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@ -15,11 +15,11 @@ type Robot struct {
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Name string `json:"name"`
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Message string `json:"-"`
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Stats Stats `json:"-"`
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TargetSpeed float32 `json:"-"`
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Speed float32 `json:"speed"`
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TargetSpeed float64 `json:"-"`
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Speed float64 `json:"speed"`
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Health int `json:"health"`
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RepairCounter float32 `json:"repair"`
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ScanCounter float32 `json:"scan_bonus"`
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RepairCounter float64 `json:"repair"`
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ScanCounter float64 `json:"scan_bonus"`
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ActiveScan bool `json:"-"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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@ -33,7 +33,7 @@ type Robot struct {
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Probe *v.Point2d `json:"probe"`
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ProbeResult *Collision `json:"probe_result"`
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gameStats *BotStats `json:"-"`
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Delta float32 `json:"-"`
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Delta float64 `json:"-"`
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idg *IdGenerator
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}
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@ -101,14 +101,14 @@ func (s AllRobotSorter) Less(i, j int) bool {
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// Stats is the point allocation for a Robot.
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type Stats struct {
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Hp int `json:"hp"`
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Speed float32 `json:"speed"`
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Acceleration float32 `json:"acceleration"`
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Speed float64 `json:"speed"`
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Acceleration float64 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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WeaponDamage int `json:"weapon_damage"`
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WeaponSpeed float32 `json:"weapon_speed"`
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WeaponSpeed float64 `json:"weapon_speed"`
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}
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// StatsRequest is the struct used in comunication with the player. We request
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@ -131,41 +131,41 @@ func DeriveStats(request StatsRequest) Stats {
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s := Stats{}
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// Conversion Tables
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var hp_min float32 = 20.0
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var hp_max float32 = 200.0
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s.Hp = int(((float32(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
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hp_min := 20.0
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hp_max := 200.0
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s.Hp = int((float64(request.Hp) / 100.0 * (hp_max - hp_min)) + hp_min)
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var speed_min float32 = 40.0
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var speed_max float32 = 200.0
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s.Speed = ((float32(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
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speed_min := 40.0
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speed_max := 200.0
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s.Speed = float64(request.Speed)/100.0*(speed_max-speed_min) + speed_min
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var accel_min float32 = 20.0
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var accel_max float32 = 200.0
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s.Acceleration = ((float32(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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accel_min := 20.0
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accel_max := 200.0
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s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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var wep_rad_min float32 = 5.0
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var wep_rad_max float32 = 60.0
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s.WeaponRadius = int(((float32(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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wep_rad_min := 5.0
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wep_rad_max := 60.0
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s.WeaponRadius = int(((float64(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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var scan_rad_min float32 = 100.0
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var scan_rad_max float32 = 400.0
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s.ScannerRadius = int(((float32(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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scan_rad_min := 100.0
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scan_rad_max := 400.0
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s.ScannerRadius = int(((float64(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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var turn_spd_min float32 = 30.0
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var turn_spd_max float32 = 300.0
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s.TurnSpeed = int(((float32(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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turn_spd_min := 30.0
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turn_spd_max := 300.0
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s.TurnSpeed = int(((float64(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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var fire_rate_min float32 = 10.0
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var fire_rate_max float32 = 2000.0
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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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fire_rate_min := 10.0
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fire_rate_max := 2000.0
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s.FireRate = int(fire_rate_max+300.0) - int(((float64(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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var weapon_damage_min float32 = 0.0
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var weapon_damage_max float32 = 20.0
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s.WeaponDamage = int(((float32(request.WeaponDamage) / 100.0) * (weapon_damage_max - weapon_damage_min)) + weapon_damage_min)
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weapon_damage_min := 0.0
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weapon_damage_max := 20.0
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s.WeaponDamage = int(((float64(request.WeaponDamage) / 100.0) * (weapon_damage_max - weapon_damage_min)) + weapon_damage_min)
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var weapon_speed_min float32 = 80.0
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var weapon_speed_max float32 = 600.0
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s.WeaponSpeed = float32(((float32(request.WeaponSpeed) / 100.0) * (weapon_speed_max - weapon_speed_min)) + weapon_speed_min)
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weapon_speed_min := 80.0
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weapon_speed_max := 600.0
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s.WeaponSpeed = float64(((float64(request.WeaponSpeed) / 100.0) * (weapon_speed_max - weapon_speed_min)) + weapon_speed_min)
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return s
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}
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@ -177,7 +177,7 @@ type Instruction struct {
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Heading *v.Vector2d `json:"heading,omitempty"`
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FireAt *v.Point2d `json:"fire_at,omitempty"`
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Probe *v.Point2d `json:"probe,omitempty"`
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TargetSpeed *float32 `json:"target_speed,omitempty"`
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TargetSpeed *float64 `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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}
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@ -187,12 +187,12 @@ type Instruction struct {
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func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *Robot) {
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finalCollision := false
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collision := false
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closest := float32(math.Inf(1))
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closest := math.Inf(1)
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var intersection *v.Point2d
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var finalRobot *Robot
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// TODO: this needs moved to the conf?
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botSize := float32(5.0)
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botSize := 5.0
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botPolygon := v.OrientedSquare(r.Position, r.Heading, botSize)
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// Check Walls
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@ -314,12 +314,12 @@ func (r *Robot) Tick(g *Game) {
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}
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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) * r.Delta) {
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if math.Abs(angle) > float64(r.Stats.TurnSpeed)*r.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) * r.Delta) * v.Deg2rad
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rot := (float64(r.Stats.TurnSpeed) * r.Delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * float32(dir))
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new_heading = current_heading.Rotate(rot * dir)
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}
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move_vector := new_heading.Scale(r.Speed * r.Delta)
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@ -386,9 +386,9 @@ func (r *Robot) Tick(g *Game) {
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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 {
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r.ScanCounter += r.Delta * float32(r.Stats.ScannerRadius) * 0.1
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r.ScanCounter += r.Delta * float64(r.Stats.ScannerRadius) * 0.1
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} else if r.ScanCounter > 0 {
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r.ScanCounter -= r.Delta * float32(r.Stats.ScannerRadius) * 0.05
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r.ScanCounter -= r.Delta * float64(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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@ -425,7 +425,7 @@ func (r *Robot) scan(g *Game) {
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continue
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}
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dist := v.Distance(bot.Position, r.Position)
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if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: bot.Id,
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Type: "robot",
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@ -441,7 +441,7 @@ func (r *Robot) scan(g *Game) {
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}
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dist := v.Distance(proj.Position, r.Position)
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if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: proj.Id,
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Type: "projectile",
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@ -452,7 +452,7 @@ func (r *Robot) scan(g *Game) {
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for splo := range g.splosions {
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dist := v.Distance(splo.Position, r.Position)
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if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: splo.Id,
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Type: "explosion",
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@ -466,8 +466,8 @@ func (r *Robot) scan(g *Game) {
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// fire is called according to player instruction. XXX: There is a race here...
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func (r *Robot) fire(g *Game) *Projectile {
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// Throttle the fire rate
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time_since_fired := (float32(g.turn) * (r.Delta * 1000)) - (float32(r.LastFired) * (r.Delta * 1000))
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if time_since_fired < float32(r.Stats.FireRate) {
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time_since_fired := (float64(g.turn) * (r.Delta * 1000)) - (float64(r.LastFired) * (r.Delta * 1000))
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if time_since_fired < float64(r.Stats.FireRate) {
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return nil
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}
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@ -490,8 +490,8 @@ func (r *Robot) fire(g *Game) *Projectile {
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func (r *Robot) reset(g *Game) {
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for {
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start_pos := v.Point2d{
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X: rand.Float32() * float32(g.width),
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Y: rand.Float32() * float32(g.height),
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X: rand.Float64() * float64(g.width),
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Y: rand.Float64() * float64(g.height),
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}
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r.MoveTo = &start_pos
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r.Position = start_pos
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