obstacle support
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parent
de68ec2e7b
commit
14f6c65e86
8
game.go
8
game.go
@ -22,6 +22,7 @@ type Boardstate struct {
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OtherRobots []OtherRobot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Obstacles []Obstacle `json:"obj"`
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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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@ -85,6 +86,7 @@ type game struct {
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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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obstacles []Obstacle
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register chan *player
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unregister chan *player
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turn int
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@ -102,6 +104,7 @@ func NewGame(id string, width, height float32) *game {
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unregister: make(chan *player, maxPlayer),
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projectiles: make(map[*Projectile]bool),
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splosions: make(map[*Splosion]bool),
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obstacles: GenerateObstacles(5, width, height),
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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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@ -117,6 +120,8 @@ func NewGame(id string, width, height float32) *game {
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func (g *game) tick(payload *Boardstate) int {
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robots_remaining := 0
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payload.Obstacles = g.obstacles
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// Update Players
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for p := range g.players {
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if p.Robot.Health > 0 {
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@ -163,6 +168,7 @@ func (g *game) send_update(payload *Boardstate) {
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player_payload := NewBoardstate()
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player_payload.Projectiles = payload.Projectiles
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player_payload.Splosions = payload.Splosions
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player_payload.Obstacles = payload.Obstacles
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player_payload.AllBots = payload.AllBots
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player_payload.Turn = payload.Turn
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player_payload.Reset = payload.Reset
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@ -242,7 +248,7 @@ func (g *game) run() {
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log.Printf("Robot %v Wins", p.Robot.Id)
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log.Printf("game %s: game over", g.id)
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}
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p.reset()
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p.reset(g)
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}
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payload.Reset = true
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} else {
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29
obstacle.go
Normal file
29
obstacle.go
Normal file
@ -0,0 +1,29 @@
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package main
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import (
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v "bitbucket.org/hackerbots/vector"
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"math/rand"
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)
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type Obstacle struct {
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Bounds v.Rect2d `json:"bounds"`
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}
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func GenerateObstacles(count int, width, height float32) []Obstacle {
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out := []Obstacle{}
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for i := 0; i < count; i++ {
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x := rand.Float32() * width
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y := rand.Float32() * height
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w := rand.Float32() * width / 10
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h := rand.Float32() * height / 10
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out = append(
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out,
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Obstacle{
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Bounds: v.Rect2d{
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A: v.Point2d{X: x, Y: y},
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B: v.Point2d{X: 20 + x + w, Y: 20 + y + h},
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},
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})
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}
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return out
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}
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45
player.go
45
player.go
@ -83,10 +83,20 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
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}
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}
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// Check Obstacles
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for _, obj := range g.obstacles {
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collision, _, pos := v.RectIntersection(obj.Bounds, p.Robot.Position, move_vector)
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if collision {
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log.Printf("Object Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, obj.Bounds)
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return collision, pos, nil
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}
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}
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return collision, intersection_point, nil
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}
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func (p *player) Tick(g *game) {
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p.Robot.Collision = false
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p.scan(g.players)
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// Adjust Speed
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@ -129,15 +139,16 @@ func (p *player) Tick(g *game) {
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move_vector := new_heading.Scale(p.Robot.Speed * delta)
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collision, _, hit_player := p.checkCollisions(g, move_vector)
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if collision {
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p.Robot.Collision = true
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if hit_player != nil {
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hit_player.Robot.Health -= int(p.Robot.Speed / 10.0)
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hit_player.Robot.Speed = (hit_player.Robot.Speed * 0.5)
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hit_player.Robot.Speed = (hit_player.Robot.Speed * 0.1)
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hit_player.Robot.Heading = p.Robot.Heading
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}
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// p.Robot.Position = intersection_point
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//p.Robot.Position = intersection_point
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p.Robot.Health -= int(p.Robot.Speed / 10.0)
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p.Robot.MoveTo = &p.Robot.Position
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p.Robot.Speed = (p.Robot.Speed * 0.5)
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p.Robot.Speed = (p.Robot.Speed * 0.1)
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p.Robot.Heading = p.Robot.Heading.Scale(-1.0)
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} else {
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p.Robot.Position = p.Robot.Position.Add(move_vector)
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@ -197,12 +208,26 @@ func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
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}
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}
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func (p *player) reset() {
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start_pos := v.Point2d{
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X: rand.Float32() * float32(*width),
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Y: rand.Float32() * float32(*height),
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func (p *player) reset(g *game) {
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for {
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start_pos := v.Point2d{
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X: rand.Float32() * float32(*width),
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Y: rand.Float32() * float32(*height),
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}
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p.Robot.MoveTo = &start_pos
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p.Robot.Position = start_pos
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p.Robot.Health = p.Robot.Stats.Hp
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// Check Obstacles
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retry := false
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for _, obj := range g.obstacles {
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_, inside, _ := v.RectIntersection(obj.Bounds, p.Robot.Position, v.Vector2d{0, 0})
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if inside {
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retry = true
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}
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}
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if !retry {
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break
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}
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}
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p.Robot.MoveTo = &start_pos
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p.Robot.Position = start_pos
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p.Robot.Health = p.Robot.Stats.Hp
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}
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@ -35,6 +35,16 @@ func (p *Projectile) Tick(g *game) {
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travel := newPos.Sub(p.Position)
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arrived, _, _ := v.RectIntersection(r_dest, p.Position, travel)
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if !arrived {
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for _, obj := range g.obstacles {
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collision, _, _ := v.RectIntersection(obj.Bounds, p.Position, travel)
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if collision {
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arrived = true
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}
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}
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}
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if arrived || hit_player {
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delete(g.projectiles, p)
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@ -173,7 +173,7 @@ func addPlayer(ws *websocket.Conn) {
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send: make(chan *Boardstate),
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ws: ws,
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}
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p.reset()
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p.reset(game)
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game.register <- p
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defer func() {
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game.unregister <- p
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