game types, deathmatch and melee
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845db00032
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9583de2ffa
42
deathmatch.go
Normal file
42
deathmatch.go
Normal file
@ -0,0 +1,42 @@
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package main
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import (
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"log"
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)
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type deathmatch struct {
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}
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func (g *deathmatch) setup(gg *game) {
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}
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func (g *deathmatch) gameOver(gg *game) (bool, *GameOver) {
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over := false
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var stats *GameOver
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if gg.players_remaining <= 1 && len(gg.players) > 1 {
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gg.obstacles = GenerateObstacles(gg.obstacle_count, gg.width, gg.height)
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log.Printf("game %s: game over", gg.id)
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stats = NewGameOver()
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for p := range gg.players {
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for _, r := range p.Robots {
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if r.Health > 0 {
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log.Printf("Robot %v Survived", r.Id)
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gg.winners.Lock()
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gg.winners.m[r.Id] += 1
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gg.winners.Unlock()
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stats.Winners = append(stats.Winners, r.Id)
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}
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r.reset(gg)
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}
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}
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over = true
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}
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return over, stats
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}
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func (g *deathmatch) tick(gg *game, payload *Boardstate) {
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}
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40
game.go
40
game.go
@ -66,6 +66,13 @@ type game struct {
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repair_rate float32
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tick_duration int
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winners WinnerMap
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mode GameMode
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}
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type GameMode interface {
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setup(g *game)
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tick(gg *game, payload *Boardstate)
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gameOver(gg *game) (bool, *GameOver)
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}
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func NewGame(id string, width, height float32, obstacles, tick, maxPoints int) *game {
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@ -91,7 +98,11 @@ func NewGame(id string, width, height float32, obstacles, tick, maxPoints int) *
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tick_duration: tick,
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players_remaining: 2,
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winners: WinnerMap{m: make(map[string]int)},
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mode: &melee{respawn: make(map[*Robot]float64)},
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}
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g.mode.setup(g)
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log.Printf("NewGame: %+v", g)
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return g
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}
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@ -285,11 +296,12 @@ func (g *game) run() {
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}
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// UPDATE GAME STATE
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if end, data := g.gameOver(); end {
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if end, data := g.mode.gameOver(g); end {
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g.sendGameOver(data)
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}
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g.tick(payload)
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g.mode.tick(g, payload)
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t1 = time.Now()
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if *verbose {
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@ -307,32 +319,6 @@ func (g *game) run() {
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}
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}
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func (g *game) gameOver() (bool, *GameOver) {
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over := false
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var stats *GameOver
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if g.players_remaining <= 1 && len(g.players) > 1 {
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g.obstacles = GenerateObstacles(g.obstacle_count, g.width, g.height)
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log.Printf("game %s: game over", g.id)
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stats = NewGameOver()
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for p := range g.players {
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for _, r := range p.Robots {
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if r.Health > 0 {
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log.Printf("Robot %v Survived", r.Id)
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g.winners.Lock()
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g.winners.m[r.Id] += 1
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g.winners.Unlock()
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stats.Winners = append(stats.Winners, r.Id)
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}
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r.reset(g)
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}
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}
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over = true
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}
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return over, stats
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}
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func (g *game) sendGameOver(eg *GameOver) {
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log.Printf("sending out game over message: %+v", eg)
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for p := range g.players {
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39
melee.go
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39
melee.go
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@ -0,0 +1,39 @@
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package main
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import (
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"log"
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)
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type melee struct {
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respawn map[*Robot]float64
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respawn_timer float64
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}
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func (g *melee) setup(gg *game) {
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g.respawn_timer = 5000
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}
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func (g *melee) gameOver(gg *game) (bool, *GameOver) {
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return false, &GameOver{}
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}
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func (g *melee) tick(gg *game, payload *Boardstate) {
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for p := range gg.players {
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for _, r := range p.Robots {
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_, ok := g.respawn[r]
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if r.Health <= 0 && !ok {
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g.respawn[r] = g.respawn_timer
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log.Printf("%v Died, Respawn in %v", r.Name, g.respawn_timer)
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}
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}
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}
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for r, _ := range g.respawn {
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g.respawn[r] -= float64(gg.tick_duration)
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if g.respawn[r] <= 0 {
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log.Printf("%v Respawned", r.Name)
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r.reset(gg)
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delete(g.respawn, r)
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}
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}
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}
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2
robot.go
2
robot.go
@ -187,7 +187,7 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
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collision, move_collision, translation := v.PolyPolyIntersection(
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bot_polygon, move_vector, player_rect)
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if collision || move_collision {
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return true, r.Position.Add(move_vector).Add(translation.Scale(1.2)), bot
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return true, r.Position.Add(move_vector).Add(translation.Scale(1.1)), bot
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}
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}
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}
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