don't rename package without need.
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b63780c2bc
commit
bbfb2af4a9
20
client.go
20
client.go
@ -7,7 +7,7 @@ import (
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"fmt"
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"log"
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hbserver "bitbucket.org/hackerbots/server"
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"bitbucket.org/hackerbots/server"
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"code.google.com/p/go.net/websocket"
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)
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@ -26,12 +26,12 @@ type Client struct {
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Name string
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Port int
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Server string
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StatsReq hbserver.StatsRequest
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StatsReq server.StatsRequest
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Verbose bool
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Player Player
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Game hbserver.GameParam
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Game server.GameParam
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boardstate hbserver.Boardstate
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boardstate server.Boardstate
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enc encoder
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dec decoder
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ws *websocket.Conn
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@ -114,9 +114,9 @@ func (c *Client) Negociate() (err error) {
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c.dec = gob.NewDecoder(c.ws)
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}
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conf := hbserver.ClientConfig{
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conf := server.ClientConfig{
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ID: c.GameId,
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Stats: map[string]hbserver.StatsRequest{
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Stats: map[string]server.StatsRequest{
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c.Name: c.StatsReq,
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},
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}
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@ -127,7 +127,7 @@ func (c *Client) Negociate() (err error) {
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Id string `json:"id"`
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Success bool `json:"success"`
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Type string `json:"type"`
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hbserver.Failure
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server.Failure
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}
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websocket.JSON.Receive(c.ws, &handshake)
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if !handshake.Success {
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@ -140,8 +140,8 @@ func (c *Client) Negociate() (err error) {
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// we don't do anything useful with dstats, but could be interesting to
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// pass along to the player?
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dstats := struct {
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Stats map[string]hbserver.Stats `json:"stats"`
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Type string `json:"type"`
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Stats map[string]server.Stats `json:"stats"`
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Type string `json:"type"`
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}{}
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err = websocket.JSON.Receive(c.ws, &dstats)
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if err != nil {
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@ -151,7 +151,7 @@ func (c *Client) Negociate() (err error) {
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return nil
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}
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// Play contains the main game run loop. It gets a hbserver.Boardstate from the
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// Play contains the main game run loop. It gets a server.Boardstate from the
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// server, and passes this along to the embedded Player. Following this it
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// sends the server the Player's instruction.
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func (c *Client) Play() error {
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@ -6,8 +6,8 @@ import (
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"math/rand"
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"time"
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hbclient "bitbucket.org/hackerbots/client"
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hbserver "bitbucket.org/hackerbots/server"
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"bitbucket.org/hackerbots/client"
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"bitbucket.org/hackerbots/server"
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)
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var hp = flag.Int("hp", 50, "")
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@ -22,7 +22,7 @@ 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", "localhost", "server hostname")
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var serverHostname = 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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var verbose = flag.Bool("verbose", false, "run verbosly")
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@ -39,13 +39,13 @@ func main() {
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gameId = flag.Arg(0)
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}
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c := &hbclient.Client{
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Server: *server,
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c := &client.Client{
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Server: *serverHostname,
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Port: *port,
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Name: *botname,
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GameId: gameId,
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// XXX: update with missing fields
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StatsReq: hbserver.StatsRequest{
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StatsReq: server.StatsRequest{
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Hp: *hp,
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Speed: *speed,
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Acceleration: *acceleration,
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@ -65,7 +65,7 @@ func main() {
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log.Fatal("%s: failed to negociate: %s", c.Name, err)
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}
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c.Player = hbclient.NewSimplePlayer(
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c.Player = client.NewSimplePlayer(
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c.Game.BoardSize.Width,
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c.Game.BoardSize.Height,
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)
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30
player.go
30
player.go
@ -5,7 +5,7 @@ import (
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"math"
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"math/rand"
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hbserver "bitbucket.org/hackerbots/server"
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"bitbucket.org/hackerbots/server"
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"bitbucket.org/hackerbots/vector"
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)
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@ -15,17 +15,17 @@ import (
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// The general case will be to implement a Player type that contains the magic
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// required to slay other robots quickly while staying alive for a long time.
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type Player interface {
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Recv(bs *hbserver.Boardstate)
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Instruction() map[string]hbserver.Instruction
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Recv(bs *server.Boardstate)
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Instruction() map[string]server.Instruction
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}
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// SimplePlayer is our default player and stands as a starting point for your
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// own Player implementations.
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type SimplePlayer struct {
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me hbserver.Robot
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me server.Robot
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width, height float32
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knownObstacles map[string]hbserver.Obstacle
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nearestEnemy *hbserver.OtherRobot
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knownObstacles map[string]server.Obstacle
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nearestEnemy *server.OtherRobot
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fireat *vector.Point2d
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moveto *vector.Point2d
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speed float32
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@ -36,7 +36,7 @@ type SimplePlayer struct {
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// NewSimplePlayer simply returns a populated, usable *SimplePlayer
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func NewSimplePlayer(width, height float32) *SimplePlayer {
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return &SimplePlayer{
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knownObstacles: make(map[string]hbserver.Obstacle),
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knownObstacles: make(map[string]server.Obstacle),
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width: width,
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height: height,
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maxSpeed: 100,
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@ -44,8 +44,8 @@ func NewSimplePlayer(width, height float32) *SimplePlayer {
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}
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}
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// Recv is our implementation of receiving a hbserver.Boardstate from the server
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func (p *SimplePlayer) Recv(bs *hbserver.Boardstate) {
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// Recv is our implementation of receiving a server.Boardstate from the server
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func (p *SimplePlayer) Recv(bs *server.Boardstate) {
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p.speed = p.maxSpeed
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if len(bs.MyRobots) > 0 {
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p.me = bs.MyRobots[0]
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@ -81,7 +81,7 @@ func (p *SimplePlayer) navigate() {
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}
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}
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func (p *SimplePlayer) recon(bs *hbserver.Boardstate) {
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func (p *SimplePlayer) recon(bs *server.Boardstate) {
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for _, o := range bs.Objects {
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obj := MiniObstacle(o)
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if _, ok := p.knownObstacles[obj.Id()]; !ok {
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@ -109,8 +109,8 @@ func (p *SimplePlayer) recon(bs *hbserver.Boardstate) {
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// Instruction is our default implementation of preparing a map of information
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// to be sent to server.
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func (p *SimplePlayer) Instruction() map[string]hbserver.Instruction {
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return map[string]hbserver.Instruction{
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func (p *SimplePlayer) Instruction() map[string]server.Instruction {
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return map[string]server.Instruction{
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p.me.Id: {
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MoveTo: p.moveto,
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TargetSpeed: &p.speed,
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@ -142,7 +142,7 @@ func (p *SimplePlayer) probe(destination vector.Point2d) bool {
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return true
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}
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// MiniObstacle is a convenient way to encode/decode between the [4]int -> hbserver.Obstacle
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// MiniObstacle is a convenient way to encode/decode between the [4]int -> server.Obstacle
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type MiniObstacle [4]int
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// id is used to calculate a key for use in maps
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@ -161,8 +161,8 @@ func (mo MiniObstacle) String() string {
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}
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// ToObstacle is where the conversion magic happens
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func (mo *MiniObstacle) ToObstacle() hbserver.Obstacle {
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return hbserver.Obstacle{
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func (mo *MiniObstacle) ToObstacle() server.Obstacle {
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return server.Obstacle{
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Bounds: vector.AABB2d{
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A: vector.Point2d{float32(mo[0]), float32(mo[1])},
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B: vector.Point2d{float32(mo[2]), float32(mo[3])},
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