Added documentation
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@ -17,6 +17,9 @@ 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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// Client keeps track of connection to server and has two interesting methods:
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// Negociate and Play. Users of this struct will likely use most everything as
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// is while defining their own Player to specify desired game play behavior.
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type Client struct {
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ForceJSON bool
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GameId string
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@ -42,6 +45,7 @@ type decoder interface {
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Decode(v interface{}) error
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}
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// Negociate runs through the hackerbots negociation protocol.
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func (c *Client) Negociate() (err error) {
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if c.Verbose {
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log.Printf("%s: trying to connect to game '%s'", c.Name, c.GameId)
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@ -147,6 +151,9 @@ func (c *Client) Negociate() (err error) {
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return nil
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}
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// Play contains the main game run loop. It gets a botserv.Boardstate from the
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// server, and passes this along to the embedded Player. Following this it
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// sends the server the Player's instruction.
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func (c *Client) Play() error {
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log.Printf("%s: starting loop", c.Name)
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@ -0,0 +1,2 @@
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// botclient is a package used to connect to and interact with a hackebots game.
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package botclient
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13
player.go
13
player.go
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@ -9,11 +9,18 @@ import (
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"bitbucket.org/hackerbots/vector"
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)
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// Player is the interface that is implemented when specifying non-default
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// player behavior.
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//
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// The general case will be to implement a Player type that contains the magic
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// required to slay other robots quickly while staying alive for a long time.
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type Player interface {
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Recv(bs *botserv.Boardstate)
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Instruction() map[string]botserv.Instruction
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}
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// SimplePlayer is our default player and stands as a starting point for your
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// own Player implementations.
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type SimplePlayer struct {
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me botserv.Robot
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width, height float32
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@ -26,6 +33,7 @@ type SimplePlayer struct {
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safeDistance float32
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}
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// NewSimplePlayer simply returns a populated, usable *SimplePlayer
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func NewSimplePlayer(width, height float32) *SimplePlayer {
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return &SimplePlayer{
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knownObstacles: make(map[string]botserv.Obstacle),
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@ -36,6 +44,7 @@ func NewSimplePlayer(width, height float32) *SimplePlayer {
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}
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}
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// Recv is our implementation of receiving a botserv.Boardstate from the server
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func (p *SimplePlayer) Recv(bs *botserv.Boardstate) {
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p.speed = p.maxSpeed
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if len(bs.MyRobots) > 0 {
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@ -98,6 +107,8 @@ func (p *SimplePlayer) recon(bs *botserv.Boardstate) {
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}
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}
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// Instruction is our default implementation of preparing a map of information
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// to be sent to server.
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func (p *SimplePlayer) Instruction() map[string]botserv.Instruction {
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return map[string]botserv.Instruction{
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p.me.Id: {
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@ -149,7 +160,7 @@ func (mo MiniObstacle) String() string {
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return mo.Id()
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}
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// toObstacle is where the conversion magic happens
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// ToObstacle is where the conversion magic happens
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func (mo *MiniObstacle) ToObstacle() botserv.Obstacle {
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return botserv.Obstacle{
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Bounds: govector.AABB2d{
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