float32 -> float64

Cette révision appartient à :
Stephen McQuay 2014-04-26 14:56:12 -07:00
Parent db28bfea11
révision 8f7ef5aa1a
8 fichiers modifiés avec 83 ajouts et 82 suppressions

Voir le fichier

@ -15,14 +15,15 @@ import (
// ways (json POSTed to server, config file, constants) and are typically owned
// by a Controller.
type Config struct {
Tick int `json:"tick"` // ms
Timescale float32 `json:"timescale"`
Delta float32 `json:"delta"`
Width int `json:"width"`
Height int `json:"height"`
ObstacleCount int `json:"obstacle_count"`
MaxPoints int `json:"max_points"`
Mode string `json:"mode"`
Tick int `json:"tick"` // ms
Timescale float64 `json:"timescale"`
Delta float64 `json:"delta"`
Width int `json:"width"`
Height int `json:"height"`
ObstacleCount int `json:"obstacle_count"`
Obstacles []Obstacle `json:'obstacles'`
MaxPoints int `json:"max_points"`
Mode string `json:"mode"`
}
const (
@ -69,7 +70,7 @@ func LoadConfig(filename string) (Config, error) {
return c, errors.New(fmt.Sprintf("config parse error: %s", err))
}
}
c.Delta = (float32(c.Tick) / 1000.0) * float32(c.Timescale)
log.Printf("final config: %+v", c)
c.Delta = float64(c.Tick) / 1000.0 * c.Timescale
log.Printf("final config: %#v", c)
return c, nil
}

Voir le fichier

@ -62,7 +62,7 @@ func (c *Controller) StartGame(w http.ResponseWriter, req *http.Request) {
log.Println("asked to create a game")
requested_game_name := c.Idg.Hash()
width, height := float32(c.Conf.Width), float32(c.Conf.Height)
width, height := float64(c.Conf.Width), float64(c.Conf.Height)
obstacleCount := 0
maxPoints := c.Conf.MaxPoints
mode := "deathmatch"
@ -87,8 +87,8 @@ func (c *Controller) StartGame(w http.ResponseWriter, req *http.Request) {
return
}
requested_game_name = cfg.Name
width = float32(cfg.Width)
height = float32(cfg.Height)
width = float64(cfg.Width)
height = float64(cfg.Height)
obstacleCount = cfg.ObstacleCount
maxPoints = cfg.MaxPoints
mode = cfg.Mode

Voir le fichier

@ -65,14 +65,14 @@ type Game struct {
unregister chan *Player
turn int
players_remaining int
width, height float32
width, height float64
maxPoints int
spectators map[*Spectator]bool
sregister chan *Spectator
sunregister chan *Spectator
kill chan bool
repair_hp int
repair_rate float32
repair_rate float64
tick_duration int
stats GameStats
mode GameMode
@ -87,7 +87,7 @@ type GameMode interface {
}
// NewGame Poplulates a Game struct and starts the bandwidth calculator.
func NewGame(id string, width, height float32, obstacles, tick, maxPoints int, mode string) (*Game, error) {
func NewGame(id string, width, height float64, obstacles, tick, maxPoints int, mode string) (*Game, error) {
bw, err := bandwidth.NewBandwidth(
[]int{1, 10, 60},
1*time.Second,
@ -263,7 +263,7 @@ func (g *Game) sendUpdate(payload *Boardstate) {
// Filter objects
for _, ob := range g.obstacles {
if ob.distance_from_point(r.Position) < float32(r.Stats.ScannerRadius)+r.ScanCounter {
if ob.distance_from_point(r.Position) < float64(r.Stats.ScannerRadius)+r.ScanCounter {
player_payload.Objects = append(
player_payload.Objects, ob.minify())
}

Voir le fichier

@ -13,7 +13,7 @@ type Obstacle struct {
Hp int `json:"-"`
}
func (o Obstacle) distance_from_point(p v.Point2d) float32 {
func (o Obstacle) distance_from_point(p v.Point2d) float64 {
dist := math.MaxFloat32
dist = math.Min(dist, float64(p.Sub(o.Bounds.A).Mag()))
@ -21,7 +21,7 @@ func (o Obstacle) distance_from_point(p v.Point2d) float32 {
dist = math.Min(dist, float64(p.Sub(v.Point2d{X: o.Bounds.A.X, Y: o.Bounds.B.Y}).Mag()))
dist = math.Min(dist, float64(p.Sub(v.Point2d{X: o.Bounds.B.X, Y: o.Bounds.A.Y}).Mag()))
return float32(dist)
return dist
}
func (o Obstacle) minify() [4]int {
@ -41,13 +41,13 @@ func MinifyObstacles(o []Obstacle) [][4]int {
// GenerateObstacles returns a slice of (count) obstacles within a region
// bounded by width, height.
func GenerateObstacles(count int, width, height float32) []Obstacle {
func GenerateObstacles(count int, width, height float64) []Obstacle {
out := []Obstacle{}
for i := 0; i < count; i++ {
x := rand.Float32() * (width - (width / 10))
y := rand.Float32() * (height - (height / 10))
w := rand.Float32() * (width / 10)
h := rand.Float32() * (height / 10)
x := rand.Float64() * (width - (width / 10))
y := rand.Float64() * (height - (height / 10))
w := rand.Float64() * (width / 10)
h := rand.Float64() * (height / 10)
out = append(
out,
Obstacle{

Voir le fichier

@ -159,7 +159,7 @@ func (p *Player) Recv() {
}
if msg.TargetSpeed != nil {
r.TargetSpeed = float32(*msg.TargetSpeed)
r.TargetSpeed = *msg.TargetSpeed
} else {
r.TargetSpeed = r.Stats.Speed
}

Voir le fichier

@ -12,10 +12,10 @@ type Projectile struct {
Position v.Point2d `json:"position"`
MoveTo v.Point2d `json:"-"`
Radius int `json:"-"`
Speed float32 `json:"-"`
Speed float64 `json:"-"`
Damage int `json:"-"`
Owner *Robot `json:"-"`
Delta float32
Delta float64
}
// Projectile.Tick is called every game tick and moves projectiles along,
@ -98,7 +98,7 @@ func (p *Projectile) Tick(g *Game) {
for player := range g.players {
for _, r := range player.Robots {
dist := v.Distance(r.Position, p.Position)
if dist < float32(p.Radius) {
if dist < float64(p.Radius) {
if r.Health > 0 {
r.Health -= p.Damage
r.Hit = true

Voir le fichier

@ -71,8 +71,8 @@ func (config ClientConfig) Valid(max int) bool {
// BoardSize is the response containing the geometry of the requested game.
type BoardSize struct {
Width float32 `json:"width"`
Height float32 `json:"height"`
Width float64 `json:"width"`
Height float64 `json:"height"`
}
// GameParam is sent to the client to tell them of the geometry of the game
@ -175,8 +175,8 @@ func (c *Controller) AddPlayer(ws *websocket.Conn) {
var err error
game, err = NewGame(
gid.Id,
float32(c.Conf.Width),
float32(c.Conf.Height),
float64(c.Conf.Width),
float64(c.Conf.Height),
c.Conf.ObstacleCount,
c.Conf.Tick,
c.Conf.MaxPoints,

100
robot.go
Voir le fichier

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