spelled things more how I wanted to
This commit is contained in:
parent
6390aa96da
commit
5f6ad59303
11
botserv.go
11
botserv.go
@ -9,6 +9,17 @@ type ClientConfig struct {
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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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type GameParam struct {
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BoardSize BoardSize `json:"boardsize"`
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name string
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Type string `json:"type"`
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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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174
main.go
174
main.go
@ -1,11 +1,7 @@
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package main
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import (
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"bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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"errors"
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"flag"
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"fmt"
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"log"
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"math/rand"
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"time"
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@ -18,168 +14,40 @@ var weaponRadius = flag.Int("wrad", 50, "weapon radius")
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var scannerRadius = flag.Int("srad", 50, "scanner radius")
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var fireRate = flag.Int("fire-rate", 50, "scanner radius")
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// XXX: add TurnSpeed, WeaponDamage, WeaponSpeed
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var server = flag.String("server", "hackerbots.us", "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 verbose = flag.Bool("verbose", false, "run verbosly")
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type infos struct {
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id string
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width, height float32
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}
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func connect() (*websocket.Conn, error) {
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origin := "http://localhost/"
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url := fmt.Sprintf("ws://%s:%d/ws/", *server, *port)
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return websocket.Dial(url, "", origin)
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}
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func negociate(ws *websocket.Conn, gameid string) (i *infos, err error) {
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log.Printf("trying to connect to game %s", gameid)
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err = websocket.JSON.Send(ws, struct {
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Id string `json:"id"`
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}{
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gameid,
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})
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if err != nil {
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return nil, err
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}
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var idreq struct {
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Type string `json:"type"`
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AssignedID string `json:"id"`
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}
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err = websocket.JSON.Receive(ws, &idreq)
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if err != nil || idreq.Type == "failure" {
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return nil, errors.New(fmt.Sprintf("failure: %+v", idreq))
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}
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log.Printf("idreq: %+v", idreq)
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err = websocket.JSON.Send(ws, struct {
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Type string `json:"type"`
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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: *botname,
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Useragent: "gobot",
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Type: "robot",
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})
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if err != nil {
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return nil, err
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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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var gameparam struct {
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BoardSize BoardSize `json:"boardsize"`
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Type string `json:"type"`
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}
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err = websocket.JSON.Receive(ws, &gameparam)
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if gameparam.Type != "gameparam" {
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return nil, errors.New("didn't receive a good gameparam")
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}
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log.Printf("gameparam: %+v", gameparam)
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conf := ClientConfig{
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ID: gameid,
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Stats: map[string]StatsRequest{
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*botname: StatsRequest{
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Hp: *hp,
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Speed: *speed,
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Acceleration: *acceleration,
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WeaponRadius: *weaponRadius,
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ScannerRadius: *scannerRadius,
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TurnSpeed: 50,
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FireRate: *fireRate,
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WeaponDamage: 50,
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WeaponSpeed: 50,
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},
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},
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}
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err = websocket.JSON.Send(ws, conf)
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var handshake struct {
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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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}
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websocket.JSON.Receive(ws, &handshake)
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if !handshake.Success {
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return nil, errors.New("failed to validate correct stats request")
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}
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log.Printf("handshake: %+v", handshake)
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return &infos{
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id: idreq.AssignedID,
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width: gameparam.BoardSize.Width,
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height: gameparam.BoardSize.Height,
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}, err
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}
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func main() {
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rand.Seed(time.Now().UnixNano())
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var err error
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var gameid string
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var gameName string
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flag.Parse()
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if flag.NArg() < 1 {
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gameid = "debug"
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gameName = "debug"
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} else {
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gameid = flag.Arg(0)
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gameName = flag.Arg(0)
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}
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ws, err := connect()
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// XXX: add TurnSpeed, WeaponDamage, WeaponSpeed
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r, err := NewRobot(
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*server,
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*port,
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gameName,
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*hp,
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*speed,
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*acceleration,
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*weaponRadius,
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*scannerRadius,
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*fireRate,
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)
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if err != nil {
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log.Fatal(err)
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}
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boardInfo, err := negociate(ws, gameid)
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log.Printf("boardInfo: %+v", boardInfo)
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if err != nil {
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log.Fatal(err)
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}
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// TODO: var target govector.Point2d
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moveto := govector.Point2d{
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X: rand.Float32() * boardInfo.width,
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Y: rand.Float32() * boardInfo.height,
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}
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log.Printf("moveto: %+v", moveto)
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var me Robot
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log.Printf("negociated well, starting loop")
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for {
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var boardstate Boardstate
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err = websocket.JSON.Receive(ws, &boardstate)
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// log.Printf("%#v", boardstate)
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if *verbose {
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log.Printf("%+v", boardstate)
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}
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if err != nil {
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log.Fatal("Connection lost")
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}
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me = boardstate.MyRobots[0]
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if govector.Distance(me.Position, moveto) < 3.0 {
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log.Printf("old: %+v: %+v", me.Position, moveto)
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moveto = govector.Point2d{
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X: rand.Float32() * boardInfo.width,
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Y: rand.Float32() * boardInfo.height,
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}
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log.Printf("new: %+v: %+v", me.Position, moveto)
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}
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// TODO: send instructions
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instruction := map[string]Instruction{
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me.Id: {
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MoveTo: &moveto,
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FireAt: &moveto,
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},
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}
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err = websocket.JSON.Send(ws, instruction)
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if err != nil {
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log.Fatal(err)
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}
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}
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log.Printf("%+v", r)
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r.play()
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}
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167
robot.go
Normal file
167
robot.go
Normal file
@ -0,0 +1,167 @@
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package main
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import (
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"bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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"errors"
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"fmt"
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"log"
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"math/rand"
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)
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func connect() (*websocket.Conn, error) {
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origin := "http://localhost/"
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url := fmt.Sprintf("ws://%s:%d/ws/", *server, *port)
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return websocket.Dial(url, "", origin)
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}
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type robot struct {
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ws *websocket.Conn
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game GameParam
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playerId string
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}
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func NewRobot(
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server string,
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port int,
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gameName string,
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hp,
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speed,
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acceleration,
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weaponRadius,
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scannerRadius,
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fireRate int) (*robot, error) {
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ws, err := connect()
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if err != nil {
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return nil, errors.New(fmt.Sprintf("connection failure: %s", err))
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}
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r := &robot{
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ws: ws,
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}
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// XXX: update with missing fields
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statsReq := StatsRequest{
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Hp: hp,
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Speed: speed,
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Acceleration: acceleration,
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WeaponRadius: weaponRadius,
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ScannerRadius: scannerRadius,
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TurnSpeed: 50,
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FireRate: fireRate,
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WeaponDamage: 50,
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WeaponSpeed: 50,
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}
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err = r.negociate(statsReq, gameName)
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return r, nil
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}
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func (r *robot) negociate(req StatsRequest, gameName string) (err error) {
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log.Printf("trying to connect to game '%s'", gameName)
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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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gameName,
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})
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if err != nil {
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return err
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}
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var idreq struct {
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Type string `json:"type"`
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PlayerId string `json:"id"`
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}
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err = websocket.JSON.Receive(r.ws, &idreq)
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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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log.Printf("idreq: %+v", idreq)
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err = websocket.JSON.Send(r.ws, struct {
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Type string `json:"type"`
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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: *botname,
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Useragent: "gobot",
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Type: "robot",
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})
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if err != nil {
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return err
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}
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err = websocket.JSON.Receive(r.ws, &r.game)
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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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r.game.name = gameName
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log.Printf("game parameters: %+v", r.game)
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conf := ClientConfig{
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ID: gameName,
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Stats: map[string]StatsRequest{
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*botname: req,
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},
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}
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err = websocket.JSON.Send(r.ws, conf)
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var handshake struct {
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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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}
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websocket.JSON.Receive(r.ws, &handshake)
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if !handshake.Success {
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return errors.New("failed to validate correct stats request")
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}
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r.playerId = handshake.Id
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log.Printf("handshake: %+v", handshake)
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return nil
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}
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func (r *robot) play() {
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var err error
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// TODO: var target govector.Point2d
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moveto := govector.Point2d{
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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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}
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log.Printf("moveto: %+v", moveto)
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var me Robot
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log.Printf("%s: starting loop", r.playerId)
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for {
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var boardstate Boardstate
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err = websocket.JSON.Receive(r.ws, &boardstate)
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if *verbose {
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log.Printf("%+v", boardstate)
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}
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if err != nil {
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log.Fatal("Connection lost")
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}
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me = boardstate.MyRobots[0]
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if govector.Distance(me.Position, moveto) < 3.0 {
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log.Printf("old: %+v: %+v", me.Position, moveto)
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moveto = govector.Point2d{
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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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}
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log.Printf("new: %+v: %+v", me.Position, moveto)
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}
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// TODO: send instructions
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instruction := map[string]Instruction{
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me.Id: {
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MoveTo: &moveto,
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FireAt: &moveto,
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},
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}
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err = websocket.JSON.Send(r.ws, instruction)
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if err != nil {
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log.Fatal(err)
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}
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}
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}
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