prep code for reuse
This commit is contained in:
parent
0c254caff5
commit
d0c3b5a117
169
client.go
Normal file
169
client.go
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@ -0,0 +1,169 @@
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package botclient
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import (
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"encoding/gob"
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"encoding/json"
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"errors"
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"fmt"
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"log"
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"bitbucket.org/hackerbots/botserv"
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"code.google.com/p/go.net/websocket"
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)
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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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return websocket.Dial(url, "", origin)
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}
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type Client struct {
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ForceJSON bool
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GameId string
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Name string
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Port int
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Server string
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StatsReq botserv.StatsRequest
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Verbose bool
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Player Player
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Game botserv.GameParam
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boardstate botserv.Boardstate
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ws *websocket.Conn
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}
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type encoder interface {
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Encode(v interface{}) error
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}
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type decoder interface {
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Decode(v interface{}) error
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}
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func (c *Client) Negociate() (err error) {
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if c.Verbose {
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log.Printf("%s: trying to connect to game '%s'", c.Name, c.GameId)
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}
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c.ws, err = connect(c.Server, c.Port)
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if err != nil {
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return errors.New(fmt.Sprintf("connection failure: %s", err))
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}
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err = websocket.JSON.Send(c.ws, struct {
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Id string `json:"id"`
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}{
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c.GameId,
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})
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if err != nil {
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return err
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}
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var idreq struct {
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Type string `json:"type"`
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PlayerId string `json:"id"`
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}
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err = websocket.JSON.Receive(c.ws, &idreq)
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if err != nil || idreq.Type == "failure" {
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return errors.New(fmt.Sprintf("failure: %+v", idreq))
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}
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if c.Verbose {
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log.Printf("%s: idreq: %+v", c.Name, idreq)
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}
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err = websocket.JSON.Send(c.ws, struct {
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Type string `json:"type"`
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Name string `json:"name"`
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Useragent string `json:"useragent"`
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}{
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Name: c.Name,
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Useragent: "gobot",
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Type: "robot",
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})
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if err != nil {
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return err
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}
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supportedEncs := []string{"bson", "json", "gob"}
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if c.ForceJSON {
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supportedEncs = []string{"json"}
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}
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err = websocket.JSON.Send(c.ws, supportedEncs)
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if err != nil {
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return errors.New(fmt.Sprintf("failure: %+v", err))
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}
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err = websocket.JSON.Receive(c.ws, &c.Game)
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if c.Game.Type != "gameparam" {
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return errors.New("didn't receive a good gameparam")
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}
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if c.Verbose {
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log.Printf("%s: game parameters: %+v", c.Name, c.Game)
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}
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conf := botserv.ClientConfig{
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ID: c.GameId,
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Stats: map[string]botserv.StatsRequest{
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c.Name: c.StatsReq,
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},
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}
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err = websocket.JSON.Send(c.ws, conf)
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var handshake struct {
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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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botserv.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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return errors.New(handshake.Reason)
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}
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if c.Verbose {
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log.Printf("%s: handshake: %+v", c.Name, handshake)
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}
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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]botserv.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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return err
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}
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return nil
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}
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func (c *Client) Play() error {
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log.Printf("%s: starting loop", c.Name)
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var enc encoder
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var dec decoder
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if c.Game.Encoding == "json" {
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enc = json.NewEncoder(c.ws)
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dec = json.NewDecoder(c.ws)
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} else {
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enc = gob.NewEncoder(c.ws)
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dec = gob.NewDecoder(c.ws)
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}
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var err error
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for {
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err = dec.Decode(&c.boardstate)
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if err != nil {
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return errors.New(fmt.Sprintf("%s: Connection likely lost: %s", c.Name, err))
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}
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c.Player.Recv(&c.boardstate)
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instruction := c.Player.Instruction()
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err = enc.Encode(instruction)
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if err != nil {
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return err
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}
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}
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return nil
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}
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@ -2,10 +2,8 @@ package main
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import (
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"flag"
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"fmt"
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"log"
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"math/rand"
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"sync"
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"time"
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"bitbucket.org/hackerbots/botclient"
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@ -26,49 +24,53 @@ var weaponSpeed = flag.Int("wspeed", 50, "weapons speed")
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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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var botcount = flag.Int("bots", 1, "number of bots to spin up")
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var verbose = flag.Bool("verbose", false, "run verbosly")
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var forceJSON = flag.Bool("json", false, "force json encoding")
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func main() {
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log.SetFlags(log.Ldate | log.Ltime | log.Lshortfile)
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rand.Seed(time.Now().UnixNano())
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var gameName string
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var gameId string
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flag.Parse()
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if flag.NArg() < 1 {
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gameName = "debug"
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gameId = "debug"
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} else {
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gameName = flag.Arg(0)
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gameId = flag.Arg(0)
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}
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var wg sync.WaitGroup
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for i := 0; i < *botcount; i++ {
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r := &botclient.Robot{
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Server: *server,
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Port: *port,
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Name: fmt.Sprintf("%s%d", *botname, i),
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GameName: gameName,
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// XXX: update with missing fields
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StatsReq: botserv.StatsRequest{
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Hp: *hp,
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Speed: *speed,
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Acceleration: *acceleration,
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ScannerRadius: *scannerRadius,
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TurnSpeed: *turnSpeed,
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FireRate: *fireRate,
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WeaponRadius: *weaponRadius,
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WeaponDamage: *weaponDamage,
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WeaponSpeed: *weaponSpeed,
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},
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Wg: &wg,
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KnownObstacles: make(map[string]botserv.Obstacle),
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}
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wg.Add(1)
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go r.Play()
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c := &botclient.Client{
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Server: *server,
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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: botserv.StatsRequest{
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Hp: *hp,
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Speed: *speed,
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Acceleration: *acceleration,
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ScannerRadius: *scannerRadius,
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TurnSpeed: *turnSpeed,
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FireRate: *fireRate,
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WeaponRadius: *weaponRadius,
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WeaponDamage: *weaponDamage,
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WeaponSpeed: *weaponSpeed,
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},
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Verbose: *verbose,
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ForceJSON: *forceJSON,
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}
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var err error
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err = c.Negociate()
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if err != nil {
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log.Printf("%s: failed to negociate: %s", c.Name, err)
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}
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c.Player = botclient.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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if err := c.Play(); err != nil {
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log.Fatal(err)
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}
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wg.Wait()
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}
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160
player.go
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160
player.go
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package botclient
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import (
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"fmt"
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"math"
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"math/rand"
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"bitbucket.org/hackerbots/botserv"
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"bitbucket.org/hackerbots/vector"
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)
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type Player interface {
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Recv(bs *botserv.Boardstate)
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Instruction() map[string]botserv.Instruction
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}
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type SimplePlayer struct {
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me botserv.Robot
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width, height float32
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knownObstacles map[string]botserv.Obstacle
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nearestEnemy *botserv.OtherRobot
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fireat *govector.Point2d
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moveto *govector.Point2d
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speed float32
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maxSpeed float32
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safeDistance float32
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}
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func NewSimplePlayer(width, height float32) *SimplePlayer {
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return &SimplePlayer{
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knownObstacles: make(map[string]botserv.Obstacle),
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width: width,
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height: height,
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maxSpeed: 100,
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safeDistance: 40,
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}
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}
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func (p *SimplePlayer) Recv(bs *botserv.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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} else {
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return
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}
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p.recon(bs)
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p.navigate()
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}
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func (p *SimplePlayer) navigate() {
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if p.moveto == nil {
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p.moveto = p.randomDirection()
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}
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togo := p.me.Position.Sub(*p.moveto).Mag()
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if togo < p.safeDistance+5 {
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p.moveto = p.randomDirection()
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return
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}
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if !p.probe(p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))) {
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p.speed = 0
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if !p.probe(*p.moveto) {
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p.moveto = p.randomDirection()
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return
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}
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}
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if p.me.Collision != nil {
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p.moveto = p.randomDirection()
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p.speed = 0
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return
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}
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}
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func (p *SimplePlayer) recon(bs *botserv.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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p.knownObstacles[obj.Id()] = obj.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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p.nearestEnemy = nil
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p.fireat = nil
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closest := float32(math.Inf(1))
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for _, enemy := range bs.OtherRobots {
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dist := p.me.Position.Sub(enemy.Position).Mag()
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if dist < closest && dist > p.safeDistance {
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p.nearestEnemy = &enemy
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}
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}
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if p.nearestEnemy != nil {
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point := p.nearestEnemy.Position.Add(p.nearestEnemy.Heading.Scale(p.safeDistance))
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p.fireat = &point
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}
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}
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func (p *SimplePlayer) Instruction() map[string]botserv.Instruction {
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return map[string]botserv.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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FireAt: p.fireat,
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},
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}
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}
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func (p *SimplePlayer) randomDirection() *govector.Point2d {
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pt := govector.Vector2d{
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X: rand.Float32() * p.width,
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Y: rand.Float32() * p.height,
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}.ToPoint()
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return &pt
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}
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func (p *SimplePlayer) probe(destination govector.Point2d) bool {
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// XXX: make test for this
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for _, v := range p.knownObstacles {
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collided, _, _ := govector.RectIntersection(
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v.Bounds,
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p.me.Position,
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destination.Sub(p.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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return true
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}
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// MiniObstacle is a convenient way to encode/decode between the [4]int -> botserv.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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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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// toObstacle is where the conversion magic happens
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func (mo *MiniObstacle) ToObstacle() botserv.Obstacle {
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return botserv.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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326
robot.go
326
robot.go
@ -1,326 +0,0 @@
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package botclient
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import (
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"encoding/gob"
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"encoding/json"
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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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"bitbucket.org/hackerbots/botserv"
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"bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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)
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const maxSpeed = 100
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const safeDistance = 40
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const maxSearchIterations = 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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url := fmt.Sprintf("ws://%s:%d/ws/", server, port)
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return websocket.Dial(url, "", origin)
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}
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type Robot struct {
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verbose bool
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forceJSON bool
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Server string
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Port int
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ws *websocket.Conn
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game botserv.GameParam
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playerId string
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Name string
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GameName string
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StatsReq botserv.StatsRequest
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statsCalculated botserv.Stats
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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 botserv.Boardstate
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me botserv.Robot
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KnownObstacles map[string]botserv.Obstacle
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nearestEnemy *botserv.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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Wg *sync.WaitGroup
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}
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type encoder interface {
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Encode(v interface{}) error
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}
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type decoder interface {
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Decode(v interface{}) error
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}
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func (r *Robot) negociate() (err error) {
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if r.verbose {
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log.Printf("%s: trying to connect to game '%s'", r.Name, r.GameName)
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}
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r.ws, err = connect(r.Server, r.Port)
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if err != nil {
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return errors.New(fmt.Sprintf("connection failure: %s", err))
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}
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err = websocket.JSON.Send(r.ws, struct {
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Id string `json:"id"`
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}{
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r.GameName,
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})
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if err != nil {
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return err
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}
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var idreq struct {
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Type string `json:"type"`
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PlayerId string `json:"id"`
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}
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err = websocket.JSON.Receive(r.ws, &idreq)
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if err != nil || idreq.Type == "failure" {
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return errors.New(fmt.Sprintf("failure: %+v", idreq))
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}
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if r.verbose {
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log.Printf("%s: idreq: %+v", r.Name, idreq)
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}
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err = websocket.JSON.Send(r.ws, struct {
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Type string `json:"type"`
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Name string `json:"name"`
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Useragent string `json:"useragent"`
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}{
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Name: r.Name,
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Useragent: "gobot",
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Type: "robot",
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})
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if err != nil {
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return err
|
||||
}
|
||||
|
||||
supportedEncs := []string{"bson", "json", "gob"}
|
||||
if r.forceJSON {
|
||||
supportedEncs = []string{"json"}
|
||||
}
|
||||
err = websocket.JSON.Send(r.ws, supportedEncs)
|
||||
if err != nil {
|
||||
return errors.New(fmt.Sprintf("failure: %+v", err))
|
||||
}
|
||||
|
||||
err = websocket.JSON.Receive(r.ws, &r.game)
|
||||
if r.game.Type != "gameparam" {
|
||||
return errors.New("didn't receive a good gameparam")
|
||||
}
|
||||
if r.verbose {
|
||||
log.Printf("%s: game parameters: %+v", r.Name, r.game)
|
||||
}
|
||||
|
||||
conf := botserv.ClientConfig{
|
||||
ID: r.GameName,
|
||||
Stats: map[string]botserv.StatsRequest{
|
||||
r.Name: r.StatsReq,
|
||||
},
|
||||
}
|
||||
|
||||
err = websocket.JSON.Send(r.ws, conf)
|
||||
|
||||
var handshake struct {
|
||||
Id string `json:"id"`
|
||||
Success bool `json:"success"`
|
||||
Type string `json:"type"`
|
||||
botserv.Failure
|
||||
}
|
||||
websocket.JSON.Receive(r.ws, &handshake)
|
||||
if !handshake.Success {
|
||||
return errors.New(handshake.Reason)
|
||||
}
|
||||
r.playerId = handshake.Id
|
||||
if r.verbose {
|
||||
log.Printf("%s: handshake: %+v", r.Name, handshake)
|
||||
}
|
||||
|
||||
dstats := struct {
|
||||
Stats map[string]botserv.Stats `json:"stats"`
|
||||
Type string `json:"type"`
|
||||
}{}
|
||||
err = websocket.JSON.Receive(r.ws, &dstats)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
log.Printf("%s: recv stats", r.Name)
|
||||
|
||||
// this player only ever has one robot, so we're just picking off our own
|
||||
// stats
|
||||
_, ok := dstats.Stats[r.Name]
|
||||
if !ok {
|
||||
return errors.New("my name not found in stats map")
|
||||
}
|
||||
r.statsCalculated = dstats.Stats[r.Name]
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (r *Robot) Play() {
|
||||
defer r.Wg.Done()
|
||||
var err error
|
||||
err = r.negociate()
|
||||
if err != nil {
|
||||
log.Printf("%s: failed to negociate: %s", r.Name, err)
|
||||
return
|
||||
}
|
||||
|
||||
log.Printf("%s: starting loop", r.Name)
|
||||
|
||||
var enc encoder
|
||||
var dec decoder
|
||||
|
||||
if r.game.Encoding == "json" {
|
||||
enc = json.NewEncoder(r.ws)
|
||||
dec = json.NewDecoder(r.ws)
|
||||
} else {
|
||||
enc = gob.NewEncoder(r.ws)
|
||||
dec = gob.NewDecoder(r.ws)
|
||||
}
|
||||
|
||||
for {
|
||||
r.speed = float32(maxSpeed)
|
||||
if r.verbose {
|
||||
log.Printf("%s: about to wait on boardstate", r.Name)
|
||||
}
|
||||
err = dec.Decode(&r.boardstate)
|
||||
if err != nil {
|
||||
log.Printf("%s: Connection lost", r.Name)
|
||||
return
|
||||
}
|
||||
if r.verbose {
|
||||
log.Printf("%s: one recv boardstate", r.Name)
|
||||
}
|
||||
// TODO: I need a truly-verbose flag?
|
||||
// if r.verbose {
|
||||
// log.Printf("\n\n%#v\n\n", r.boardstate)
|
||||
// }
|
||||
|
||||
r.recon()
|
||||
|
||||
if len(r.boardstate.MyRobots) > 0 {
|
||||
r.me = r.boardstate.MyRobots[0]
|
||||
} else {
|
||||
continue
|
||||
}
|
||||
|
||||
if r.verbose {
|
||||
log.Printf("%s before: %+v", r.Name, r.moveto)
|
||||
}
|
||||
r.navigate()
|
||||
if r.verbose {
|
||||
log.Printf("%s after: %+v", r.Name, r.moveto)
|
||||
}
|
||||
|
||||
instruction := map[string]botserv.Instruction{
|
||||
r.me.Id: {
|
||||
MoveTo: r.moveto,
|
||||
TargetSpeed: &r.speed,
|
||||
FireAt: r.fireat,
|
||||
},
|
||||
}
|
||||
err = enc.Encode(instruction)
|
||||
if err != nil {
|
||||
log.Println(err)
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) recon() {
|
||||
for _, o := range r.boardstate.Objects {
|
||||
obj := MiniObstacle(o)
|
||||
if _, ok := r.KnownObstacles[obj.id()]; !ok {
|
||||
r.KnownObstacles[obj.id()] = obj.toObstacle()
|
||||
}
|
||||
}
|
||||
|
||||
// simplest shooting strategy ... need to do the following:
|
||||
// not shoot through buildings
|
||||
// shoot at where the robot will be, not where it was.
|
||||
r.nearestEnemy = nil
|
||||
r.fireat = nil
|
||||
closest := float32(math.Inf(1))
|
||||
for _, enemy := range r.boardstate.OtherRobots {
|
||||
dist := r.me.Position.Sub(enemy.Position).Mag()
|
||||
if dist < closest && dist > safeDistance {
|
||||
r.nearestEnemy = &enemy
|
||||
}
|
||||
}
|
||||
if r.nearestEnemy != nil {
|
||||
point := r.nearestEnemy.Position.Add(r.nearestEnemy.Heading.Scale(safeDistance))
|
||||
r.fireat = &point
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) randomDirection() *govector.Point2d {
|
||||
p := govector.Vector2d{
|
||||
X: rand.Float32() * r.game.BoardSize.Width,
|
||||
Y: rand.Float32() * r.game.BoardSize.Height,
|
||||
}.ToPoint()
|
||||
return &p
|
||||
}
|
||||
|
||||
func (r *Robot) probe(destination govector.Point2d) bool {
|
||||
// XXX: make test for this
|
||||
for _, v := range r.KnownObstacles {
|
||||
collided, _, _ := govector.RectIntersection(
|
||||
v.Bounds,
|
||||
r.me.Position,
|
||||
destination.Sub(r.me.Position),
|
||||
)
|
||||
if collided {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (r *Robot) navigate() {
|
||||
|
||||
if r.moveto == nil {
|
||||
if r.verbose {
|
||||
log.Printf("%s: nil", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
}
|
||||
|
||||
togo := r.me.Position.Sub(*r.moveto).Mag()
|
||||
if togo < safeDistance+5 {
|
||||
if r.verbose {
|
||||
log.Printf("%s got to destination", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
return
|
||||
}
|
||||
if !r.probe(r.me.Position.Add(r.me.Heading.Scale(safeDistance))) {
|
||||
if r.verbose {
|
||||
log.Printf("%s going to run into something", r.Name)
|
||||
}
|
||||
r.speed = 0
|
||||
if !r.probe(*r.moveto) {
|
||||
if r.verbose {
|
||||
log.Printf("%s unsafe to move, choose new direction", r.Name)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
return
|
||||
}
|
||||
}
|
||||
if r.me.Collision != nil {
|
||||
// XXX: I am being told I am here ...
|
||||
if r.verbose {
|
||||
log.Printf("%s apparent collision: %#v", r.Name, r.me.Collision)
|
||||
}
|
||||
r.moveto = r.randomDirection()
|
||||
r.speed = 0
|
||||
return
|
||||
}
|
||||
}
|
33
shims.go
33
shims.go
@ -1,33 +0,0 @@
|
||||
package botclient
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"bitbucket.org/hackerbots/botserv"
|
||||
"bitbucket.org/hackerbots/vector"
|
||||
)
|
||||
|
||||
type MiniObstacle [4]int
|
||||
|
||||
func (mo *MiniObstacle) id() string {
|
||||
return fmt.Sprintf(
|
||||
"%x%x%x%x",
|
||||
mo[0],
|
||||
mo[1],
|
||||
mo[2],
|
||||
mo[3],
|
||||
)
|
||||
}
|
||||
|
||||
func (mo MiniObstacle) String() string {
|
||||
return mo.id()
|
||||
}
|
||||
|
||||
func (mo *MiniObstacle) toObstacle() botserv.Obstacle {
|
||||
return botserv.Obstacle{
|
||||
Bounds: govector.AABB2d{
|
||||
A: govector.Point2d{float32(mo[0]), float32(mo[1])},
|
||||
B: govector.Point2d{float32(mo[2]), float32(mo[3])},
|
||||
},
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user