152 lines
3.6 KiB
Go
152 lines
3.6 KiB
Go
package client
|
|
|
|
import (
|
|
"math"
|
|
"math/rand"
|
|
|
|
"bitbucket.org/hackerbots/server"
|
|
"bitbucket.org/hackerbots/vector"
|
|
)
|
|
|
|
// Player is the interface that is implemented when specifying non-default
|
|
// player behavior.
|
|
//
|
|
// The general case will be to implement a Player type that contains the magic
|
|
// required to slay other robots quickly while staying alive for a long time.
|
|
type Player interface {
|
|
Update(bs *server.Boardstate) map[string]server.Instruction
|
|
}
|
|
|
|
// SimplePlayer is our default player and stands as a starting point for your
|
|
// own Player implementations.
|
|
type SimplePlayer struct {
|
|
me server.Robot
|
|
width, height float64
|
|
knownObstacles map[string]server.Obstacle
|
|
nearestEnemy *server.OtherRobot
|
|
fireat *vector.Point2d
|
|
moveto *vector.Point2d
|
|
speed float64
|
|
maxSpeed float64
|
|
safeDistance float64
|
|
}
|
|
|
|
// NewSimplePlayer simply returns a populated, usable *SimplePlayer
|
|
func NewSimplePlayer(width, height float64) *SimplePlayer {
|
|
return &SimplePlayer{
|
|
knownObstacles: make(map[string]server.Obstacle),
|
|
width: width,
|
|
height: height,
|
|
maxSpeed: 100,
|
|
safeDistance: 40,
|
|
}
|
|
}
|
|
|
|
// Update is our implementation of recieving and processing a server.Boardstate
|
|
// from the server
|
|
func (p *SimplePlayer) Update(bs *server.Boardstate) map[string]server.Instruction {
|
|
instructions := make(map[string]server.Instruction)
|
|
|
|
for _, bot := range bs.MyRobots {
|
|
p.me = bot
|
|
p.speed = 1000
|
|
if p.me.Health <= 0 {
|
|
continue
|
|
}
|
|
|
|
p.recon(bs)
|
|
p.navigate()
|
|
|
|
probe_point := p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))
|
|
|
|
instructions[bot.Id] = server.Instruction{
|
|
MoveTo: p.moveto,
|
|
TargetSpeed: &p.speed,
|
|
FireAt: p.fireat,
|
|
Probe: &probe_point,
|
|
}
|
|
}
|
|
|
|
return instructions
|
|
}
|
|
|
|
func (p *SimplePlayer) navigate() {
|
|
if p.moveto == nil {
|
|
p.moveto = p.randomDirection()
|
|
}
|
|
|
|
togo := p.me.Position.Sub(*p.moveto).Mag()
|
|
if togo < p.safeDistance+5 {
|
|
p.moveto = p.randomDirection()
|
|
return
|
|
}
|
|
if !p.probe(p.me.Position.Add(p.me.Heading.Scale(p.safeDistance))) {
|
|
p.speed = 0
|
|
if !p.probe(*p.moveto) {
|
|
p.moveto = p.randomDirection()
|
|
return
|
|
}
|
|
}
|
|
if p.me.Collision != nil {
|
|
p.moveto = p.randomDirection()
|
|
p.speed = 0
|
|
return
|
|
}
|
|
}
|
|
|
|
func (p *SimplePlayer) recon(bs *server.Boardstate) {
|
|
// XXX: need to keep track of seen objects ..
|
|
|
|
// simplest shooting strategy ... need to do the following:
|
|
// not shoot through buildings
|
|
// shoot at where the robot will be, not where it was.
|
|
p.nearestEnemy = nil
|
|
p.fireat = nil
|
|
closest := math.Inf(1)
|
|
for _, enemy := range bs.OtherRobots {
|
|
dist := p.me.Position.Sub(enemy.Position).Mag()
|
|
if dist < closest && dist > p.safeDistance {
|
|
p.nearestEnemy = &enemy
|
|
}
|
|
}
|
|
if p.nearestEnemy != nil {
|
|
point := p.nearestEnemy.Position.Add(p.nearestEnemy.Heading.Scale(p.safeDistance))
|
|
p.fireat = &point
|
|
}
|
|
}
|
|
|
|
// Instruction is our default implementation of preparing a map of information
|
|
// to be sent to server.
|
|
func (p *SimplePlayer) Instruction() map[string]server.Instruction {
|
|
return map[string]server.Instruction{
|
|
p.me.Id: {
|
|
MoveTo: p.moveto,
|
|
TargetSpeed: &p.speed,
|
|
FireAt: p.fireat,
|
|
},
|
|
}
|
|
}
|
|
|
|
func (p *SimplePlayer) randomDirection() *vector.Point2d {
|
|
pt := vector.Vector2d{
|
|
X: rand.Float64() * p.width,
|
|
Y: rand.Float64() * p.height,
|
|
}.ToPoint()
|
|
return &pt
|
|
}
|
|
|
|
func (p *SimplePlayer) probe(destination vector.Point2d) bool {
|
|
// XXX: make test for this
|
|
for _, v := range p.knownObstacles {
|
|
collided, _, _ := vector.RectIntersection(
|
|
v.Bounds,
|
|
p.me.Position,
|
|
destination.Sub(p.me.Position),
|
|
)
|
|
if collided {
|
|
return false
|
|
}
|
|
}
|
|
return true
|
|
}
|