move robot code into robot file
This commit is contained in:
parent
9de2b51f46
commit
d3c08a7953
231
player.go
231
player.go
@ -1,11 +1,8 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
v "bitbucket.org/hackerbots/vector"
|
||||
"code.google.com/p/go.net/websocket"
|
||||
"log"
|
||||
"math"
|
||||
"math/rand"
|
||||
)
|
||||
|
||||
type player struct {
|
||||
@ -99,231 +96,3 @@ func (p *player) recv() {
|
||||
log.Printf("player %s: recv close", p.Robots[0].Id)
|
||||
p.ws.Close()
|
||||
}
|
||||
|
||||
func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
|
||||
collision := false
|
||||
intersection_point := v.Point2d{X: 0, Y: 0}
|
||||
|
||||
// Check Walls
|
||||
r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
|
||||
collision, _, pos := v.RectIntersection(r_walls, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, nil
|
||||
}
|
||||
|
||||
// Check Other Bots
|
||||
for player := range g.players {
|
||||
for _, bot := range player.Robots {
|
||||
if bot.Id == r.Id {
|
||||
continue
|
||||
}
|
||||
player_rect := v.RectFromPoint(bot.Position, 3)
|
||||
collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, bot
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check Obstacles
|
||||
for _, obj := range g.obstacles {
|
||||
collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, nil
|
||||
}
|
||||
}
|
||||
|
||||
return collision, intersection_point, nil
|
||||
}
|
||||
|
||||
func (r *Robot) Tick(g *game) {
|
||||
r.Collision = false
|
||||
r.Hit = false
|
||||
r.scan(g)
|
||||
|
||||
// Adjust Speed
|
||||
if r.Speed < r.TargetSpeed {
|
||||
r.Speed += (r.Stats.Acceleration * delta)
|
||||
if r.Speed > r.TargetSpeed {
|
||||
r.Speed = r.TargetSpeed
|
||||
}
|
||||
|
||||
} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
|
||||
r.Speed -= (r.Stats.Acceleration * delta)
|
||||
} else {
|
||||
r.Speed = r.TargetSpeed
|
||||
}
|
||||
|
||||
// Adjust Heading
|
||||
current_heading := r.Heading
|
||||
if current_heading.Mag() == 0 && r.MoveTo != nil {
|
||||
// We may have been stopped before this and had no heading
|
||||
current_heading = r.MoveTo.Sub(r.Position).Normalize()
|
||||
}
|
||||
|
||||
new_heading := current_heading
|
||||
if r.MoveTo != nil {
|
||||
// Where do we WANT to be heading?
|
||||
new_heading = r.MoveTo.Sub(r.Position).Normalize()
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
dir := 1.0
|
||||
if angle < 0 {
|
||||
dir = -1.0
|
||||
}
|
||||
|
||||
// Max turn radius in this case is in degrees per second
|
||||
if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
|
||||
// New heading should be a little less, take current heading and
|
||||
// rotate by the max turn radius per frame.
|
||||
rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
|
||||
|
||||
new_heading = current_heading.Rotate(rot * float32(dir))
|
||||
}
|
||||
|
||||
move_vector := new_heading.Scale(r.Speed * delta)
|
||||
collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
|
||||
if collision {
|
||||
r.Collision = true
|
||||
if hit_robot != nil {
|
||||
hit_robot.Health -= int(r.Speed / 10.0)
|
||||
hit_robot.Speed = (hit_robot.Speed * 0.1)
|
||||
hit_robot.Heading = r.Heading
|
||||
}
|
||||
move_by := intersection_point.Sub(r.Position)
|
||||
move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
|
||||
|
||||
r.Position = r.Position.Add(move_dist)
|
||||
r.Health -= int(r.Speed / 10.0)
|
||||
r.MoveTo = &r.Position
|
||||
r.Speed = (r.Speed * 0.1)
|
||||
r.Heading = r.Heading.Scale(-1.0)
|
||||
} else {
|
||||
r.Position = r.Position.Add(move_vector)
|
||||
if new_heading.Mag() > 0 {
|
||||
r.Heading = new_heading
|
||||
} else {
|
||||
log.Printf("Zero Heading %v", new_heading)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We only self repair when we're stopped
|
||||
if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
|
||||
r.RepairCounter -= delta
|
||||
if r.RepairCounter < 0 {
|
||||
r.Health += g.repair_hp
|
||||
r.RepairCounter = g.repair_rate
|
||||
}
|
||||
}
|
||||
|
||||
// We only self repair when we're stopped
|
||||
if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
|
||||
r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
|
||||
} else if r.ScanCounter > 0 {
|
||||
r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
|
||||
if r.ScanCounter <= 0 {
|
||||
r.ScanCounter = 0
|
||||
}
|
||||
}
|
||||
|
||||
if r.FireAt != nil {
|
||||
proj := r.fire(g.projectiles, g.turn)
|
||||
if proj != nil {
|
||||
g.projectiles[proj] = true
|
||||
}
|
||||
}
|
||||
|
||||
if r.Probe != nil && r.ProbeResult == nil {
|
||||
probe_vector := r.Probe.Sub(r.Position)
|
||||
coll, pos, _ := r.checkCollisions(g, probe_vector)
|
||||
if coll {
|
||||
r.ProbeResult = &pos
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) scan(g *game) {
|
||||
r.Scanners = r.Scanners[:0]
|
||||
for player, _ := range g.players {
|
||||
for _, bot := range player.Robots {
|
||||
if bot.Id == r.Id || bot.Health <= 0 {
|
||||
continue
|
||||
}
|
||||
dist := v.Distance(bot.Position, r.Position)
|
||||
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
|
||||
s := Scanner{
|
||||
Id: bot.Id,
|
||||
Type: "robot",
|
||||
}
|
||||
r.Scanners = append(r.Scanners, s)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for proj, _ := range g.projectiles {
|
||||
if proj.Owner == r {
|
||||
continue
|
||||
}
|
||||
|
||||
dist := v.Distance(proj.Position, r.Position)
|
||||
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
|
||||
s := Scanner{
|
||||
Id: proj.Id,
|
||||
Type: "projectile",
|
||||
}
|
||||
r.Scanners = append(r.Scanners, s)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (r *Robot) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
|
||||
// Throttle the fire rate
|
||||
time_since_fired := (float32(turn) * (delta * 1000)) - (float32(r.LastFired) * (delta * 1000))
|
||||
if time_since_fired < float32(r.Stats.FireRate) {
|
||||
return nil
|
||||
}
|
||||
|
||||
r.LastFired = turn
|
||||
|
||||
return &Projectile{
|
||||
Id: idg.Hash(),
|
||||
Position: r.Position,
|
||||
MoveTo: *r.FireAt,
|
||||
Damage: r.Stats.WeaponDamage,
|
||||
Radius: r.Stats.WeaponRadius,
|
||||
Speed: r.Stats.WeaponSpeed,
|
||||
Owner: r,
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) reset(g *game) {
|
||||
for {
|
||||
start_pos := v.Point2d{
|
||||
X: rand.Float32() * float32(g.width),
|
||||
Y: rand.Float32() * float32(g.height),
|
||||
}
|
||||
r.MoveTo = &start_pos
|
||||
r.Position = start_pos
|
||||
r.Health = r.Stats.Hp
|
||||
|
||||
log.Printf("Reset %v", r)
|
||||
|
||||
// Check Obstacles
|
||||
retry := false
|
||||
for _, obj := range g.obstacles {
|
||||
_, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0})
|
||||
if inside {
|
||||
retry = true
|
||||
}
|
||||
}
|
||||
if !retry {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
231
robot.go
231
robot.go
@ -2,6 +2,9 @@ package main
|
||||
|
||||
import (
|
||||
v "bitbucket.org/hackerbots/vector"
|
||||
"log"
|
||||
"math"
|
||||
"math/rand"
|
||||
)
|
||||
|
||||
type Robot struct {
|
||||
@ -158,3 +161,231 @@ type Instruction struct {
|
||||
Repair *bool `json:"repair,omitempty"`
|
||||
Scan *bool `json:"scan,omitempty"`
|
||||
}
|
||||
|
||||
func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
|
||||
collision := false
|
||||
intersection_point := v.Point2d{X: 0, Y: 0}
|
||||
|
||||
// Check Walls
|
||||
r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
|
||||
collision, _, pos := v.RectIntersection(r_walls, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, nil
|
||||
}
|
||||
|
||||
// Check Other Bots
|
||||
for player := range g.players {
|
||||
for _, bot := range player.Robots {
|
||||
if bot.Id == r.Id {
|
||||
continue
|
||||
}
|
||||
player_rect := v.RectFromPoint(bot.Position, 3)
|
||||
collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, bot
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check Obstacles
|
||||
for _, obj := range g.obstacles {
|
||||
collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector)
|
||||
if collision {
|
||||
return collision, pos, nil
|
||||
}
|
||||
}
|
||||
|
||||
return collision, intersection_point, nil
|
||||
}
|
||||
|
||||
func (r *Robot) Tick(g *game) {
|
||||
r.Collision = false
|
||||
r.Hit = false
|
||||
r.scan(g)
|
||||
|
||||
// Adjust Speed
|
||||
if r.Speed < r.TargetSpeed {
|
||||
r.Speed += (r.Stats.Acceleration * delta)
|
||||
if r.Speed > r.TargetSpeed {
|
||||
r.Speed = r.TargetSpeed
|
||||
}
|
||||
|
||||
} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
|
||||
r.Speed -= (r.Stats.Acceleration * delta)
|
||||
} else {
|
||||
r.Speed = r.TargetSpeed
|
||||
}
|
||||
|
||||
// Adjust Heading
|
||||
current_heading := r.Heading
|
||||
if current_heading.Mag() == 0 && r.MoveTo != nil {
|
||||
// We may have been stopped before this and had no heading
|
||||
current_heading = r.MoveTo.Sub(r.Position).Normalize()
|
||||
}
|
||||
|
||||
new_heading := current_heading
|
||||
if r.MoveTo != nil {
|
||||
// Where do we WANT to be heading?
|
||||
new_heading = r.MoveTo.Sub(r.Position).Normalize()
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
dir := 1.0
|
||||
if angle < 0 {
|
||||
dir = -1.0
|
||||
}
|
||||
|
||||
// Max turn radius in this case is in degrees per second
|
||||
if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
|
||||
// New heading should be a little less, take current heading and
|
||||
// rotate by the max turn radius per frame.
|
||||
rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
|
||||
|
||||
new_heading = current_heading.Rotate(rot * float32(dir))
|
||||
}
|
||||
|
||||
move_vector := new_heading.Scale(r.Speed * delta)
|
||||
collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
|
||||
if collision {
|
||||
r.Collision = true
|
||||
if hit_robot != nil {
|
||||
hit_robot.Health -= int(r.Speed / 10.0)
|
||||
hit_robot.Speed = (hit_robot.Speed * 0.1)
|
||||
hit_robot.Heading = r.Heading
|
||||
}
|
||||
move_by := intersection_point.Sub(r.Position)
|
||||
move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
|
||||
|
||||
r.Position = r.Position.Add(move_dist)
|
||||
r.Health -= int(r.Speed / 10.0)
|
||||
r.MoveTo = &r.Position
|
||||
r.Speed = (r.Speed * 0.1)
|
||||
r.Heading = r.Heading.Scale(-1.0)
|
||||
} else {
|
||||
r.Position = r.Position.Add(move_vector)
|
||||
if new_heading.Mag() > 0 {
|
||||
r.Heading = new_heading
|
||||
} else {
|
||||
log.Printf("Zero Heading %v", new_heading)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We only self repair when we're stopped
|
||||
if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
|
||||
r.RepairCounter -= delta
|
||||
if r.RepairCounter < 0 {
|
||||
r.Health += g.repair_hp
|
||||
r.RepairCounter = g.repair_rate
|
||||
}
|
||||
}
|
||||
|
||||
// We only self repair when we're stopped
|
||||
if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
|
||||
r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
|
||||
} else if r.ScanCounter > 0 {
|
||||
r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
|
||||
if r.ScanCounter <= 0 {
|
||||
r.ScanCounter = 0
|
||||
}
|
||||
}
|
||||
|
||||
if r.FireAt != nil {
|
||||
proj := r.fire(g.projectiles, g.turn)
|
||||
if proj != nil {
|
||||
g.projectiles[proj] = true
|
||||
}
|
||||
}
|
||||
|
||||
if r.Probe != nil && r.ProbeResult == nil {
|
||||
probe_vector := r.Probe.Sub(r.Position)
|
||||
coll, pos, _ := r.checkCollisions(g, probe_vector)
|
||||
if coll {
|
||||
r.ProbeResult = &pos
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) scan(g *game) {
|
||||
r.Scanners = r.Scanners[:0]
|
||||
for player, _ := range g.players {
|
||||
for _, bot := range player.Robots {
|
||||
if bot.Id == r.Id || bot.Health <= 0 {
|
||||
continue
|
||||
}
|
||||
dist := v.Distance(bot.Position, r.Position)
|
||||
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
|
||||
s := Scanner{
|
||||
Id: bot.Id,
|
||||
Type: "robot",
|
||||
}
|
||||
r.Scanners = append(r.Scanners, s)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for proj, _ := range g.projectiles {
|
||||
if proj.Owner == r {
|
||||
continue
|
||||
}
|
||||
|
||||
dist := v.Distance(proj.Position, r.Position)
|
||||
if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
|
||||
s := Scanner{
|
||||
Id: proj.Id,
|
||||
Type: "projectile",
|
||||
}
|
||||
r.Scanners = append(r.Scanners, s)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (r *Robot) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
|
||||
// Throttle the fire rate
|
||||
time_since_fired := (float32(turn) * (delta * 1000)) - (float32(r.LastFired) * (delta * 1000))
|
||||
if time_since_fired < float32(r.Stats.FireRate) {
|
||||
return nil
|
||||
}
|
||||
|
||||
r.LastFired = turn
|
||||
|
||||
return &Projectile{
|
||||
Id: idg.Hash(),
|
||||
Position: r.Position,
|
||||
MoveTo: *r.FireAt,
|
||||
Damage: r.Stats.WeaponDamage,
|
||||
Radius: r.Stats.WeaponRadius,
|
||||
Speed: r.Stats.WeaponSpeed,
|
||||
Owner: r,
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Robot) reset(g *game) {
|
||||
for {
|
||||
start_pos := v.Point2d{
|
||||
X: rand.Float32() * float32(g.width),
|
||||
Y: rand.Float32() * float32(g.height),
|
||||
}
|
||||
r.MoveTo = &start_pos
|
||||
r.Position = start_pos
|
||||
r.Health = r.Stats.Hp
|
||||
|
||||
log.Printf("Reset %v", r)
|
||||
|
||||
// Check Obstacles
|
||||
retry := false
|
||||
for _, obj := range g.obstacles {
|
||||
_, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0})
|
||||
if inside {
|
||||
retry = true
|
||||
}
|
||||
}
|
||||
if !retry {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user