server/robot.go

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package main
import (
v "bitbucket.org/hackerbots/vector"
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"log"
"math"
"math/rand"
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)
type Robot struct {
Id string `json:"id"`
Name string `json:"name"`
Message string `json:"-"`
Stats Stats `json:"-"`
TargetSpeed float32 `json:"-"`
Speed float32 `json:"speed"`
Health int `json:"health"`
RepairCounter float32 `json:"repair"`
ScanCounter float32 `json:"scan_bonus"`
ActiveScan bool `json:"-"`
Position v.Point2d `json:"position"`
Heading v.Vector2d `json:"heading"`
DesiredHeading *v.Vector2d `json:"-"`
MoveTo *v.Point2d `json:"-"`
FireAt *v.Point2d `json:"-"`
Scanners []Scanner `json:"scanners"`
LastFired int `json:"-"`
Collision bool `json:"collision"`
Hit bool `json:"hit"`
Probe *v.Point2d `json:"probe"`
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
}
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type Instruction struct {
Message *string `json:"message,omitempty"`
MoveTo *v.Point2d `json:"move_to,omitempty"`
Heading *v.Vector2d `json:"heading,omitempty"`
FireAt *v.Point2d `json:"fire_at,omitempty"`
Probe *v.Point2d `json:"probe,omitempty"`
TargetSpeed *float32 `json:"target_speed,omitempty"`
Repair *bool `json:"repair,omitempty"`
Scan *bool `json:"scan,omitempty"`
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}
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func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
collision := false
intersection_point := v.Point2d{X: 0, Y: 0}
// Check Walls
r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
collision, _, pos := v.RectIntersection(r_walls, r.Position, move_vector)
if collision {
return collision, pos, nil
}
// Check Other Bots
for player := range g.players {
for _, bot := range player.Robots {
if bot.Id == r.Id {
continue
}
player_rect := v.RectFromPoint(bot.Position, 3)
collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
if collision {
return collision, pos, bot
}
}
}
// Check Obstacles
for _, obj := range g.obstacles {
collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector)
if collision {
return collision, pos, nil
}
}
return collision, intersection_point, nil
}
func (r *Robot) Tick(g *game) {
r.Collision = false
r.Hit = false
r.scan(g)
// Adjust Speed
if r.Speed < r.TargetSpeed {
r.Speed += (r.Stats.Acceleration * delta)
if r.Speed > r.TargetSpeed {
r.Speed = r.TargetSpeed
}
} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
r.Speed -= (r.Stats.Acceleration * delta)
} else {
r.Speed = r.TargetSpeed
}
// Adjust Heading
current_heading := r.Heading
if current_heading.Mag() == 0 && r.MoveTo != nil {
// We may have been stopped before this and had no heading
current_heading = r.MoveTo.Sub(r.Position).Normalize()
}
new_heading := current_heading
if r.MoveTo != nil {
// Where do we WANT to be heading?
new_heading = r.MoveTo.Sub(r.Position).Normalize()
}
if r.DesiredHeading != nil {
// Where do we WANT to be heading?
new_heading = r.DesiredHeading.Normalize()
}
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if new_heading.Mag() > 0 {
// Is our direction change too much? Hard coding to 5 degrees/s for now
angle := v.Angle(current_heading, new_heading) * v.Rad2deg
dir := 1.0
if angle < 0 {
dir = -1.0
}
// Max turn radius in this case is in degrees per second
if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
new_heading = current_heading.Rotate(rot * float32(dir))
}
move_vector := new_heading.Scale(r.Speed * delta)
collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
if collision {
r.Collision = true
if hit_robot != nil {
hit_robot.Health -= int(r.Speed / 10.0)
hit_robot.Speed = (hit_robot.Speed * 0.1)
hit_robot.Heading = r.Heading
}
move_by := intersection_point.Sub(r.Position)
move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
r.Position = r.Position.Add(move_dist)
r.Health -= int(r.Speed / 10.0)
r.MoveTo = &r.Position
r.Speed = (r.Speed * 0.1)
r.Heading = r.Heading.Scale(-1.0)
} else {
r.Position = r.Position.Add(move_vector)
if new_heading.Mag() > 0 {
r.Heading = new_heading
} else {
log.Printf("Zero Heading %v", new_heading)
}
}
}
// We only self repair when we're stopped
if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
r.RepairCounter -= delta
if r.RepairCounter < 0 {
r.Health += g.repair_hp
r.RepairCounter = g.repair_rate
}
}
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// We are only allowed to scan when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
} else if r.ScanCounter > 0 {
r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
if r.ScanCounter <= 0 {
r.ScanCounter = 0
}
}
if r.FireAt != nil {
proj := r.fire(g.projectiles, g.turn)
if proj != nil {
g.projectiles[proj] = true
}
}
if r.Probe != nil && r.ProbeResult == nil {
probe_vector := r.Probe.Sub(r.Position)
coll, pos, _ := r.checkCollisions(g, probe_vector)
if coll {
r.ProbeResult = &pos
}
}
}
func (r *Robot) scan(g *game) {
r.Scanners = r.Scanners[:0]
for player := range g.players {
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for _, bot := range player.Robots {
if bot.Id == r.Id || bot.Health <= 0 {
continue
}
dist := v.Distance(bot.Position, r.Position)
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
s := Scanner{
Id: bot.Id,
Type: "robot",
}
r.Scanners = append(r.Scanners, s)
}
}
}
for proj := range g.projectiles {
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if proj.Owner == r {
continue
}
dist := v.Distance(proj.Position, r.Position)
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
s := Scanner{
Id: proj.Id,
Type: "projectile",
}
r.Scanners = append(r.Scanners, s)
}
}
}
func (r *Robot) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
// Throttle the fire rate
time_since_fired := (float32(turn) * (delta * 1000)) - (float32(r.LastFired) * (delta * 1000))
if time_since_fired < float32(r.Stats.FireRate) {
return nil
}
r.LastFired = turn
return &Projectile{
Id: idg.Hash(),
Position: r.Position,
MoveTo: *r.FireAt,
Damage: r.Stats.WeaponDamage,
Radius: r.Stats.WeaponRadius,
Speed: r.Stats.WeaponSpeed,
Owner: r,
}
}
func (r *Robot) reset(g *game) {
for {
start_pos := v.Point2d{
X: rand.Float32() * float32(g.width),
Y: rand.Float32() * float32(g.height),
}
r.MoveTo = &start_pos
r.Position = start_pos
r.Health = r.Stats.Hp
log.Printf("Reset %v", r)
// Check Obstacles
retry := false
for _, obj := range g.obstacles {
_, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0})
if inside {
retry = true
}
}
if !retry {
break
}
}
}