simplest shooting algo
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parent
a1cc24f2a0
commit
b16886cbac
23
robot.go
23
robot.go
@ -6,11 +6,13 @@ import (
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"errors"
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"fmt"
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"log"
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"math"
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"math/rand"
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"sync"
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)
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const maxSpeed = 100
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const safeDistance = 20
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func connect(server string, port int) (*websocket.Conn, error) {
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origin := "http://localhost/"
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@ -29,9 +31,11 @@ type robot struct {
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speed float32
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moveto *govector.Point2d
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fireat *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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nearestEnemy *OtherRobot
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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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@ -143,7 +147,7 @@ func (r *robot) play() {
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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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FireAt: r.fireat,
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},
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}
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err = websocket.JSON.Send(r.ws, instruction)
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@ -160,6 +164,23 @@ func (r *robot) recon() {
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r.knownObstacles[o.id()] = o.toObstacle()
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}
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}
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// simplest shooting strategy ... need to do the following:
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// not shoot through buildings
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// shoot at where the robot will be, not where it was.
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r.nearestEnemy = nil
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r.fireat = nil
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closest := float32(math.Inf(1))
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for _, enemy := range r.boardstate.OtherRobots {
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dist := r.me.Position.Sub(enemy.Position).Mag()
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if dist < closest && dist > safeDistance {
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r.nearestEnemy = &enemy
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}
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}
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if r.nearestEnemy != nil {
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point := r.nearestEnemy.Position.Add(r.nearestEnemy.Heading.Scale(20))
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r.fireat = &point
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}
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}
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func (r *robot) selectDirection() *govector.Point2d {
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