172 lines
4.0 KiB
Go
172 lines
4.0 KiB
Go
package client
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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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hbserver "bitbucket.org/hackerbots/server"
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"bitbucket.org/hackerbots/vector"
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)
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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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// The general case will be to implement a Player type that contains the magic
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// required to slay other robots quickly while staying alive for a long time.
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type Player interface {
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Recv(bs *hbserver.Boardstate)
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Instruction() map[string]hbserver.Instruction
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}
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// SimplePlayer is our default player and stands as a starting point for your
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// own Player implementations.
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type SimplePlayer struct {
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me hbserver.Robot
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width, height float32
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knownObstacles map[string]hbserver.Obstacle
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nearestEnemy *hbserver.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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}
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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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return &SimplePlayer{
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knownObstacles: make(map[string]hbserver.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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// Recv is our implementation of receiving a hbserver.Boardstate from the server
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func (p *SimplePlayer) Recv(bs *hbserver.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 *hbserver.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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// Instruction is our default implementation of preparing a map of information
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// to be sent to server.
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func (p *SimplePlayer) Instruction() map[string]hbserver.Instruction {
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return map[string]hbserver.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() *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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}.ToPoint()
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return &pt
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}
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func (p *SimplePlayer) probe(destination vector.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, _, _ := vector.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 -> hbserver.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() hbserver.Obstacle {
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return hbserver.Obstacle{
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Bounds: vector.AABB2d{
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A: vector.Point2d{float32(mo[0]), float32(mo[1])},
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B: vector.Point2d{float32(mo[2]), float32(mo[3])},
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},
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}
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}
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