renamed package/directory

This commit is contained in:
sm
2014-04-23 14:28:06 -07:00
parent 7e4e6faa00
commit 51d0522833
4 changed files with 43 additions and 43 deletions
+25 -25
View File
@@ -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])},
},
}
}