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:
Stephen McQuay 2014-03-29 00:12:01 -07:00
parent bb3d9e16e4
commit 0c254caff5
4 changed files with 119 additions and 258 deletions

View File

@ -1,173 +0,0 @@
package main
import (
"fmt"
"bitbucket.org/hackerbots/vector"
)
type ClientConfig struct {
ID string `json:"id"`
Stats map[string]StatsRequest `json:"stats"`
}
type BoardSize struct {
Width float32 `json:"width"`
Height float32 `json:"height"`
}
// This is kind of misused here; we set Name, but expect to get the other
// values back from the server
type GameParam struct {
BoardSize BoardSize `json:"boardsize"`
MaxPoints int `json:"max_points"`
Name string `json:"name"`
Type string `json:"type"`
Encoding string `json:"encoding"`
}
type StatsRequest struct {
Hp int `json:"hp"`
Speed int `json:"speed"`
Acceleration int `json:"acceleration"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
WeaponRadius int `json:"weapon_radius"`
WeaponDamage int `json:"weapon_damage"`
WeaponSpeed int `json:"weapon_speed"`
}
type Scanner struct {
Position govector.Point2d `json:"position"`
Stats StatsRequest `json:"stats"`
}
type Robot struct {
Id string `json:"id"`
Name string `json:"name"`
Message string `json:"-"`
Stats Stats `json:"-"`
TargetSpeed float32 `json:"-"`
Speed float32 `json:"speed"`
Health int `json:"health"`
RepairCounter float32 `json:"repair"`
ScanCounter float32 `json:"scan_bonus"`
ActiveScan bool `json:"-"`
Position govector.Point2d `json:"position"`
Heading govector.Vector2d `json:"heading"`
MoveTo *govector.Point2d `json:"-"`
FireAt *govector.Point2d `json:"-"`
Scanners []Scanner `json:"scanners"`
LastFired int `json:"-"`
Collision *Collision `json:"collision"`
Hit bool `json:"hit"`
Probe *govector.Point2d `json:"probe"`
ProbeResult *Collision `json:"probe_result"`
}
type Collision struct {
govector.Point2d
Type string `json:"type"`
}
type Stats struct {
Hp int `json:"hp"`
Speed float32 `json:"speed"`
Acceleration float32 `json:"acceleration"`
WeaponRadius int `json:"weapon_radius"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
WeaponDamage int `json:"weapon_damage"`
WeaponSpeed float32 `json:"weapon_speed"`
}
type Projectile struct {
Id string `json:"id"`
Position govector.Point2d `json:"position"`
MoveTo govector.Point2d `json:"move_to"`
Radius int `json:"radius"`
Speed float32 `json:"speed"`
Damage int `json:"damage"`
}
type Splosion struct {
Id string `json:"id"`
Position govector.Point2d `json:"position"`
Radius int `json:"radius"`
MaxDamage int `json:"damage"`
MinDamage int `json:"damage"`
Lifespan int `json:"lifespan"`
}
type Instruction struct {
Message *string `json:"message,omitempty"`
MoveTo *govector.Point2d `json:"move_to,omitempty"`
FireAt *govector.Point2d `json:"fire_at,omitempty"`
Probe *govector.Point2d `json:"probe,omitempty"`
TargetSpeed *float32 `json:"target_speed,omitempty"`
Repair *bool `json:"repair,omitempty"`
Scan *bool `json:"scan,omitempty"`
}
type Boardstate struct {
MyRobots []Robot `json:"my_robots"`
OtherRobots []OtherRobot `json:"robots"`
Projectiles []Projectile `json:"projectiles"`
Splosions []Splosion `json:"splosions"`
Obstacles []MiniObstacle `json:"objects"`
Reset bool `json:"reset"`
Type string `json:"type"`
Turn int `json:"turn"`
AllBots []BotHealth `json:"all_bots"`
Messages []string `json:"messages"`
}
type OtherRobot struct {
Id string `json:"id"`
Name string `json:"name"`
Position govector.Point2d `json:"position"`
Heading govector.Vector2d `json:"heading"`
Health int `json:"health"`
}
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() Obstacle {
return Obstacle{
Bounds: govector.AABB2d{
A: govector.Point2d{float32(mo[0]), float32(mo[1])},
B: govector.Point2d{float32(mo[2]), float32(mo[3])},
},
}
}
type Obstacle struct {
Bounds govector.AABB2d `json:"bounds"`
Hp int `json:"-"`
}
type BotHealth struct {
RobotId string `json:"robot_id"`
Health int `json:"health"`
}
type Failure struct {
Reason string `json:"reason"`
Type string `json:"type"`
}

View File

@ -7,6 +7,9 @@ import (
"math/rand"
"sync"
"time"
"bitbucket.org/hackerbots/botclient"
"bitbucket.org/hackerbots/botserv"
)
var hp = flag.Int("hp", 50, "")
@ -44,15 +47,13 @@ func main() {
var wg sync.WaitGroup
for i := 0; i < *botcount; i++ {
r := &robot{
server: *server,
port: *port,
name: fmt.Sprintf("%s%d", *botname, i),
game: GameParam{
Name: gameName,
},
r := &botclient.Robot{
Server: *server,
Port: *port,
Name: fmt.Sprintf("%s%d", *botname, i),
GameName: gameName,
// XXX: update with missing fields
statsReq: StatsRequest{
StatsReq: botserv.StatsRequest{
Hp: *hp,
Speed: *speed,
Acceleration: *acceleration,
@ -63,11 +64,11 @@ func main() {
WeaponDamage: *weaponDamage,
WeaponSpeed: *weaponSpeed,
},
wg: &wg,
knownObstacles: make(map[string]Obstacle),
Wg: &wg,
KnownObstacles: make(map[string]botserv.Obstacle),
}
wg.Add(1)
go r.play()
go r.Play()
}
wg.Wait()
}

148
robot.go
View File

@ -1,4 +1,4 @@
package main
package botclient
import (
"encoding/gob"
@ -10,6 +10,7 @@ import (
"math/rand"
"sync"
"bitbucket.org/hackerbots/botserv"
"bitbucket.org/hackerbots/vector"
"code.google.com/p/go.net/websocket"
)
@ -24,27 +25,30 @@ func connect(server string, port int) (*websocket.Conn, error) {
return websocket.Dial(url, "", origin)
}
type robot struct {
server string
port int
type Robot struct {
verbose bool
forceJSON bool
Server string
Port int
ws *websocket.Conn
game GameParam
game botserv.GameParam
playerId string
name string
statsReq StatsRequest
statsCalculated Stats
Name string
GameName string
StatsReq botserv.StatsRequest
statsCalculated botserv.Stats
speed float32
moveto *govector.Point2d
fireat *govector.Point2d
boardstate Boardstate
me Robot
knownObstacles map[string]Obstacle
nearestEnemy *OtherRobot
boardstate botserv.Boardstate
me botserv.Robot
KnownObstacles map[string]botserv.Obstacle
nearestEnemy *botserv.OtherRobot
// TODO: don't know if I like how this is done ... I would rather send
// a signal over a chanel
wg *sync.WaitGroup
Wg *sync.WaitGroup
}
type encoder interface {
@ -55,11 +59,11 @@ type decoder interface {
Decode(v interface{}) error
}
func (r *robot) negociate() (err error) {
if *verbose {
log.Printf("%s: trying to connect to game '%s'", r.name, r.game.Name)
func (r *Robot) negociate() (err error) {
if r.verbose {
log.Printf("%s: trying to connect to game '%s'", r.Name, r.GameName)
}
r.ws, err = connect(r.server, r.port)
r.ws, err = connect(r.Server, r.Port)
if err != nil {
return errors.New(fmt.Sprintf("connection failure: %s", err))
}
@ -67,7 +71,7 @@ func (r *robot) negociate() (err error) {
err = websocket.JSON.Send(r.ws, struct {
Id string `json:"id"`
}{
r.game.Name,
r.GameName,
})
if err != nil {
return err
@ -81,8 +85,8 @@ func (r *robot) negociate() (err error) {
if err != nil || idreq.Type == "failure" {
return errors.New(fmt.Sprintf("failure: %+v", idreq))
}
if *verbose {
log.Printf("%s: idreq: %+v", r.name, idreq)
if r.verbose {
log.Printf("%s: idreq: %+v", r.Name, idreq)
}
err = websocket.JSON.Send(r.ws, struct {
@ -90,7 +94,7 @@ func (r *robot) negociate() (err error) {
Name string `json:"name"`
Useragent string `json:"useragent"`
}{
Name: r.name,
Name: r.Name,
Useragent: "gobot",
Type: "robot",
})
@ -99,7 +103,7 @@ func (r *robot) negociate() (err error) {
}
supportedEncs := []string{"bson", "json", "gob"}
if *forceJSON {
if r.forceJSON {
supportedEncs = []string{"json"}
}
err = websocket.JSON.Send(r.ws, supportedEncs)
@ -111,14 +115,14 @@ func (r *robot) negociate() (err error) {
if r.game.Type != "gameparam" {
return errors.New("didn't receive a good gameparam")
}
if *verbose {
log.Printf("%s: game parameters: %+v", r.name, r.game)
if r.verbose {
log.Printf("%s: game parameters: %+v", r.Name, r.game)
}
conf := ClientConfig{
ID: r.game.Name,
Stats: map[string]StatsRequest{
r.name: r.statsReq,
conf := botserv.ClientConfig{
ID: r.GameName,
Stats: map[string]botserv.StatsRequest{
r.Name: r.StatsReq,
},
}
@ -128,48 +132,48 @@ func (r *robot) negociate() (err error) {
Id string `json:"id"`
Success bool `json:"success"`
Type string `json:"type"`
Failure
botserv.Failure
}
websocket.JSON.Receive(r.ws, &handshake)
if !handshake.Success {
return errors.New(handshake.Reason)
}
r.playerId = handshake.Id
if *verbose {
log.Printf("%s: handshake: %+v", r.name, handshake)
if r.verbose {
log.Printf("%s: handshake: %+v", r.Name, handshake)
}
dstats := struct {
Stats map[string]Stats `json:"stats"`
Type string `json:"type"`
Stats map[string]botserv.Stats `json:"stats"`
Type string `json:"type"`
}{}
err = websocket.JSON.Receive(r.ws, &dstats)
if err != nil {
return err
}
log.Printf("%s: recv stats", r.name)
log.Printf("%s: recv stats", r.Name)
// this player only ever has one robot, so we're just picking off our own
// stats
_, ok := dstats.Stats[r.name]
_, ok := dstats.Stats[r.Name]
if !ok {
return errors.New("my name not found in stats map")
}
r.statsCalculated = dstats.Stats[r.name]
r.statsCalculated = dstats.Stats[r.Name]
return nil
}
func (r *robot) play() {
defer r.wg.Done()
func (r *Robot) Play() {
defer r.Wg.Done()
var err error
err = r.negociate()
if err != nil {
log.Printf("%s: failed to negociate: %s", r.name, err)
log.Printf("%s: failed to negociate: %s", r.Name, err)
return
}
log.Printf("%s: starting loop", r.name)
log.Printf("%s: starting loop", r.Name)
var enc encoder
var dec decoder
@ -184,19 +188,19 @@ func (r *robot) play() {
for {
r.speed = float32(maxSpeed)
if *verbose {
log.Printf("%s: about to wait on boardstate", r.name)
if r.verbose {
log.Printf("%s: about to wait on boardstate", r.Name)
}
err = dec.Decode(&r.boardstate)
if err != nil {
log.Printf("%s: Connection lost", r.name)
log.Printf("%s: Connection lost", r.Name)
return
}
if *verbose {
log.Printf("%s: one recv boardstate", r.name)
if r.verbose {
log.Printf("%s: one recv boardstate", r.Name)
}
// TODO: I need a truly-verbose flag?
// if *verbose {
// if r.verbose {
// log.Printf("\n\n%#v\n\n", r.boardstate)
// }
@ -208,15 +212,15 @@ func (r *robot) play() {
continue
}
if *verbose {
log.Printf("%s before: %+v", r.name, r.moveto)
if r.verbose {
log.Printf("%s before: %+v", r.Name, r.moveto)
}
r.navigate()
if *verbose {
log.Printf("%s after: %+v", r.name, r.moveto)
if r.verbose {
log.Printf("%s after: %+v", r.Name, r.moveto)
}
instruction := map[string]Instruction{
instruction := map[string]botserv.Instruction{
r.me.Id: {
MoveTo: r.moveto,
TargetSpeed: &r.speed,
@ -231,10 +235,11 @@ func (r *robot) play() {
}
}
func (r *robot) recon() {
for _, o := range r.boardstate.Obstacles {
if _, ok := r.knownObstacles[o.id()]; !ok {
r.knownObstacles[o.id()] = o.toObstacle()
func (r *Robot) recon() {
for _, o := range r.boardstate.Objects {
obj := MiniObstacle(o)
if _, ok := r.KnownObstacles[obj.id()]; !ok {
r.KnownObstacles[obj.id()] = obj.toObstacle()
}
}
@ -256,7 +261,7 @@ func (r *robot) recon() {
}
}
func (r *robot) randomDirection() *govector.Point2d {
func (r *Robot) randomDirection() *govector.Point2d {
p := govector.Vector2d{
X: rand.Float32() * r.game.BoardSize.Width,
Y: rand.Float32() * r.game.BoardSize.Height,
@ -264,9 +269,9 @@ func (r *robot) randomDirection() *govector.Point2d {
return &p
}
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
View 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])},
},
}
}