reasonable object avoidance.
This commit is contained in:
parent
82e54c28e7
commit
a1cc24f2a0
29
botserv.go
29
botserv.go
@ -2,6 +2,7 @@ package main
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import (
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"bitbucket.org/hackerbots/vector"
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"fmt"
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)
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type ClientConfig struct {
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@ -105,7 +106,7 @@ type Boardstate struct {
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OtherRobots []OtherRobot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Obstacles []Obstacle `json:"obj"`
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Obstacles []MiniObstacle `json:"objects"`
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Reset bool `json:"reset"`
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Type string `json:"type"`
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Turn int `json:"turn"`
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@ -121,8 +122,34 @@ type OtherRobot struct {
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Health int `json:"health"`
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}
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type MiniObstacle [4]int
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func (mo *MiniObstacle) id() string {
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return fmt.Sprintf(
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"%x%x%x%x",
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mo[0],
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mo[1],
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mo[2],
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mo[3],
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)
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}
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func (mo MiniObstacle) String() string {
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return mo.id()
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}
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func (mo *MiniObstacle) toObstacle() Obstacle {
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return Obstacle{
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Bounds: govector.AABB2d{
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A: govector.Point2d{float32(mo[0]), float32(mo[1])},
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B: govector.Point2d{float32(mo[2]), float32(mo[3])},
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},
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}
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}
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type Obstacle struct {
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Bounds govector.AABB2d `json:"bounds"`
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Hp int `json:"-"`
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}
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type BotHealth struct {
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3
main.go
3
main.go
@ -21,7 +21,7 @@ var weaponSpeed = flag.Int("wspeed", 50, "weapons speed")
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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 server = flag.String("server", "localhost", "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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@ -63,6 +63,7 @@ func main() {
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WeaponSpeed: *weaponSpeed,
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},
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wg: &wg,
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knownObstacles: make(map[string]Obstacle),
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}
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wg.Add(1)
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go r.play()
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114
robot.go
114
robot.go
@ -10,6 +10,8 @@ import (
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"sync"
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)
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const maxSpeed = 100
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func connect(server string, port int) (*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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@ -25,6 +27,12 @@ type robot struct {
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name string
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stats StatsRequest
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speed float32
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moveto *govector.Point2d
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boardstate Boardstate
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me Robot
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knownObstacles map[string]Obstacle
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// TODO: don't know if I like how this is done ... I would rather send
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// a signal over a chanel
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wg *sync.WaitGroup
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@ -106,40 +114,36 @@ func (r *robot) play() {
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return
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}
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log.Printf("%s: %+v", r.name, r)
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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("%s: moveto: %+v", r.name, moveto)
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log.Printf("%s: starting loop", r.name)
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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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r.speed = float32(maxSpeed)
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err = websocket.JSON.Receive(r.ws, &r.boardstate)
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if err != nil {
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log.Printf("%s: Connection lost", r.name)
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return
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}
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for _, me := range boardstate.MyRobots {
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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("%s: old: %+v: %+v", r.name, 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("%s: new: %+v: %+v", r.name, me.Position, moveto)
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if *verbose {
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log.Printf("\n\n%#v\n\n", r.boardstate)
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}
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// TODO: send instructions
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r.recon()
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if len(r.boardstate.MyRobots) > 0 {
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r.me = r.boardstate.MyRobots[0]
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} else {
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// XXX
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log.Println("continue")
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continue
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}
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r.navigate()
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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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r.me.Id: {
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MoveTo: r.moveto,
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TargetSpeed: &r.speed,
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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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@ -148,5 +152,65 @@ func (r *robot) play() {
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return
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}
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}
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}
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func (r *robot) recon() {
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for _, o := range r.boardstate.Obstacles {
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if _, ok := r.knownObstacles[o.id()]; !ok {
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r.knownObstacles[o.id()] = o.toObstacle()
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}
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}
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}
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func (r *robot) selectDirection() *govector.Point2d {
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p := govector.Vector2d{
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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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}.ToPoint()
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return &p
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}
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func (r *robot) probe(destination govector.Point2d) bool {
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// XXX: make test for this
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for i := 0; i < 20; i++ {
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for _, v := range r.knownObstacles {
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collided, _, _ := govector.RectIntersection(
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v.Bounds,
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r.me.Position,
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destination.Sub(r.me.Position),
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)
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if collided {
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return false
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}
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}
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}
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return true
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}
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func (r *robot) navigate() {
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if r.boardstate.Reset {
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// XXX We actually *want* to get here, but never do ..
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panic("reset")
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r.moveto = r.selectDirection()
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}
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if r.moveto == nil {
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r.moveto = r.selectDirection()
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}
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if r.me.Collision {
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r.moveto = r.selectDirection()
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r.speed = 0
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return
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}
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togo := r.me.Position.Sub(*r.moveto).Mag()
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if togo < 20.0 {
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r.moveto = r.selectDirection()
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}
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if !r.probe(r.me.Position.Add(r.me.Heading.Scale(80))) {
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r.speed = 0
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if !r.probe(*r.moveto) {
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r.moveto = r.selectDirection()
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}
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}
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}
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