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
+55 -3
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