All sorts of fun stuff...

- stats are now based on a 1-100 ranged and mapped to sensibles
- turnspeed and fire rate are available stats
- bugs in movement are squished
This commit is contained in:
Fraser Graham 2013-10-18 23:22:35 -07:00
parent d19b3f71fa
commit c80acb478b
5 changed files with 100 additions and 42 deletions

View File

@ -154,7 +154,7 @@ func (g *game) run() {
p.scan(g.players)
p.nudge(g)
if p.Robot.FireAt != nil {
proj := p.fire(g.projectiles)
proj := p.fire(g.projectiles, g.turn)
if proj != nil {
g.projectiles[proj] = true
}

View File

@ -12,7 +12,7 @@ import (
)
var addr = flag.String("addr", ":8666", "http service address")
var tick = flag.Int("tick", 33, "")
var tick = flag.Int("tick", 60, "")
var verbose = flag.Bool("verbose", false, "")
var width = flag.Float64("width", 800, "width of field")
var height = flag.Float64("height", 550, "height of field")

View File

@ -94,43 +94,49 @@ func (p *player) nudge(g *game) {
if current_heading.Mag() == 0 {
// We may have been stopped before this and had no heading
current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
log.Printf("Heading WAS zero, is now %v", current_heading)
}
// Where do we WANT to be heading?
new_heading := p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
// Is our direction change too much? Hard coding to 5 degrees/s for now
angle := v.Angle(current_heading, new_heading) * v.Rad2deg
dir := 1.0
if angle < 0 {
dir = -1.0
}
if new_heading.Mag() > 0 {
// Is our direction change too much? Hard coding to 5 degrees/s for now
angle := v.Angle(current_heading, new_heading) * v.Rad2deg
// Max turn radius in this case is 100 degrees per second
if math.Abs(angle) > (100 * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (100 * delta) * v.Deg2rad
dir := 1.0
if angle < 0 {
dir = -1.0
}
new_heading = current_heading.Rotate(rot * dir)
}
// Max turn radius in this case is in degrees per second
if math.Abs(angle) > (float64(p.Robot.Stats.TurnSpeed) * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (float64(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad
move_vector := new_heading.Scale(p.Robot.Speed * delta)
collision, _ := p.checkCollisions(g, move_vector)
if collision {
// p.Robot.Position = intersection_point
p.Robot.Speed = 0
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Health -= 5
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
} else {
p.Robot.Position = p.Robot.Position.Add(move_vector)
if new_heading.Mag() > 0 {
p.Robot.Heading = new_heading
new_heading = current_heading.Rotate(rot * dir)
}
move_vector := new_heading.Scale(p.Robot.Speed * delta)
collision, _ := p.checkCollisions(g, move_vector)
if collision {
// p.Robot.Position = intersection_point
p.Robot.Health -= int(p.Robot.Speed / 10.0)
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Speed = 0
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
} else {
log.Printf("Zero Heading %v", new_heading)
p.Robot.Position = p.Robot.Position.Add(move_vector)
if new_heading.Mag() > 0 {
p.Robot.Heading = new_heading
// log.Printf("%v %v %v", new_heading, current_heading, angle)
} else {
log.Printf("Zero Heading %v", new_heading)
}
}
}
}
func (p *player) scan(players map[*player]bool) {
@ -152,22 +158,22 @@ func (p *player) scan(players map[*player]bool) {
}
}
func (p *player) fire(projectiles map[*Projectile]bool) *Projectile {
// XXX: is this to prevent us from having multiple projectiles from the
// same bot?
for proj := range projectiles {
if proj.Id == p.Robot.Id {
return nil
}
func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
// Throttle the fire rate
time_since_fired := (float64(turn) * (delta * 1000)) - (float64(p.Robot.LastFired) * (delta * 1000))
if time_since_fired < float64(p.Robot.Stats.FireRate) {
return nil
}
p.Robot.LastFired = turn
return &Projectile{
Id: p.Robot.Id,
Position: p.Robot.Position,
MoveTo: *p.Robot.FireAt,
Damage: 10,
Radius: p.Robot.Stats.WeaponRadius,
Speed: float64(p.Robot.Stats.Speed * 2),
Speed: float64(p.Robot.Stats.Speed * 3),
}
}

View File

@ -40,8 +40,8 @@ func (c *ClientID) Valid() (bool, string) {
}
type ClientConfig struct {
ID string `json:"id"`
Stats Stats `json:"stats"`
ID string `json:"id"`
Stats StatsRequest `json:"stats"`
}
type BoardSize struct {
@ -164,7 +164,7 @@ func addPlayer(ws *websocket.Conn) {
p := &player{
Robot: Robot{
Stats: conf.Stats,
Stats: DeriveStats(conf.Stats),
Id: player_id,
Name: clientid.Name,
Health: conf.Stats.Hp,

View File

@ -16,6 +16,7 @@ type Robot struct {
MoveTo *v.Point2d `json:"move_to,omitempty"`
FireAt *v.Point2d `json:"fire_at,omitempty"`
Scanners []Scanner `json:"scanners"`
LastFired int `json:"last_fired"`
}
type RobotSorter struct {
@ -40,11 +41,62 @@ type Stats struct {
Acceleration float64 `json:"acceleration"`
WeaponRadius int `json:"weapon_radius"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
}
func (s Stats) Valid() bool {
total := int(s.Speed) + s.Hp + s.WeaponRadius + s.ScannerRadius
if total > 500 {
// We request stats using an integer between 1 and 100, the
// integer values map to sensible min-max ranges
type StatsRequest struct {
Hp int `json:"hp"`
Speed int `json:"speed"`
Acceleration int `json:"acceleration"`
WeaponRadius int `json:"weapon_radius"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
}
func DeriveStats(request StatsRequest) Stats {
s := Stats{}
// Conversion Tables
hp_min := 20.0
hp_max := 200.0
s.Hp = int(((float64(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
speed_min := 40.0
speed_max := 200.0
s.Speed = ((float64(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
accel_min := 20.0
accel_max := 200.0
s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_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)
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)
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)
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)
return s
}
func (s StatsRequest) Valid() bool {
total := (s.Speed + s.Hp + s.WeaponRadius +
s.ScannerRadius + s.Acceleration + s.TurnSpeed + s.FireRate)
if total > 350 {
return false
}
return true