server/game.go

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