go
@ -1,4 +1,4 @@
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package main
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package botclient
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import (
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"encoding/gob"
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@ -10,6 +10,7 @@ import (
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"math/rand"
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"sync"
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"bitbucket.org/hackerbots/botserv"
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"bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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)
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@ -24,27 +25,30 @@ func connect(server string, port int) (*websocket.Conn, error) {
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return websocket.Dial(url, "", origin)
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}
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type robot struct {
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server string
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port int
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type Robot struct {
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verbose bool
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forceJSON bool
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Server string
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Port int
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ws *websocket.Conn
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game GameParam
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game botserv.GameParam
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playerId string
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name string
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statsReq StatsRequest
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statsCalculated Stats
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Name string
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GameName string
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StatsReq botserv.StatsRequest
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statsCalculated botserv.Stats
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speed float32
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moveto *govector.Point2d
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fireat *govector.Point2d
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boardstate Boardstate
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me Robot
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knownObstacles map[string]Obstacle
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nearestEnemy *OtherRobot
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boardstate botserv.Boardstate
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me botserv.Robot
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KnownObstacles map[string]botserv.Obstacle
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nearestEnemy *botserv.OtherRobot
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// TODO: don't know if I like how this is done ... I would rather send
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// a signal over a chanel
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wg *sync.WaitGroup
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Wg *sync.WaitGroup
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}
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type encoder interface {
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@ -55,11 +59,11 @@ type decoder interface {
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Decode(v interface{}) error
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}
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func (r *robot) negociate() (err error) {
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if *verbose {
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log.Printf("%s: trying to connect to game '%s'", r.name, r.game.Name)
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func (r *Robot) negociate() (err error) {
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if r.verbose {
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log.Printf("%s: trying to connect to game '%s'", r.Name, r.GameName)
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}
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r.ws, err = connect(r.server, r.port)
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r.ws, err = connect(r.Server, r.Port)
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if err != nil {
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return errors.New(fmt.Sprintf("connection failure: %s", err))
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}
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@ -67,7 +71,7 @@ func (r *robot) negociate() (err error) {
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err = websocket.JSON.Send(r.ws, struct {
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Id string `json:"id"`
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}{
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r.game.Name,
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r.GameName,
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})
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if err != nil {
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return err
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@ -81,8 +85,8 @@ func (r *robot) negociate() (err error) {
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if err != nil || idreq.Type == "failure" {
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return errors.New(fmt.Sprintf("failure: %+v", idreq))
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}
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if *verbose {
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log.Printf("%s: idreq: %+v", r.name, idreq)
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if r.verbose {
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log.Printf("%s: idreq: %+v", r.Name, idreq)
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}
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err = websocket.JSON.Send(r.ws, struct {
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@ -90,7 +94,7 @@ func (r *robot) negociate() (err error) {
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Name string `json:"name"`
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Useragent string `json:"useragent"`
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}{
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Name: r.name,
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Name: r.Name,
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Useragent: "gobot",
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Type: "robot",
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})
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@ -99,7 +103,7 @@ func (r *robot) negociate() (err error) {
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}
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supportedEncs := []string{"bson", "json", "gob"}
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if *forceJSON {
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if r.forceJSON {
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supportedEncs = []string{"json"}
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}
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err = websocket.JSON.Send(r.ws, supportedEncs)
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@ -111,14 +115,14 @@ func (r *robot) negociate() (err error) {
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if r.game.Type != "gameparam" {
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return errors.New("didn't receive a good gameparam")
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}
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if *verbose {
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log.Printf("%s: game parameters: %+v", r.name, r.game)
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if r.verbose {
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log.Printf("%s: game parameters: %+v", r.Name, r.game)
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}
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conf := ClientConfig{
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ID: r.game.Name,
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Stats: map[string]StatsRequest{
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r.name: r.statsReq,
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conf := botserv.ClientConfig{
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ID: r.GameName,
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Stats: map[string]botserv.StatsRequest{
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r.Name: r.StatsReq,
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},
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}
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@ -128,48 +132,48 @@ func (r *robot) negociate() (err error) {
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Id string `json:"id"`
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Success bool `json:"success"`
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Type string `json:"type"`
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Failure
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botserv.Failure
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}
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websocket.JSON.Receive(r.ws, &handshake)
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if !handshake.Success {
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return errors.New(handshake.Reason)
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}
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r.playerId = handshake.Id
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if *verbose {
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log.Printf("%s: handshake: %+v", r.name, handshake)
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if r.verbose {
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log.Printf("%s: handshake: %+v", r.Name, handshake)
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}
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dstats := struct {
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Stats map[string]Stats `json:"stats"`
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Type string `json:"type"`
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Stats map[string]botserv.Stats `json:"stats"`
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Type string `json:"type"`
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}{}
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err = websocket.JSON.Receive(r.ws, &dstats)
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if err != nil {
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return err
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}
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log.Printf("%s: recv stats", r.name)
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log.Printf("%s: recv stats", r.Name)
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// this player only ever has one robot, so we're just picking off our own
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// stats
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_, ok := dstats.Stats[r.name]
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_, ok := dstats.Stats[r.Name]
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if !ok {
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return errors.New("my name not found in stats map")
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}
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r.statsCalculated = dstats.Stats[r.name]
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r.statsCalculated = dstats.Stats[r.Name]
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return nil
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}
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func (r *robot) play() {
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defer r.wg.Done()
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func (r *Robot) Play() {
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defer r.Wg.Done()
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var err error
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err = r.negociate()
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if err != nil {
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log.Printf("%s: failed to negociate: %s", r.name, err)
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log.Printf("%s: failed to negociate: %s", r.Name, err)
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return
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}
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log.Printf("%s: starting loop", r.name)
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log.Printf("%s: starting loop", r.Name)
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var enc encoder
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var dec decoder
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@ -184,19 +188,19 @@ func (r *robot) play() {
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for {
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r.speed = float32(maxSpeed)
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if *verbose {
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log.Printf("%s: about to wait on boardstate", r.name)
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if r.verbose {
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log.Printf("%s: about to wait on boardstate", r.Name)
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}
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err = dec.Decode(&r.boardstate)
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if err != nil {
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log.Printf("%s: Connection lost", r.name)
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log.Printf("%s: Connection lost", r.Name)
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return
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}
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if *verbose {
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log.Printf("%s: one recv boardstate", r.name)
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if r.verbose {
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log.Printf("%s: one recv boardstate", r.Name)
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}
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// TODO: I need a truly-verbose flag?
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// if *verbose {
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// if r.verbose {
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// log.Printf("\n\n%#v\n\n", r.boardstate)
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// }
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@ -208,15 +212,15 @@ func (r *robot) play() {
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continue
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}
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if *verbose {
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log.Printf("%s before: %+v", r.name, r.moveto)
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if r.verbose {
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log.Printf("%s before: %+v", r.Name, r.moveto)
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}
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r.navigate()
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if *verbose {
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log.Printf("%s after: %+v", r.name, r.moveto)
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if r.verbose {
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log.Printf("%s after: %+v", r.Name, r.moveto)
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}
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instruction := map[string]Instruction{
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instruction := map[string]botserv.Instruction{
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r.me.Id: {
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MoveTo: r.moveto,
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TargetSpeed: &r.speed,
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@ -231,10 +235,11 @@ func (r *robot) play() {
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}
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}
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func (r *robot) recon() {
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for _, o := range r.boardstate.Obstacles {
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if _, ok := r.knownObstacles[o.id()]; !ok {
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r.knownObstacles[o.id()] = o.toObstacle()
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func (r *Robot) recon() {
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for _, o := range r.boardstate.Objects {
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obj := MiniObstacle(o)
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if _, ok := r.KnownObstacles[obj.id()]; !ok {
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r.KnownObstacles[obj.id()] = obj.toObstacle()
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}
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}
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@ -256,7 +261,7 @@ func (r *robot) recon() {
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}
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}
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func (r *robot) randomDirection() *govector.Point2d {
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func (r *Robot) randomDirection() *govector.Point2d {
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p := govector.Vector2d{
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X: rand.Float32() * r.game.BoardSize.Width,
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Y: rand.Float32() * r.game.BoardSize.Height,
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@ -264,9 +269,9 @@ func (r *robot) randomDirection() *govector.Point2d {
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return &p
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}
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func (r *robot) probe(destination govector.Point2d) bool {
|
||||
func (r *Robot) probe(destination govector.Point2d) bool {
|
||||
// XXX: make test for this
|
||||
for _, v := range r.knownObstacles {
|
||||
for _, v := range r.KnownObstacles {
|
||||
collided, _, _ := govector.RectIntersection(
|
||||
v.Bounds,
|
||||
r.me.Position,
|
||||
@ -279,36 +284,31 @@ func (r *robot) probe(destination govector.Point2d) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (r *robot) navigate() {
|
||||
if r.boardstate.Reset {
|
||||
// XXX We actually *want* to get here, but never do ..
|
||||
panic("reset")
|
||||
r.moveto = r.randomDirection()
|
||||
}
|
||||
func (r *Robot) navigate() {
|
||||
|
||||
if r.moveto == nil {
|
||||
if *verbose {
|
||||
log.Printf("%s: nil", r.name)
|
||||
if r.verbose {
|
||||
log.Printf("%s: nil", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
}
|
||||
|
||||
togo := r.me.Position.Sub(*r.moveto).Mag()
|
||||
if togo < safeDistance+5 {
|
||||
if *verbose {
|
||||
log.Printf("%s got to destination", r.name)
|
||||
if r.verbose {
|
||||
log.Printf("%s got to destination", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
return
|
||||
}
|
||||
if !r.probe(r.me.Position.Add(r.me.Heading.Scale(safeDistance))) {
|
||||
if *verbose {
|
||||
log.Printf("%s going to run into something", r.name)
|
||||
if r.verbose {
|
||||
log.Printf("%s going to run into something", r.Name)
|
||||
}
|
||||
r.speed = 0
|
||||
if !r.probe(*r.moveto) {
|
||||
if *verbose {
|
||||
log.Printf("%s unsafe to move, choose new direction", r.name)
|
||||
if r.verbose {
|
||||
log.Printf("%s unsafe to move, choose new direction", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
return
|
||||
@ -316,8 +316,8 @@ func (r *robot) navigate() {
|
||||
}
|
||||
if r.me.Collision != nil {
|
||||
// XXX: I am being told I am here ...
|
||||
if *verbose {
|
||||
log.Printf("%s apparent collision: %#v", r.name, r.me.Collision)
|
||||
if r.verbose {
|
||||
log.Printf("%s apparent collision: %#v", r.Name, r.me.Collision)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
r.speed = 0
|
||||
|
33
shims.go
Normal file
33
shims.go
Normal file
@ -0,0 +1,33 @@
|
||||
package botclient
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"bitbucket.org/hackerbots/botserv"
|
||||
"bitbucket.org/hackerbots/vector"
|
||||
)
|
||||
|
||||
type MiniObstacle [4]int
|
||||
|
||||
func (mo *MiniObstacle) id() string {
|
||||
return fmt.Sprintf(
|
||||
"%x%x%x%x",
|
||||
mo[0],
|
||||
mo[1],
|
||||
mo[2],
|
||||
mo[3],
|
||||
)
|
||||
}
|
||||
|
||||
func (mo MiniObstacle) String() string {
|
||||
return mo.id()
|
||||
}
|
||||
|
||||
func (mo *MiniObstacle) toObstacle() botserv.Obstacle {
|
||||
return botserv.Obstacle{
|
||||
Bounds: govector.AABB2d{
|
||||
A: govector.Point2d{float32(mo[0]), float32(mo[1])},
|
||||
B: govector.Point2d{float32(mo[2]), float32(mo[3])},
|
||||
},
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user