get multibots working
This commit is contained in:
parent
e39a97089e
commit
570d8eea8e
6
game.go
6
game.go
@ -117,7 +117,7 @@ func (g *game) tick(payload *Boardstate) int {
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for _, r := range p.Robots {
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if r.Health > 0 {
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living_robots++
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p.Tick(g)
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r.Tick(g)
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}
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if len(r.Message) > 0 {
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@ -180,7 +180,7 @@ func (g *game) send_update(payload *Boardstate) {
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player_payload.Turn = payload.Turn
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player_payload.Reset = payload.Reset
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for _, r := range p.Robots {
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player_payload.MyRobots = append(player_payload.MyRobots, r)
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player_payload.MyRobots = append(player_payload.MyRobots, *r)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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r.GetTruncatedDetails())
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@ -209,7 +209,7 @@ func (g *game) send_update(payload *Boardstate) {
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// Filter projectiles
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for proj := range g.projectiles {
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if proj.Owner == &r {
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if proj.Owner == r {
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player_payload.Projectiles = append(
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player_payload.Projectiles,
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*proj)
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191
player.go
191
player.go
@ -10,7 +10,7 @@ import (
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type player struct {
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ws *websocket.Conn
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Robots []Robot
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Robots []*Robot
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send chan *Boardstate
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Instruction Instruction
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}
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@ -31,8 +31,9 @@ func (p *player) recv() {
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for {
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// XXX: need to mark myself as having received something, also binding
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// such action to a particular game turn ID
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var msgs PlayerInstructions
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var msgs map[string]Instruction
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err := websocket.JSON.Receive(p.ws, &msgs)
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if err != nil {
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// TODO: perhaps we could be a bit more precise in the handling of
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// this 'error' by selecting on some kill signal channel and this
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@ -43,11 +44,14 @@ func (p *player) recv() {
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for _, r := range p.Robots {
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msg, ok := msgs.RobotInstructions[r.Id]
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msg, ok := msgs[r.Id]
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if !ok {
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continue
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}
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// log.Printf("%v", msg.FireAt)
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if msg.Repair != nil && *msg.Repair == true {
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r.TargetSpeed = 0
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r.FireAt = nil
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@ -116,7 +120,7 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
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player_rect := v.RectFromPoint(bot.Position, 3)
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collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
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if collision {
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return collision, pos, &bot
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return collision, pos, bot
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}
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}
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}
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@ -132,116 +136,113 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
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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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for _, r := range p.Robots {
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func (r *Robot) Tick(g *game) {
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r.Collision = false
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r.Hit = false
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r.scan(g)
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r.Collision = false
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r.Hit = false
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r.scan(g)
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// Adjust Speed
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if r.Speed < r.TargetSpeed {
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r.Speed += (r.Stats.Acceleration * delta)
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if r.Speed > r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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r.Speed -= (r.Stats.Acceleration * delta)
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} else {
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// Adjust Speed
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if r.Speed < r.TargetSpeed {
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r.Speed += (r.Stats.Acceleration * delta)
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if r.Speed > r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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// Adjust Heading
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current_heading := r.Heading
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if current_heading.Mag() == 0 && r.MoveTo != nil {
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// We may have been stopped before this and had no heading
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current_heading = r.MoveTo.Sub(r.Position).Normalize()
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} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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r.Speed -= (r.Stats.Acceleration * delta)
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} else {
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r.Speed = r.TargetSpeed
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}
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// Adjust Heading
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current_heading := r.Heading
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if current_heading.Mag() == 0 && r.MoveTo != nil {
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// We may have been stopped before this and had no heading
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current_heading = r.MoveTo.Sub(r.Position).Normalize()
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}
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new_heading := current_heading
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if r.MoveTo != nil {
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// Where do we WANT to be heading?
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new_heading = r.MoveTo.Sub(r.Position).Normalize()
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}
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if new_heading.Mag() > 0 {
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// Is our direction change too much? Hard coding to 5 degrees/s for now
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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dir := 1.0
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if angle < 0 {
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dir = -1.0
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}
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new_heading := current_heading
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if r.MoveTo != nil {
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// Where do we WANT to be heading?
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new_heading = r.MoveTo.Sub(r.Position).Normalize()
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// Max turn radius in this case is in degrees per second
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if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
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// New heading should be a little less, take current heading and
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// rotate by the max turn radius per frame.
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rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * float32(dir))
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}
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if new_heading.Mag() > 0 {
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// Is our direction change too much? Hard coding to 5 degrees/s for now
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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dir := 1.0
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if angle < 0 {
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dir = -1.0
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move_vector := new_heading.Scale(r.Speed * delta)
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collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
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if collision {
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r.Collision = true
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if hit_robot != nil {
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hit_robot.Health -= int(r.Speed / 10.0)
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hit_robot.Speed = (hit_robot.Speed * 0.1)
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hit_robot.Heading = r.Heading
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}
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move_by := intersection_point.Sub(r.Position)
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move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
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// Max turn radius in this case is in degrees per second
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if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
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// New heading should be a little less, take current heading and
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// rotate by the max turn radius per frame.
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rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * float32(dir))
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}
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move_vector := new_heading.Scale(r.Speed * delta)
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collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
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if collision {
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r.Collision = true
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if hit_robot != nil {
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hit_robot.Health -= int(r.Speed / 10.0)
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hit_robot.Speed = (hit_robot.Speed * 0.1)
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hit_robot.Heading = r.Heading
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}
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move_by := intersection_point.Sub(r.Position)
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move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
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r.Position = r.Position.Add(move_dist)
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r.Health -= int(r.Speed / 10.0)
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r.MoveTo = &r.Position
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r.Speed = (r.Speed * 0.1)
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r.Heading = r.Heading.Scale(-1.0)
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r.Position = r.Position.Add(move_dist)
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r.Health -= int(r.Speed / 10.0)
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r.MoveTo = &r.Position
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r.Speed = (r.Speed * 0.1)
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r.Heading = r.Heading.Scale(-1.0)
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} else {
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r.Position = r.Position.Add(move_vector)
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if new_heading.Mag() > 0 {
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r.Heading = new_heading
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} else {
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r.Position = r.Position.Add(move_vector)
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if new_heading.Mag() > 0 {
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r.Heading = new_heading
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} else {
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log.Printf("Zero Heading %v", new_heading)
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}
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log.Printf("Zero Heading %v", new_heading)
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}
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}
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}
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// We only self repair when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
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r.RepairCounter -= delta
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if r.RepairCounter < 0 {
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r.Health += g.repair_hp
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r.RepairCounter = g.repair_rate
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}
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// We only self repair when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
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r.RepairCounter -= delta
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if r.RepairCounter < 0 {
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r.Health += g.repair_hp
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r.RepairCounter = g.repair_rate
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}
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}
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// We only self repair when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
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r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
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} else if r.ScanCounter > 0 {
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r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
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if r.ScanCounter <= 0 {
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r.ScanCounter = 0
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}
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// We only self repair when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
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r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
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} else if r.ScanCounter > 0 {
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r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
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if r.ScanCounter <= 0 {
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r.ScanCounter = 0
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}
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}
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if r.FireAt != nil {
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proj := r.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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if r.FireAt != nil {
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proj := r.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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if r.Probe != nil && r.ProbeResult == nil {
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probe_vector := r.Probe.Sub(r.Position)
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coll, pos, _ := r.checkCollisions(g, probe_vector)
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if coll {
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r.ProbeResult = &pos
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}
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if r.Probe != nil && r.ProbeResult == nil {
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probe_vector := r.Probe.Sub(r.Position)
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coll, pos, _ := r.checkCollisions(g, probe_vector)
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if coll {
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r.ProbeResult = &pos
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}
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}
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}
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@ -311,6 +312,8 @@ func (r *Robot) reset(g *game) {
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r.Position = start_pos
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r.Health = r.Stats.Hp
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log.Printf("Reset %v", r)
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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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@ -24,7 +24,7 @@ func (p *Projectile) Tick(g *game) {
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hit_player := false
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for player := range g.players {
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for _, r := range player.Robots {
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if &r == p.Owner {
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if r == p.Owner {
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continue
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}
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@ -192,7 +192,7 @@ func addPlayer(ws *websocket.Conn) {
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}
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p := &player{
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Robots: []Robot{},
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Robots: []*Robot{},
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send: make(chan *Boardstate),
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ws: ws,
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}
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@ -200,14 +200,14 @@ func addPlayer(ws *websocket.Conn) {
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for _, stats := range conf.Stats {
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r := Robot{
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Stats: DeriveStats(stats),
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Id: player_id,
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Id: idg.Hash(),
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Name: clientid.Name,
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Health: 10,
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Scanners: make([]Scanner, 0)}
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r.Health = r.Stats.Hp
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log.Printf("Adding Robot: %v", r)
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p.Robots = append(p.Robots, r)
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r.reset(game)
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p.Robots = append(p.Robots, &r)
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}
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game.register <- p
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5
robot.go
5
robot.go
@ -157,9 +157,4 @@ type Instruction struct {
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TargetSpeed *float32 `json:"target_speed,omitempty"`
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Repair *bool `json:"repair,omitempty"`
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Scan *bool `json:"scan,omitempty"`
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Stats Stats `json:"stats"`
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}
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type PlayerInstructions struct {
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RobotInstructions map[string]Instruction `json:"instructions"`
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}
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