don't rename package without need.

This commit is contained in:
Stephen McQuay 2014-04-23 14:54:30 -07:00
parent b63780c2bc
commit bbfb2af4a9
3 changed files with 32 additions and 32 deletions

View File

@ -7,7 +7,7 @@ import (
"fmt"
"log"
hbserver "bitbucket.org/hackerbots/server"
"bitbucket.org/hackerbots/server"
"code.google.com/p/go.net/websocket"
)
@ -26,12 +26,12 @@ type Client struct {
Name string
Port int
Server string
StatsReq hbserver.StatsRequest
StatsReq server.StatsRequest
Verbose bool
Player Player
Game hbserver.GameParam
Game server.GameParam
boardstate hbserver.Boardstate
boardstate server.Boardstate
enc encoder
dec decoder
ws *websocket.Conn
@ -114,9 +114,9 @@ func (c *Client) Negociate() (err error) {
c.dec = gob.NewDecoder(c.ws)
}
conf := hbserver.ClientConfig{
conf := server.ClientConfig{
ID: c.GameId,
Stats: map[string]hbserver.StatsRequest{
Stats: map[string]server.StatsRequest{
c.Name: c.StatsReq,
},
}
@ -127,7 +127,7 @@ func (c *Client) Negociate() (err error) {
Id string `json:"id"`
Success bool `json:"success"`
Type string `json:"type"`
hbserver.Failure
server.Failure
}
websocket.JSON.Receive(c.ws, &handshake)
if !handshake.Success {
@ -140,7 +140,7 @@ func (c *Client) Negociate() (err error) {
// we don't do anything useful with dstats, but could be interesting to
// pass along to the player?
dstats := struct {
Stats map[string]hbserver.Stats `json:"stats"`
Stats map[string]server.Stats `json:"stats"`
Type string `json:"type"`
}{}
err = websocket.JSON.Receive(c.ws, &dstats)
@ -151,7 +151,7 @@ func (c *Client) Negociate() (err error) {
return nil
}
// Play contains the main game run loop. It gets a hbserver.Boardstate from the
// Play contains the main game run loop. It gets a server.Boardstate from the
// server, and passes this along to the embedded Player. Following this it
// sends the server the Player's instruction.
func (c *Client) Play() error {

View File

@ -6,8 +6,8 @@ import (
"math/rand"
"time"
hbclient "bitbucket.org/hackerbots/client"
hbserver "bitbucket.org/hackerbots/server"
"bitbucket.org/hackerbots/client"
"bitbucket.org/hackerbots/server"
)
var hp = flag.Int("hp", 50, "")
@ -22,7 +22,7 @@ var weaponSpeed = flag.Int("wspeed", 50, "weapons speed")
// XXX: add TurnSpeed, WeaponDamage, WeaponSpeed
var server = flag.String("server", "localhost", "server hostname")
var serverHostname = flag.String("server", "localhost", "server hostname")
var port = flag.Int("port", 8666, "server port")
var botname = flag.String("name", "gobot", "the name that other players will see")
var verbose = flag.Bool("verbose", false, "run verbosly")
@ -39,13 +39,13 @@ func main() {
gameId = flag.Arg(0)
}
c := &hbclient.Client{
Server: *server,
c := &client.Client{
Server: *serverHostname,
Port: *port,
Name: *botname,
GameId: gameId,
// XXX: update with missing fields
StatsReq: hbserver.StatsRequest{
StatsReq: server.StatsRequest{
Hp: *hp,
Speed: *speed,
Acceleration: *acceleration,
@ -65,7 +65,7 @@ func main() {
log.Fatal("%s: failed to negociate: %s", c.Name, err)
}
c.Player = hbclient.NewSimplePlayer(
c.Player = client.NewSimplePlayer(
c.Game.BoardSize.Width,
c.Game.BoardSize.Height,
)

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])},