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