filter projectiles and objects by scanners
This commit is contained in:
parent
2707294bb6
commit
cfd3d91942
34
game.go
34
game.go
@ -165,7 +165,6 @@ func (g *game) send_update(payload *Boardstate) {
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for p := range g.players {
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// Copy the payload but only add the robots in scanner range
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player_payload := NewBoardstate()
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player_payload.Projectiles = payload.Projectiles
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player_payload.Splosions = payload.Splosions
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player_payload.Obstacles = payload.Obstacles
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player_payload.AllBots = payload.AllBots
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@ -176,7 +175,11 @@ func (g *game) send_update(payload *Boardstate) {
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player_payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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player_payload.Projectiles = []Projectile{}
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player_payload.Obstacles = []Obstacle{}
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if p.Robot.Health > 0 {
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// Filter robots by scanner
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for player := range g.players {
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for _, scan_entry := range p.Robot.Scanners {
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if player.Robot.Id == scan_entry.Id {
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@ -186,8 +189,37 @@ func (g *game) send_update(payload *Boardstate) {
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}
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}
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}
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// Filter projectiles
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for proj := range g.projectiles {
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if proj.Owner == p {
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player_payload.Projectiles = append(
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player_payload.Projectiles,
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*proj)
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}
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for _, scan_entry := range p.Robot.Scanners {
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if proj.Id == scan_entry.Id {
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player_payload.Projectiles = append(
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player_payload.Projectiles,
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*proj)
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}
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}
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}
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// Filter objects
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for _, ob := range g.obstacles {
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if ob.distance_from_point(p.Robot.Position) < float32(p.Robot.Stats.ScannerRadius) {
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player_payload.Obstacles = append(
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player_payload.Obstacles,
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ob)
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}
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}
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} else {
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player_payload.OtherRobots = payload.OtherRobots
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player_payload.Projectiles = payload.Projectiles
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player_payload.Obstacles = payload.Obstacles
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}
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// x, _ := json.Marshal(player_payload)
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12
obstacle.go
12
obstacle.go
@ -2,6 +2,7 @@ package main
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import (
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v "bitbucket.org/hackerbots/vector"
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"math"
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"math/rand"
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)
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@ -9,6 +10,17 @@ type Obstacle struct {
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Bounds v.Rect2d `json:"bounds"`
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}
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func (o Obstacle) distance_from_point(p v.Point2d) float32 {
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dist := math.MaxFloat32
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dist = math.Min(dist, float64(p.Sub(o.Bounds.A).Mag()))
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dist = math.Min(dist, float64(p.Sub(o.Bounds.B).Mag()))
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dist = math.Min(dist, float64(p.Sub(v.Point2d{o.Bounds.A.X, o.Bounds.B.Y}).Mag()))
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dist = math.Min(dist, float64(p.Sub(v.Point2d{o.Bounds.B.X, o.Bounds.A.Y}).Mag()))
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return float32(dist)
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}
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func GenerateObstacles(count int, width, height float32) []Obstacle {
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out := []Obstacle{}
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for i := 0; i < count; i++ {
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