unstopped failure conditions
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parent
2fb7ff7b20
commit
e1bed61a00
5
main.go
5
main.go
@ -3,7 +3,6 @@ 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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@ -61,10 +60,10 @@ func main() {
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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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}
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log.Printf("my robot: %+v", r)
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go r.play()
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wg.Add(1)
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go r.play()
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}
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wg.Wait()
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}
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45
robot.go
45
robot.go
@ -7,6 +7,7 @@ import (
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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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)
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func connect(server string, port int) (*websocket.Conn, error) {
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@ -23,6 +24,10 @@ type robot struct {
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playerId string
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name string
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stats StatsRequest
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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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func (r *robot) negociate() (err error) {
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@ -93,6 +98,7 @@ func (r *robot) negociate() (err error) {
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}
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func (r *robot) play() {
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defer r.wg.Done()
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var err error
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err = r.negociate()
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if err != nil {
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@ -118,26 +124,29 @@ func (r *robot) play() {
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log.Printf("%s: Connection lost", r.name)
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return
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}
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me = boardstate.MyRobots[0]
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if govector.Distance(me.Position, moveto) < 3.0 {
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log.Printf("old: %+v: %+v", me.Position, moveto)
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moveto = govector.Point2d{
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X: rand.Float32() * r.game.BoardSize.Width,
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Y: rand.Float32() * r.game.BoardSize.Height,
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for _, me := range boardstate.MyRobots {
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me = boardstate.MyRobots[0]
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if govector.Distance(me.Position, moveto) < 3.0 {
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log.Printf("%s: old: %+v: %+v", r.name, me.Position, moveto)
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moveto = govector.Point2d{
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X: rand.Float32() * r.game.BoardSize.Width,
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Y: rand.Float32() * r.game.BoardSize.Height,
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}
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log.Printf("%s: new: %+v: %+v", r.name, me.Position, moveto)
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}
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log.Printf("new: %+v: %+v", me.Position, moveto)
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}
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// TODO: send instructions
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instruction := map[string]Instruction{
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me.Id: {
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MoveTo: &moveto,
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FireAt: &moveto,
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},
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}
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err = websocket.JSON.Send(r.ws, instruction)
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if err != nil {
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log.Fatal(err)
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// TODO: send instructions
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instruction := map[string]Instruction{
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me.Id: {
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MoveTo: &moveto,
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FireAt: &moveto,
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},
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}
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err = websocket.JSON.Send(r.ws, instruction)
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if err != nil {
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log.Println(err)
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return
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}
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}
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}
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}
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