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renamed package/directory

robot-upgrade
Stephen McQuay 8 years ago
parent
commit
51d0522833
  1. 22
      client.go
  2. 4
      doc.go
  3. 10
      gobot/main.go
  4. 50
      player.go

22
client.go

@ -1,4 +1,4 @@
package botclient
package client
import (
"encoding/gob"
@ -7,7 +7,7 @@ import (
"fmt"
"log"
"bitbucket.org/hackerbots/botserv"
hbserver "bitbucket.org/hackerbots/server"
"code.google.com/p/go.net/websocket"
)
@ -26,12 +26,12 @@ type Client struct {
Name string
Port int
Server string
StatsReq botserv.StatsRequest
StatsReq hbserver.StatsRequest
Verbose bool
Player Player
Game botserv.GameParam
Game hbserver.GameParam
boardstate botserv.Boardstate
boardstate hbserver.Boardstate
enc encoder
dec decoder
ws *websocket.Conn
@ -114,9 +114,9 @@ func (c *Client) Negociate() (err error) {
c.dec = gob.NewDecoder(c.ws)
}
conf := botserv.ClientConfig{
conf := hbserver.ClientConfig{
ID: c.GameId,
Stats: map[string]botserv.StatsRequest{
Stats: map[string]hbserver.StatsRequest{
c.Name: c.StatsReq,
},
}
@ -127,7 +127,7 @@ func (c *Client) Negociate() (err error) {
Id string `json:"id"`
Success bool `json:"success"`
Type string `json:"type"`
botserv.Failure
hbserver.Failure
}
websocket.JSON.Receive(c.ws, &handshake)
if !handshake.Success {
@ -140,8 +140,8 @@ func (c *Client) Negociate() (err error) {
// we don't do anything useful with dstats, but could be interesting to
// pass along to the player?
dstats := struct {
Stats map[string]botserv.Stats `json:"stats"`
Type string `json:"type"`
Stats map[string]hbserver.Stats `json:"stats"`
Type string `json:"type"`
}{}
err = websocket.JSON.Receive(c.ws, &dstats)
if err != nil {
@ -151,7 +151,7 @@ func (c *Client) Negociate() (err error) {
return nil
}
// Play contains the main game run loop. It gets a botserv.Boardstate from the
// Play contains the main game run loop. It gets a hbserver.Boardstate from the
// server, and passes this along to the embedded Player. Following this it
// sends the server the Player's instruction.
func (c *Client) Play() error {

4
doc.go

@ -1,2 +1,2 @@
// botclient is a package used to connect to and interact with a hackebots game.
package botclient
// client is a package used to connect to and interact with a hackebots game.
package client

10
gobot/main.go

@ -6,8 +6,8 @@ import (
"math/rand"
"time"
"bitbucket.org/hackerbots/botclient"
"bitbucket.org/hackerbots/botserv"
hbclient "bitbucket.org/hackerbots/client"
hbserver "bitbucket.org/hackerbots/server"
)
var hp = flag.Int("hp", 50, "")
@ -39,13 +39,13 @@ func main() {
gameId = flag.Arg(0)
}
c := &botclient.Client{
c := &hbclient.Client{
Server: *server,
Port: *port,
Name: *botname,
GameId: gameId,
// XXX: update with missing fields
StatsReq: botserv.StatsRequest{
StatsReq: hbserver.StatsRequest{
Hp: *hp,
Speed: *speed,
Acceleration: *acceleration,
@ -65,7 +65,7 @@ func main() {
log.Printf("%s: failed to negociate: %s", c.Name, err)
}
c.Player = botclient.NewSimplePlayer(
c.Player = hbclient.NewSimplePlayer(
c.Game.BoardSize.Width,
c.Game.BoardSize.Height,
)

50
player.go

@ -1,11 +1,11 @@
package botclient
package client
import (
"fmt"
"math"
"math/rand"
"bitbucket.org/hackerbots/botserv"
hbserver "bitbucket.org/hackerbots/server"
"bitbucket.org/hackerbots/vector"
)
@ -15,19 +15,19 @@ import (
// The general case will be to implement a Player type that contains the magic
// required to slay other robots quickly while staying alive for a long time.
type Player interface {
Recv(bs *botserv.Boardstate)
Instruction() map[string]botserv.Instruction
Recv(bs *hbserver.Boardstate)
Instruction() map[string]hbserver.Instruction
}
// SimplePlayer is our default player and stands as a starting point for your
// own Player implementations.
type SimplePlayer struct {
me botserv.Robot
me hbserver.Robot
width, height float32
knownObstacles map[string]botserv.Obstacle
nearestEnemy *botserv.OtherRobot
fireat *govector.Point2d
moveto *govector.Point2d
knownObstacles map[string]hbserver.Obstacle
nearestEnemy *hbserver.OtherRobot
fireat *vector.Point2d
moveto *vector.Point2d
speed float32
maxSpeed float32
safeDistance float32
@ -36,7 +36,7 @@ type SimplePlayer struct {
// NewSimplePlayer simply returns a populated, usable *SimplePlayer
func NewSimplePlayer(width, height float32) *SimplePlayer {
return &SimplePlayer{
knownObstacles: make(map[string]botserv.Obstacle),
knownObstacles: make(map[string]hbserver.Obstacle),
width: width,
height: height,
maxSpeed: 100,
@ -44,8 +44,8 @@ func NewSimplePlayer(width, height float32) *SimplePlayer {
}
}
// Recv is our implementation of receiving a botserv.Boardstate from the server
func (p *SimplePlayer) Recv(bs *botserv.Boardstate) {
// Recv is our implementation of receiving a hbserver.Boardstate from the server
func (p *SimplePlayer) Recv(bs *hbserver.Boardstate) {
p.speed = p.maxSpeed
if len(bs.MyRobots) > 0 {
p.me = bs.MyRobots[0]
@ -81,7 +81,7 @@ func (p *SimplePlayer) navigate() {
}
}
func (p *SimplePlayer) recon(bs *botserv.Boardstate) {
func (p *SimplePlayer) recon(bs *hbserver.Boardstate) {
for _, o := range bs.Objects {
obj := MiniObstacle(o)
if _, ok := p.knownObstacles[obj.Id()]; !ok {
@ -109,8 +109,8 @@ func (p *SimplePlayer) recon(bs *botserv.Boardstate) {
// Instruction is our default implementation of preparing a map of information
// to be sent to server.
func (p *SimplePlayer) Instruction() map[string]botserv.Instruction {
return map[string]botserv.Instruction{
func (p *SimplePlayer) Instruction() map[string]hbserver.Instruction {
return map[string]hbserver.Instruction{
p.me.Id: {
MoveTo: p.moveto,
TargetSpeed: &p.speed,
@ -119,18 +119,18 @@ func (p *SimplePlayer) Instruction() map[string]botserv.Instruction {
}
}
func (p *SimplePlayer) randomDirection() *govector.Point2d {
pt := govector.Vector2d{
func (p *SimplePlayer) randomDirection() *vector.Point2d {
pt := vector.Vector2d{
X: rand.Float32() * p.width,
Y: rand.Float32() * p.height,
}.ToPoint()
return &pt
}
func (p *SimplePlayer) probe(destination govector.Point2d) bool {
func (p *SimplePlayer) probe(destination vector.Point2d) bool {
// XXX: make test for this
for _, v := range p.knownObstacles {
collided, _, _ := govector.RectIntersection(
collided, _, _ := vector.RectIntersection(
v.Bounds,
p.me.Position,
destination.Sub(p.me.Position),
@ -142,7 +142,7 @@ func (p *SimplePlayer) probe(destination govector.Point2d) bool {
return true
}
// MiniObstacle is a convenient way to encode/decode between the [4]int -> botserv.Obstacle
// MiniObstacle is a convenient way to encode/decode between the [4]int -> hbserver.Obstacle
type MiniObstacle [4]int
// id is used to calculate a key for use in maps
@ -161,11 +161,11 @@ func (mo MiniObstacle) String() string {
}
// ToObstacle is where the conversion magic happens
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])},
func (mo *MiniObstacle) ToObstacle() hbserver.Obstacle {
return hbserver.Obstacle{
Bounds: vector.AABB2d{
A: vector.Point2d{float32(mo[0]), float32(mo[1])},
B: vector.Point2d{float32(mo[2]), float32(mo[3])},
},
}
}

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