Make ui optional for gobot

This commit is contained in:
Stephen McQuay 2016-07-17 13:25:16 -07:00
parent f1ae71ecc0
commit 86a00042c3
No known key found for this signature in database
GPG Key ID: 1ABF428F71BAFC3D
2 changed files with 60 additions and 6 deletions

View File

@ -27,6 +27,7 @@ var addr = flag.String("addr", "ws://localhost:8666", "server hostname")
var botname = flag.String("name", "gobot", "the name that other players will see")
var forceJSON = flag.Bool("json", false, "force json encoding")
var botType = flag.String("bot", "simple", "which Bot [fraserbot, simple]")
var spectate = flag.Bool("spectate", false, "enable terminal visualizer")
func main() {
rand.Seed(time.Now().UnixNano())
@ -66,14 +67,33 @@ func main() {
os.Exit(1)
}
var err error
err = c.Negotiate("robot", c.Player)
if err != nil {
if err := c.Negotiate("robot", c.Player); err != nil {
fmt.Fprintf(os.Stderr, "%s: failed to negociate: %s\n", c.Name, err)
os.Exit(1)
}
if err := c.Play(); err != nil {
fmt.Fprintf(os.Stderr, "problem during play: %v\n", err)
os.Exit(1)
if *spectate {
ui := client.NewSpectator(c.Width, c.Height)
players := client.MultiPlayer{
c.Player,
ui,
}
c.Player = players
go func() {
if err := c.Play(); err != nil {
fmt.Fprintf(os.Stderr, "problem during play: %v\n", err)
close(ui.Die)
}
}()
if err := ui.Spectate(); err != nil {
fmt.Fprintf(os.Stderr, "problem during visualization: %+v\n", err)
os.Exit(1)
}
} else {
if err := c.Play(); err != nil {
fmt.Fprintf(os.Stderr, "problem during play: %v\n", err)
os.Exit(1)
}
}
}

View File

@ -23,3 +23,37 @@ type Player interface {
// the instructions for each robot in a map of robot id to instructions
Update(bs *server.Boardstate) map[string]server.Instruction
}
// MultiPlayer wraps multiple players and calls funcitons in Player in
// appropriate order.
//
// Typically used to add a Spectator to a bot.
type MultiPlayer []Player
// GetStats implements GetStats for a collection of players asking each player
// for their stats, and returning the configuration of the first player.
func (mp MultiPlayer) GetStats() map[string]server.StatsRequest {
var s map[string]server.StatsRequest
for i := len(mp) - 1; i >= 0; i-- {
s = mp[i].GetStats()
}
return s
}
// SetIDs passes ids to all players.
func (mp MultiPlayer) SetIDs(ids map[string]string) {
for _, p := range mp {
p.SetIDs(ids)
}
}
// Update implements Update for a collection of players sending board state to
// each player, and returning the instructions associated with the first
// player.
func (mp MultiPlayer) Update(bs *server.Boardstate) map[string]server.Instruction {
var inst map[string]server.Instruction
for i := len(mp) - 1; i >= 0; i-- {
inst = mp[i].Update(bs)
}
return inst
}