don't rename package without need.

This commit is contained in:
sm
2014-04-23 14:54:30 -07:00
parent b63780c2bc
commit bbfb2af4a9
3 changed files with 32 additions and 32 deletions
+15 -15
View File
@@ -5,7 +5,7 @@ import (
"math"
"math/rand"
hbserver "bitbucket.org/hackerbots/server"
"bitbucket.org/hackerbots/server"
"bitbucket.org/hackerbots/vector"
)
@@ -15,17 +15,17 @@ import (
// The general case will be to implement a Player type that contains the magic
// required to slay other robots quickly while staying alive for a long time.
type Player interface {
Recv(bs *hbserver.Boardstate)
Instruction() map[string]hbserver.Instruction
Recv(bs *server.Boardstate)
Instruction() map[string]server.Instruction
}
// SimplePlayer is our default player and stands as a starting point for your
// own Player implementations.
type SimplePlayer struct {
me hbserver.Robot
me server.Robot
width, height float32
knownObstacles map[string]hbserver.Obstacle
nearestEnemy *hbserver.OtherRobot
knownObstacles map[string]server.Obstacle
nearestEnemy *server.OtherRobot
fireat *vector.Point2d
moveto *vector.Point2d
speed float32
@@ -36,7 +36,7 @@ type SimplePlayer struct {
// NewSimplePlayer simply returns a populated, usable *SimplePlayer
func NewSimplePlayer(width, height float32) *SimplePlayer {
return &SimplePlayer{
knownObstacles: make(map[string]hbserver.Obstacle),
knownObstacles: make(map[string]server.Obstacle),
width: width,
height: height,
maxSpeed: 100,
@@ -44,8 +44,8 @@ func NewSimplePlayer(width, height float32) *SimplePlayer {
}
}
// Recv is our implementation of receiving a hbserver.Boardstate from the server
func (p *SimplePlayer) Recv(bs *hbserver.Boardstate) {
// Recv is our implementation of receiving a server.Boardstate from the server
func (p *SimplePlayer) Recv(bs *server.Boardstate) {
p.speed = p.maxSpeed
if len(bs.MyRobots) > 0 {
p.me = bs.MyRobots[0]
@@ -81,7 +81,7 @@ func (p *SimplePlayer) navigate() {
}
}
func (p *SimplePlayer) recon(bs *hbserver.Boardstate) {
func (p *SimplePlayer) recon(bs *server.Boardstate) {
for _, o := range bs.Objects {
obj := MiniObstacle(o)
if _, ok := p.knownObstacles[obj.Id()]; !ok {
@@ -109,8 +109,8 @@ func (p *SimplePlayer) recon(bs *hbserver.Boardstate) {
// Instruction is our default implementation of preparing a map of information
// to be sent to server.
func (p *SimplePlayer) Instruction() map[string]hbserver.Instruction {
return map[string]hbserver.Instruction{
func (p *SimplePlayer) Instruction() map[string]server.Instruction {
return map[string]server.Instruction{
p.me.Id: {
MoveTo: p.moveto,
TargetSpeed: &p.speed,
@@ -142,7 +142,7 @@ func (p *SimplePlayer) probe(destination vector.Point2d) bool {
return true
}
// MiniObstacle is a convenient way to encode/decode between the [4]int -> hbserver.Obstacle
// MiniObstacle is a convenient way to encode/decode between the [4]int -> server.Obstacle
type MiniObstacle [4]int
// id is used to calculate a key for use in maps
@@ -161,8 +161,8 @@ func (mo MiniObstacle) String() string {
}
// ToObstacle is where the conversion magic happens
func (mo *MiniObstacle) ToObstacle() hbserver.Obstacle {
return hbserver.Obstacle{
func (mo *MiniObstacle) ToObstacle() server.Obstacle {
return server.Obstacle{
Bounds: vector.AABB2d{
A: vector.Point2d{float32(mo[0]), float32(mo[1])},
B: vector.Point2d{float32(mo[2]), float32(mo[3])},