get multibots working

This commit is contained in:
Fraser Graham 2013-11-08 22:26:56 -08:00
parent e39a97089e
commit 570d8eea8e
5 changed files with 104 additions and 106 deletions

View File

@ -117,7 +117,7 @@ func (g *game) tick(payload *Boardstate) int {
for _, r := range p.Robots { for _, r := range p.Robots {
if r.Health > 0 { if r.Health > 0 {
living_robots++ living_robots++
p.Tick(g) r.Tick(g)
} }
if len(r.Message) > 0 { if len(r.Message) > 0 {
@ -180,7 +180,7 @@ func (g *game) send_update(payload *Boardstate) {
player_payload.Turn = payload.Turn player_payload.Turn = payload.Turn
player_payload.Reset = payload.Reset player_payload.Reset = payload.Reset
for _, r := range p.Robots { for _, r := range p.Robots {
player_payload.MyRobots = append(player_payload.MyRobots, r) player_payload.MyRobots = append(player_payload.MyRobots, *r)
player_payload.OtherRobots = append( player_payload.OtherRobots = append(
player_payload.OtherRobots, player_payload.OtherRobots,
r.GetTruncatedDetails()) r.GetTruncatedDetails())
@ -209,7 +209,7 @@ func (g *game) send_update(payload *Boardstate) {
// Filter projectiles // Filter projectiles
for proj := range g.projectiles { for proj := range g.projectiles {
if proj.Owner == &r { if proj.Owner == r {
player_payload.Projectiles = append( player_payload.Projectiles = append(
player_payload.Projectiles, player_payload.Projectiles,
*proj) *proj)

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@ -10,7 +10,7 @@ import (
type player struct { type player struct {
ws *websocket.Conn ws *websocket.Conn
Robots []Robot Robots []*Robot
send chan *Boardstate send chan *Boardstate
Instruction Instruction Instruction Instruction
} }
@ -31,8 +31,9 @@ func (p *player) recv() {
for { for {
// XXX: need to mark myself as having received something, also binding // XXX: need to mark myself as having received something, also binding
// such action to a particular game turn ID // such action to a particular game turn ID
var msgs PlayerInstructions var msgs map[string]Instruction
err := websocket.JSON.Receive(p.ws, &msgs) err := websocket.JSON.Receive(p.ws, &msgs)
if err != nil { if err != nil {
// TODO: perhaps we could be a bit more precise in the handling of // TODO: perhaps we could be a bit more precise in the handling of
// this 'error' by selecting on some kill signal channel and this // this 'error' by selecting on some kill signal channel and this
@ -43,11 +44,14 @@ func (p *player) recv() {
for _, r := range p.Robots { for _, r := range p.Robots {
msg, ok := msgs.RobotInstructions[r.Id] msg, ok := msgs[r.Id]
if !ok { if !ok {
continue continue
} }
// log.Printf("%v", msg.FireAt)
if msg.Repair != nil && *msg.Repair == true { if msg.Repair != nil && *msg.Repair == true {
r.TargetSpeed = 0 r.TargetSpeed = 0
r.FireAt = nil r.FireAt = nil
@ -116,7 +120,7 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
player_rect := v.RectFromPoint(bot.Position, 3) player_rect := v.RectFromPoint(bot.Position, 3)
collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector) collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
if collision { if collision {
return collision, pos, &bot return collision, pos, bot
} }
} }
} }
@ -132,9 +136,7 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
return collision, intersection_point, nil return collision, intersection_point, nil
} }
func (p *player) Tick(g *game) { func (r *Robot) Tick(g *game) {
for _, r := range p.Robots {
r.Collision = false r.Collision = false
r.Hit = false r.Hit = false
r.scan(g) r.scan(g)
@ -244,7 +246,6 @@ func (p *player) Tick(g *game) {
} }
} }
} }
}
func (r *Robot) scan(g *game) { func (r *Robot) scan(g *game) {
r.Scanners = r.Scanners[:0] r.Scanners = r.Scanners[:0]
@ -311,6 +312,8 @@ func (r *Robot) reset(g *game) {
r.Position = start_pos r.Position = start_pos
r.Health = r.Stats.Hp r.Health = r.Stats.Hp
log.Printf("Reset %v", r)
// Check Obstacles // Check Obstacles
retry := false retry := false
for _, obj := range g.obstacles { for _, obj := range g.obstacles {

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@ -24,7 +24,7 @@ func (p *Projectile) Tick(g *game) {
hit_player := false hit_player := false
for player := range g.players { for player := range g.players {
for _, r := range player.Robots { for _, r := range player.Robots {
if &r == p.Owner { if r == p.Owner {
continue continue
} }

View File

@ -192,7 +192,7 @@ func addPlayer(ws *websocket.Conn) {
} }
p := &player{ p := &player{
Robots: []Robot{}, Robots: []*Robot{},
send: make(chan *Boardstate), send: make(chan *Boardstate),
ws: ws, ws: ws,
} }
@ -200,14 +200,14 @@ func addPlayer(ws *websocket.Conn) {
for _, stats := range conf.Stats { for _, stats := range conf.Stats {
r := Robot{ r := Robot{
Stats: DeriveStats(stats), Stats: DeriveStats(stats),
Id: player_id, Id: idg.Hash(),
Name: clientid.Name, Name: clientid.Name,
Health: 10, Health: 10,
Scanners: make([]Scanner, 0)} Scanners: make([]Scanner, 0)}
r.Health = r.Stats.Hp r.Health = r.Stats.Hp
log.Printf("Adding Robot: %v", r) log.Printf("Adding Robot: %v", r)
p.Robots = append(p.Robots, r)
r.reset(game) r.reset(game)
p.Robots = append(p.Robots, &r)
} }
game.register <- p game.register <- p

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@ -157,9 +157,4 @@ type Instruction struct {
TargetSpeed *float32 `json:"target_speed,omitempty"` TargetSpeed *float32 `json:"target_speed,omitempty"`
Repair *bool `json:"repair,omitempty"` Repair *bool `json:"repair,omitempty"`
Scan *bool `json:"scan,omitempty"` Scan *bool `json:"scan,omitempty"`
Stats Stats `json:"stats"`
}
type PlayerInstructions struct {
RobotInstructions map[string]Instruction `json:"instructions"`
} }