Fixing the robot through building bug
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@ -30,7 +30,7 @@ const (
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TIMESCALE = 1.0 // this tweaks the temporal duration of a TICK
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WIDTH = 800
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HEIGHT = 550
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OBSTACLES = 5
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OBSTACLES = 10
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MAX_POINTS = 500 // allowing for 50 pts in every category
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DEFAULT_MODE = "deathmatch"
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)
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24
robot.go
24
robot.go
@ -206,6 +206,10 @@ func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *R
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}
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}
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if (finalCollision){
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return finalCollision, intersection, nil
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}
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// Check Other Bots
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for player := range g.players {
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for _, bot := range player.Robots {
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@ -226,6 +230,12 @@ func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *R
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}
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}
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}
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if (finalCollision){
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return finalCollision, intersection, finalRobot
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}
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// Check Obstacles
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for _, obj := range g.obstacles {
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// collision due to motion:
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@ -233,23 +243,13 @@ func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *R
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botPolygon, probe, obj.Bounds.ToPolygon())
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if collision || move_collision {
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finalCollision = collision
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p := r.Position.Add(probe).Add(translation.Scale(1.1))
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finalCollision = collision || move_collision
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p := r.Position.Add(probe).Add(translation)
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if dist := r.Position.Sub(p).Mag(); dist < closest {
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intersection = &p
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closest = dist
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}
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}
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// collision due to probe
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collision, _, wallIntersect := v.RectIntersection(obj.Bounds, r.Position, probe)
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if collision && wallIntersect != nil {
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finalCollision = collision
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if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest {
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intersection = wallIntersect
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closest = dist
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}
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}
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}
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return finalCollision, intersection, finalRobot
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