2013-08-19 20:43:26 -07:00
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package main
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import (
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"log"
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"sort"
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"time"
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)
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type game struct {
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id string
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players map[*player]bool
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projectiles map[*projectile]bool
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splosions map[*splosion]bool
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register chan *player
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unregister chan *player
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robot_id chan int
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turn int
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width, height float64
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spectators map[*Spectator]bool
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sregister chan *Spectator
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sunregister chan *Spectator
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kill chan bool
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}
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func NewGame(id string, width, height float64) *game {
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return &game{
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id: id,
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register: make(chan *player),
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unregister: make(chan *player),
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projectiles: make(map[*projectile]bool),
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splosions: make(map[*splosion]bool),
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players: make(map[*player]bool),
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turn: 0,
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width: width,
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height: height,
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spectators: make(map[*Spectator]bool),
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sregister: make(chan *Spectator),
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sunregister: make(chan *Spectator),
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kill: make(chan bool),
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}
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}
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type Config struct {
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ID string `json:"id"`
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Stats stats `json:"stats"`
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}
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type boardstate struct {
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Robots []robot `json:"robots"`
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Projectiles []projectile `json:"projectiles"`
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Splosions []splosion `json:"splosions"`
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Reset bool `json:"reset"`
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Type string `json:"type"`
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Turn int `json:"turn"`
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}
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func NewBoardstate(id int) *boardstate {
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return &boardstate{
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Robots: []robot{},
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Projectiles: []projectile{},
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Type: "boardstate",
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Turn: id,
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}
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}
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func (g *game) run() {
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g.robot_id = make(chan int)
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go func() {
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for i := 0; ; i++ {
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g.robot_id <- i
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}
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}()
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for {
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select {
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case <-g.kill:
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return
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case p := <-g.register:
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g.players[p] = true
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case p := <-g.unregister:
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delete(g.players, p)
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close(p.send)
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case s := <-g.sregister:
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g.spectators[s] = true
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case s := <-g.sunregister:
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delete(g.spectators, s)
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close(s.send)
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case <-time.Tick(time.Duration(*tick) * time.Millisecond):
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g.turn++
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t0 := time.Now()
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if *verbose {
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log.Printf("\033[2JTurn: %v", g.turn)
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log.Printf("Players: %v", len(g.players))
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log.Printf("Projectiles: %v", len(g.projectiles))
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log.Printf("Explosions: %v", len(g.splosions))
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}
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payload := NewBoardstate(g.turn)
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robots_remaining := 0
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for p := range g.players {
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if p.Robot.Health > 0 {
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robots_remaining++
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p.scan()
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p.nudge()
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if p.Robot.FireAt.X != 0 && p.Robot.FireAt.Y != 0 {
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p.fire()
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}
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}
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payload.Robots = append(payload.Robots, p.Robot)
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}
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sort.Sort(robotSorter{payload.Robots})
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for p := range g.projectiles {
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p.nudge()
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payload.Projectiles = append(payload.Projectiles, *p)
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}
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for s := range g.splosions {
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s.tick()
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payload.Splosions = append(payload.Splosions, *s)
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}
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if robots_remaining <= 1 && len(g.players) > 1 {
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for p := range g.players {
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if p.Robot.Health > 0 {
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log.Printf("Robot %v Wins", p.Robot.Id)
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log.Printf("game over: %+v", g)
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return
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}
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p.reset()
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}
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payload.Reset = true
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} else {
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payload.Reset = false
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}
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t1 := time.Now()
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if *verbose {
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log.Printf("Turn Processes %v\n", t1.Sub(t0))
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}
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for p := range g.players {
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p.send <- payload
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}
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for s := range g.spectators {
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s.send <- payload
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}
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t1 = time.Now()
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if *verbose {
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log.Printf("Sent Payload %v\n", t1.Sub(t0))
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}
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}
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}
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}
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