server/robot.go

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package main
import (
v "bitbucket.org/hackerbots/vector"
)
type Robot struct {
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Id string `json:"id"`
Name string `json:"name"`
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Message string `json:"-"`
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Stats Stats `json:"-"`
TargetSpeed float32 `json:"-"`
Speed float32 `json:"speed"`
Health int `json:"health"`
RepairCounter float32 `json:"repair"`
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ScanCounter float32 `json:"scan_bonus"`
ActiveScan bool `json:"-"`
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Position v.Point2d `json:"position"`
Heading v.Vector2d `json:"heading"`
MoveTo *v.Point2d `json:"-"`
FireAt *v.Point2d `json:"-"`
Scanners []Scanner `json:"scanners"`
LastFired int `json:"-"`
Collision bool `json:"collision"`
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Hit bool `json:"hit"`
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Probe *v.Point2d `json:"probe"`
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ProbeResult *v.Point2d `json:"probe_result"`
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}
// This is the subset of data we send to players about robots
// that are not theirs.
type OtherRobot struct {
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Id string `json:"id"`
Name string `json:"name"`
Position v.Point2d `json:"position"`
Heading v.Vector2d `json:"heading"`
Health int `json:"health"`
}
func (r Robot) GetTruncatedDetails() OtherRobot {
return OtherRobot{
Id: r.Id,
Name: r.Name,
Position: r.Position,
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Heading: r.Heading,
Health: r.Health,
}
}
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type RobotSorter struct {
Robots []OtherRobot
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}
func (s RobotSorter) Len() int {
return len(s.Robots)
}
func (s RobotSorter) Swap(i, j int) {
s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i]
}
func (s RobotSorter) Less(i, j int) bool {
return s.Robots[i].Id < s.Robots[j].Id
}
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// TODO - how do I not duplicate this code???
type AllRobotSorter struct {
Robots []BotHealth
}
func (s AllRobotSorter) Len() int {
return len(s.Robots)
}
func (s AllRobotSorter) Swap(i, j int) {
s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i]
}
func (s AllRobotSorter) Less(i, j int) bool {
return s.Robots[i].RobotId < s.Robots[j].RobotId
}
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type Stats struct {
Hp int `json:"-"`
Speed float32 `json:"-"`
Acceleration float32 `json:"-"`
WeaponRadius int `json:"-"`
ScannerRadius int `json:"-"`
TurnSpeed int `json:"-"`
FireRate int `json:"-"`
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WeaponDamage int `json:"-"`
WeaponSpeed float32 `json:"-"`
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}
// We request stats using an integer between 1 and 100, the
// integer values map to sensible min-max ranges
type StatsRequest struct {
Hp int `json:"hp"`
Speed int `json:"speed"`
Acceleration int `json:"acceleration"`
WeaponRadius int `json:"weapon_radius"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
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WeaponDamage int `json:"weapon_damage"`
WeaponSpeed int `json:"weapon_speed"`
}
func DeriveStats(request StatsRequest) Stats {
s := Stats{}
// Conversion Tables
var hp_min float32 = 20.0
var hp_max float32 = 200.0
s.Hp = int(((float32(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
var speed_min float32 = 40.0
var speed_max float32 = 200.0
s.Speed = ((float32(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
var accel_min float32 = 20.0
var accel_max float32 = 200.0
s.Acceleration = ((float32(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
var wep_rad_min float32 = 5.0
var wep_rad_max float32 = 60.0
s.WeaponRadius = int(((float32(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
var scan_rad_min float32 = 100.0
var scan_rad_max float32 = 400.0
s.ScannerRadius = int(((float32(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
var turn_spd_min float32 = 30.0
var turn_spd_max float32 = 300.0
s.TurnSpeed = int(((float32(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
var fire_rate_min float32 = 10.0
var fire_rate_max float32 = 2000.0
s.FireRate = int(fire_rate_max+300.0) - int(((float32(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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var weapon_damage_min float32 = 0.0
var weapon_damage_max float32 = 20.0
s.WeaponDamage = int(((float32(request.WeaponDamage) / 100.0) * (weapon_damage_max - weapon_damage_min)) + weapon_damage_min)
var weapon_speed_min float32 = 80.0
var weapon_speed_max float32 = 600.0
s.WeaponSpeed = float32(((float32(request.WeaponSpeed) / 100.0) * (weapon_speed_max - weapon_speed_min)) + weapon_speed_min)
return s
}
func (s StatsRequest) Valid() bool {
total := (s.Speed + s.Hp + s.WeaponRadius +
s.ScannerRadius + s.Acceleration + s.TurnSpeed + s.FireRate)
// allowing for 50 pts in every category
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if total > 500 {
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return false
}
return true
}
type Instruction struct {
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Message *string `json:"message,omitempty"`
MoveTo *v.Point2d `json:"move_to,omitempty"`
FireAt *v.Point2d `json:"fire_at,omitempty"`
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Probe *v.Point2d `json:"probe,omitempty"`
TargetSpeed *float32 `json:"target_speed,omitempty"`
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Repair *bool `json:"repair,omitempty"`
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Scan *bool `json:"scan,omitempty"`
Stats Stats `json:"stats"`
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}