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:
parent
d19b3f71fa
commit
c80acb478b
2
game.go
2
game.go
@ -154,7 +154,7 @@ func (g *game) run() {
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p.scan(g.players)
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p.scan(g.players)
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p.nudge(g)
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p.nudge(g)
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if p.Robot.FireAt != nil {
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if p.Robot.FireAt != nil {
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proj := p.fire(g.projectiles)
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proj := p.fire(g.projectiles, g.turn)
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if proj != nil {
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if proj != nil {
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g.projectiles[proj] = true
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g.projectiles[proj] = true
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}
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}
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2
main.go
2
main.go
@ -12,7 +12,7 @@ import (
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)
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)
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var addr = flag.String("addr", ":8666", "http service address")
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var addr = flag.String("addr", ":8666", "http service address")
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var tick = flag.Int("tick", 33, "")
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var tick = flag.Int("tick", 60, "")
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var verbose = flag.Bool("verbose", false, "")
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var verbose = flag.Bool("verbose", false, "")
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var width = flag.Float64("width", 800, "width of field")
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var width = flag.Float64("width", 800, "width of field")
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var height = flag.Float64("height", 550, "height of field")
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var height = flag.Float64("height", 550, "height of field")
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74
player.go
74
player.go
@ -94,43 +94,49 @@ func (p *player) nudge(g *game) {
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if current_heading.Mag() == 0 {
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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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// 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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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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}
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// Where do we WANT to be heading?
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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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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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if new_heading.Mag() > 0 {
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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// Is our direction change too much? Hard coding to 5 degrees/s for now
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dir := 1.0
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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if angle < 0 {
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dir = -1.0
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}
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// Max turn radius in this case is 100 degrees per second
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dir := 1.0
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if math.Abs(angle) > (100 * delta) {
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if angle < 0 {
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// New heading should be a little less, take current heading and
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dir = -1.0
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// rotate by the max turn radius per frame.
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}
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rot := (100 * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * dir)
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// Max turn radius in this case is in degrees per second
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}
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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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new_heading = current_heading.Rotate(rot * dir)
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collision, _ := p.checkCollisions(g, move_vector)
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}
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if collision {
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// p.Robot.Position = intersection_point
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move_vector := new_heading.Scale(p.Robot.Speed * delta)
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p.Robot.Speed = 0
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collision, _ := p.checkCollisions(g, move_vector)
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p.Robot.MoveTo = &p.Robot.Position
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if collision {
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p.Robot.Health -= 5
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// p.Robot.Position = intersection_point
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p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
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p.Robot.Health -= int(p.Robot.Speed / 10.0)
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} else {
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p.Robot.MoveTo = &p.Robot.Position
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p.Robot.Position = p.Robot.Position.Add(move_vector)
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p.Robot.Speed = 0
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if new_heading.Mag() > 0 {
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p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
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p.Robot.Heading = new_heading
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} else {
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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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}
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}
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}
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func (p *player) scan(players map[*player]bool) {
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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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}
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}
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func (p *player) fire(projectiles map[*Projectile]bool) *Projectile {
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func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
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// XXX: is this to prevent us from having multiple projectiles from the
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// Throttle the fire rate
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// same bot?
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time_since_fired := (float64(turn) * (delta * 1000)) - (float64(p.Robot.LastFired) * (delta * 1000))
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for proj := range projectiles {
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if time_since_fired < float64(p.Robot.Stats.FireRate) {
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if proj.Id == p.Robot.Id {
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return nil
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return nil
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}
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}
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}
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p.Robot.LastFired = turn
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return &Projectile{
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return &Projectile{
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Id: p.Robot.Id,
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Id: p.Robot.Id,
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Position: p.Robot.Position,
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Position: p.Robot.Position,
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MoveTo: *p.Robot.FireAt,
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MoveTo: *p.Robot.FireAt,
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Damage: 10,
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Damage: 10,
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Radius: p.Robot.Stats.WeaponRadius,
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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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}
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}
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@ -40,8 +40,8 @@ func (c *ClientID) Valid() (bool, string) {
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}
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}
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type ClientConfig struct {
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type ClientConfig struct {
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ID string `json:"id"`
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ID string `json:"id"`
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Stats Stats `json:"stats"`
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Stats StatsRequest `json:"stats"`
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}
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}
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type BoardSize struct {
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type BoardSize struct {
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@ -164,7 +164,7 @@ func addPlayer(ws *websocket.Conn) {
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p := &player{
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p := &player{
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Robot: Robot{
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Robot: Robot{
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Stats: conf.Stats,
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Stats: DeriveStats(conf.Stats),
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Id: player_id,
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Id: player_id,
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Name: clientid.Name,
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Name: clientid.Name,
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Health: conf.Stats.Hp,
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Health: conf.Stats.Hp,
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58
robot.go
58
robot.go
@ -16,6 +16,7 @@ type Robot struct {
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MoveTo *v.Point2d `json:"move_to,omitempty"`
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MoveTo *v.Point2d `json:"move_to,omitempty"`
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FireAt *v.Point2d `json:"fire_at,omitempty"`
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FireAt *v.Point2d `json:"fire_at,omitempty"`
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Scanners []Scanner `json:"scanners"`
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Scanners []Scanner `json:"scanners"`
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LastFired int `json:"last_fired"`
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}
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}
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type RobotSorter struct {
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type RobotSorter struct {
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@ -40,11 +41,62 @@ type Stats struct {
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Acceleration float64 `json:"acceleration"`
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Acceleration float64 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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}
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}
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func (s Stats) Valid() bool {
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// We request stats using an integer between 1 and 100, the
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total := int(s.Speed) + s.Hp + s.WeaponRadius + s.ScannerRadius
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// integer values map to sensible min-max ranges
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if total > 500 {
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type StatsRequest struct {
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Hp int `json:"hp"`
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Speed int `json:"speed"`
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Acceleration int `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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}
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func DeriveStats(request StatsRequest) Stats {
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s := Stats{}
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// Conversion Tables
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hp_min := 20.0
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hp_max := 200.0
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s.Hp = int(((float64(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
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speed_min := 40.0
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speed_max := 200.0
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s.Speed = ((float64(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
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accel_min := 20.0
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accel_max := 200.0
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s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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wep_rad_min := 5.0
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wep_rad_max := 60.0
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s.WeaponRadius = int(((float64(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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scan_rad_min := 100.0
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scan_rad_max := 400.0
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s.ScannerRadius = int(((float64(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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turn_spd_min := 30.0
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turn_spd_max := 300.0
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s.TurnSpeed = int(((float64(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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fire_rate_min := 10.0
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fire_rate_max := 2000.0
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s.FireRate = int(fire_rate_max+300.0) - int(((float64(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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return s
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}
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func (s StatsRequest) Valid() bool {
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total := (s.Speed + s.Hp + s.WeaponRadius +
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s.ScannerRadius + s.Acceleration + s.TurnSpeed + s.FireRate)
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if total > 350 {
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return false
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return false
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}
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}
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return true
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return true
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