float32 -> float64
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parent
2b710ef40d
commit
d3e7a247c8
16
player.go
16
player.go
@ -22,18 +22,18 @@ type Player interface {
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// own Player implementations.
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type SimplePlayer struct {
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me server.Robot
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width, height float32
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width, height float64
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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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maxSpeed float32
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safeDistance float32
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speed float64
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maxSpeed float64
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safeDistance float64
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}
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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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func NewSimplePlayer(width, height float64) *SimplePlayer {
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return &SimplePlayer{
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knownObstacles: make(map[string]server.Obstacle),
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width: width,
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@ -93,7 +93,7 @@ func (p *SimplePlayer) recon(bs *server.Boardstate) {
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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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closest := 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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@ -120,8 +120,8 @@ func (p *SimplePlayer) Instruction() map[string]server.Instruction {
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func (p *SimplePlayer) randomDirection() *vector.Point2d {
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pt := vector.Vector2d{
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X: rand.Float32() * p.width,
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Y: rand.Float32() * p.height,
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X: rand.Float64() * p.width,
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Y: rand.Float64() * p.height,
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}.ToPoint()
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return &pt
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}
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