moved a bunch of logic out of run and into functions of the game, for a cleaner separation of functionality.
Also, removed a bunch of overly verbose logging
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@@ -78,7 +78,8 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
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return collision, intersection_point
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}
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func (p *player) nudge(g *game) {
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func (p *player) Tick(g *game) {
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p.scan(g.players)
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// Adjust Speed
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if p.Robot.Speed < p.Robot.TargetSpeed {
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@@ -94,7 +95,6 @@ func (p *player) nudge(g *game) {
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if current_heading.Mag() == 0 {
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// We may have been stopped before this and had no heading
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current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
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log.Printf("Heading WAS zero, is now %v", current_heading)
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}
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// Where do we WANT to be heading?
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@@ -137,6 +137,12 @@ func (p *player) nudge(g *game) {
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}
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}
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if p.Robot.FireAt != nil {
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proj := p.fire(g.projectiles, g.turn)
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if proj != nil {
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g.projectiles[proj] = true
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}
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}
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}
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func (p *player) scan(players map[*player]bool) {
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