client/main.go

73 lines
1.8 KiB
Go

package main
import (
"flag"
"fmt"
"log"
"math/rand"
"sync"
"time"
)
var hp = flag.Int("hp", 50, "")
var speed = flag.Int("speed", 50, "")
var acceleration = flag.Int("acceleration", 50, "")
var scannerRadius = flag.Int("srad", 50, "scanner radius")
var turnSpeed = flag.Int("omega", 50, "turn speed")
var fireRate = flag.Int("fire-rate", 50, "scanner radius")
var weaponRadius = flag.Int("wrad", 50, "weapon radius")
var weaponDamage = flag.Int("wdamage", 50, "weapons umph")
var weaponSpeed = flag.Int("wspeed", 50, "weapons speed")
// XXX: add TurnSpeed, WeaponDamage, WeaponSpeed
var server = flag.String("server", "localhost", "server hostname")
var port = flag.Int("port", 8666, "server port")
var botname = flag.String("name", "gobot", "the name that other players will see")
var botcount = flag.Int("bots", 1, "number of bots to spin up")
var verbose = flag.Bool("verbose", false, "run verbosly")
func main() {
log.SetFlags(log.Ldate | log.Ltime | log.Lshortfile)
rand.Seed(time.Now().UnixNano())
var gameName string
flag.Parse()
if flag.NArg() < 1 {
gameName = "debug"
} else {
gameName = flag.Arg(0)
}
var wg sync.WaitGroup
for i := 0; i < *botcount; i++ {
r := &robot{
server: *server,
port: *port,
name: fmt.Sprintf("%s%d", *botname, i),
game: GameParam{
name: gameName,
},
// XXX: update with missing fields
stats: StatsRequest{
Hp: *hp,
Speed: *speed,
Acceleration: *acceleration,
ScannerRadius: *scannerRadius,
TurnSpeed: *turnSpeed,
FireRate: *fireRate,
WeaponRadius: *weaponRadius,
WeaponDamage: *weaponDamage,
WeaponSpeed: *weaponSpeed,
},
wg: &wg,
knownObstacles: make(map[string]Obstacle),
}
wg.Add(1)
go r.play()
}
wg.Wait()
}