Improving basic swarm bot
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a2436fe8d8
commit
f8ecde3e81
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@ -30,6 +30,7 @@ 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 gameId string
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flag.Parse()
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@ -39,6 +40,7 @@ func main() {
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gameId = flag.Arg(0)
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}
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client.Verbose = *verbose
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c := &client.Client{
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Server: *serverHostname,
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Port: *port,
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149
player.go
149
player.go
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@ -9,6 +9,8 @@ import (
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"bitbucket.org/hackerbots/vector"
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)
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var Verbose bool = false
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// Player is the interface that is implemented when specifying non-default
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// player behavior.
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//
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@ -22,90 +24,120 @@ 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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height: height,
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maxSpeed: 100,
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safeDistance: 40,
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maxSpeed: 1000,
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safeDistance: 50,
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}
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}
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// Recv is our implementation of receiving a server.Boardstate from the server
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func (p *SimplePlayer) Update(bot *server.Robot, bs *server.Boardstate) server.Instruction{
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instruction := server.Instruction{
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MoveTo: nil,
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TargetSpeed: nil,
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FireAt: nil,
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}
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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 instruction
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p.me = *bot
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p.speed = 1000
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if p.me.Health <= 0{
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return server.Instruction{}
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}
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p.recon(bs)
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p.navigate()
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probe_point := p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))
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if Verbose {
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fmt.Printf("PROBE SENT: %v\n",probe_point)
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}
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return server.Instruction{
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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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Probe: &probe_point,
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}
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}
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func (p *SimplePlayer) navigate() {
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if Verbose {
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fmt.Printf("%v S:%v H:%v TS:%v\n\tX:%v Y:%v\n\tHX:%v HY:%v\n",
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p.me.Name, p.me.Speed, p.me.Health, p.me.TargetSpeed,
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p.me.Position.X, p.me.Position.Y,
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p.me.Heading.X, p.me.Heading.Y)
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if p.me.MoveTo != nil {
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fmt.Printf("\tTX:%v TY:%v\n",
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p.me.MoveTo.X, p.me.MoveTo.Y)
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}
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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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// if !p.probe(*p.moveto) {
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// p.moveto = p.randomDirectionDrift(p.moveto, 20)
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// // p.speed = p.maxSpeed
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// fmt.Printf("Obstacle?\n")
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// return
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// }
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// }
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if p.me.ProbeResult != nil {
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p.moveto = p.randomDirectionDrift(&p.me.Position, 100)
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p.speed = -20
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if Verbose {
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fmt.Printf("Probe %v\n", p.me.ProbeResult)
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}
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return
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}
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if p.me.Collision != nil {
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p.moveto = p.randomDirectionDrift(&p.me.Position, 100)
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p.speed = -20
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if Verbose {
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fmt.Printf("Hit!\n")
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}
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return
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}
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if p.moveto == nil {
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p.moveto = p.randomDirection()
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// p.speed = p.maxSpeed
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if Verbose {
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fmt.Printf("Start\n")
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}
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return
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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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// p.speed = p.maxSpeed
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if Verbose {
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fmt.Printf("New Dest\n")
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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 *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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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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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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@ -118,10 +150,23 @@ func (p *SimplePlayer) recon(bs *server.Boardstate) {
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}
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}
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func (p *SimplePlayer) randomDirectionDrift(start *vector.Point2d, drift float64) *vector.Point2d {
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for {
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pt := vector.Vector2d{
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X: start.X - drift + rand.Float64() * drift * 2,
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Y: start.Y - drift + rand.Float64() * drift * 2,
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}.ToPoint()
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if pt.X > 0 && pt.X < p.width && pt.Y > 0 && pt.Y < p.height {
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return &pt
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}
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}
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}
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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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@ -140,31 +185,3 @@ func (p *SimplePlayer) probe(destination vector.Point2d) bool {
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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 -> 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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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() server.Obstacle {
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return server.Obstacle{
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Bounds: vector.AABB2d{
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A: vector.Point2d{X: float32(mo[0]), Y: float32(mo[1])},
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B: vector.Point2d{X: float32(mo[2]), Y: float32(mo[3])},
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},
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}
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}
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