moved code out of awkward bots repo
This commit is contained in:
parent
92a2040d70
commit
e33f2c0c4f
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1,3 @@
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botserv
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*.swp
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tags
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54
game.go
54
game.go
@ -1,7 +1,6 @@
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package main
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import (
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"bitbucket.org/hackerbots/bot"
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v "bitbucket.org/hackerbots/vector"
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"log"
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"sort"
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@ -10,11 +9,46 @@ import (
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const maxPlayer = 128
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type Config struct {
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ID string `json:"id"`
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Name string `json:"name"`
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// TODO: candidate for embedding?
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Stats Stats `json:"stats"`
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}
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type Boardstate struct {
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Robots []Robot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Reset bool `json:"reset"`
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Type string `json:"type"`
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Turn int `json:"turn"`
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}
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func (bs *Boardstate) EmptySlices() {
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bs.Robots = bs.Robots[:0]
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bs.Projectiles = bs.Projectiles[:0]
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bs.Splosions = bs.Splosions[:0]
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}
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func NewBoardstate() *Boardstate {
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return &Boardstate{
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Robots: []Robot{},
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Projectiles: []Projectile{},
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Type: "boardstate",
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}
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}
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type Scanner struct {
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Position v.Point2d `json:"position"`
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Stats Stats `json:"stats"`
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}
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type game struct {
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id string
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players map[*player]bool
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projectiles map[*bot.Projectile]bool
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splosions map[*bot.Splosion]bool
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projectiles map[*Projectile]bool
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splosions map[*Splosion]bool
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register chan *player
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unregister chan *player
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turn int
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@ -30,8 +64,8 @@ func NewGame(id string, width, height float64) *game {
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id: id,
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register: make(chan *player),
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unregister: make(chan *player, maxPlayer),
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projectiles: make(map[*bot.Projectile]bool),
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splosions: make(map[*bot.Splosion]bool),
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projectiles: make(map[*Projectile]bool),
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splosions: make(map[*Splosion]bool),
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players: make(map[*player]bool),
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turn: 0,
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width: width,
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@ -46,7 +80,7 @@ func NewGame(id string, width, height float64) *game {
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func (g *game) run() {
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var t0, t1 time.Time
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payload := bot.NewBoardstate()
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payload := NewBoardstate()
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for {
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select {
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case <-g.kill:
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@ -102,7 +136,7 @@ func (g *game) run() {
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}
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payload.Robots = append(payload.Robots, p.Robot)
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}
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sort.Sort(bot.RobotSorter{Robots: payload.Robots})
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sort.Sort(RobotSorter{Robots: payload.Robots})
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payload.Projectiles = append(payload.Projectiles,
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g.nudgeProjectiles()...,
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@ -150,8 +184,8 @@ func (g *game) run() {
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}
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}
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func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
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rprojectiles = make([]bot.Projectile, 0)
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func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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rprojectiles = make([]Projectile, 0)
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for p := range g.projectiles {
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newPos := v.Move(p.Position, p.MoveTo, float64(p.Speed), delta)
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@ -170,7 +204,7 @@ func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
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delete(g.projectiles, p)
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// Spawn a splosion
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splo := &bot.Splosion{
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splo := &Splosion{
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Id: p.Id,
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Position: p.Position,
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Radius: p.Radius,
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15
http.go
15
http.go
@ -1,7 +1,6 @@
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package main
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import (
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"bitbucket.org/hackerbots/bot"
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"code.google.com/p/go.net/websocket"
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"encoding/json"
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"fmt"
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@ -81,7 +80,7 @@ func listGames(w http.ResponseWriter, req *http.Request) {
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func addPlayer(ws *websocket.Conn) {
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// route to appropriate game ...
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var gid bot.GameID
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var gid GameID
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err := websocket.JSON.Receive(ws, &gid)
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if err != nil {
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log.Println("problem parsing the requested game id")
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@ -94,7 +93,7 @@ func addPlayer(ws *websocket.Conn) {
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if !ok {
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log.Println("ERROR: game not found")
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websocket.JSON.Send(ws, bot.NewFailure("game 404"))
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websocket.JSON.Send(ws, NewFailure("game 404"))
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return
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}
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@ -102,18 +101,18 @@ func addPlayer(ws *websocket.Conn) {
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conf, err := Negociate(ws, id, game.width, game.height)
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if err != nil {
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websocket.JSON.Send(ws, bot.NewFailure(err.Error()))
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websocket.JSON.Send(ws, NewFailure(err.Error()))
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}
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if conf != nil {
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p := &player{
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Robot: bot.Robot{
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Robot: Robot{
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Stats: conf.Stats,
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Id: id,
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Name: conf.Name,
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Health: conf.Stats.Hp,
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Scanners: make([]bot.Scanner, 0)},
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send: make(chan *bot.Boardstate),
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Scanners: make([]Scanner, 0)},
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send: make(chan *Boardstate),
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ws: ws,
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}
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p.reset()
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@ -126,7 +125,7 @@ func addPlayer(ws *websocket.Conn) {
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log.Printf("game %s: player %v has been disconnected from this game\n", gid.Id, p.Robot.Id)
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} else {
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s := &Spectator{
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send: make(chan *bot.Boardstate),
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send: make(chan *Boardstate),
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ws: ws,
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}
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game.sregister <- s
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15
player.go
15
player.go
@ -1,7 +1,6 @@
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package main
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import (
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"bitbucket.org/hackerbots/bot"
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v "bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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"log"
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@ -11,9 +10,9 @@ import (
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type player struct {
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ws *websocket.Conn
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Robot bot.Robot
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send chan *bot.Boardstate
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Instruction bot.Instruction
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Robot Robot
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send chan *Boardstate
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Instruction Instruction
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}
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func (p *player) sender() {
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@ -31,7 +30,7 @@ func (p *player) recv() {
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for {
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// XXX: need to mark myself as having received something, also binding
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// such action to a particular game turn ID
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var msg bot.Instruction
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var msg Instruction
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err := websocket.JSON.Receive(p.ws, &msg)
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if err != nil {
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// TODO: perhaps we could be a bit more precise in the handling of
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@ -136,7 +135,7 @@ func (p *player) scan(players map[*player]bool) {
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}
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dist := v.Distance(player.Robot.Position, p.Robot.Position)
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if dist < float64(p.Robot.Stats.ScannerRadius) {
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s := bot.Scanner{
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s := Scanner{
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Position: v.Point2d{
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X: player.Robot.Position.X,
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Y: player.Robot.Position.Y,
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@ -147,7 +146,7 @@ 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[*bot.Projectile]bool) *bot.Projectile {
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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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@ -156,7 +155,7 @@ func (p *player) fire(projectiles map[*bot.Projectile]bool) *bot.Projectile {
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}
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}
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return &bot.Projectile{
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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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99
protocol.go
99
protocol.go
@ -1,21 +1,100 @@
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package main
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import (
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"bitbucket.org/hackerbots/bot"
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"code.google.com/p/go.net/websocket"
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"errors"
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"log"
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)
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func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Config, error) {
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type GameID struct {
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Id string `json:"id"`
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}
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// > identify
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type IdRequest struct {
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Type string `json:"type"`
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AssignedID string `json:"id"`
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Failure
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}
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func NewIdRequest(id string) *IdRequest {
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return &IdRequest{
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Type: "idreq",
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AssignedID: id,
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}
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}
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// < [robot | spectator], name, client-type, game ID
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type ClientID struct {
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Type string `json:"type"`
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Name string `json:"name"`
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Useragent string `json:"useragent"`
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}
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func (c *ClientID) Valid() (bool, string) {
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switch c.Type {
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case "robot", "spectator":
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return true, ""
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}
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return false, "usergent must be 'robot' or 'spectator'"
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}
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type BoardSize struct {
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Width float64 `json:"width"`
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Height float64 `json:"height"`
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}
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type GameParam struct {
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BoardSize BoardSize `json:"boardsize"`
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Type string `json:"type"`
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}
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// > [OK | FULL | NOT AUTH], board size, game params
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func NewGameParam(w, h float64) *GameParam {
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return &GameParam{
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BoardSize: BoardSize{
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Width: w,
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Height: h,
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},
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Type: "gameparam",
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}
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}
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type Handshake struct {
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ID string `json:"id"`
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Success bool `json:"success"`
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Type string `json:"type"`
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}
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func NewHandshake(id string, success bool) *Handshake {
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return &Handshake{
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ID: id,
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Success: success,
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Type: "handshake",
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}
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}
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type Failure struct {
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Reason string `json:"reason"`
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Type string `json:"type"`
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}
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func NewFailure(reason string) *Failure {
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return &Failure{
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Reason: reason,
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Type: "failure",
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}
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}
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func Negociate(ws *websocket.Conn, id string, width, height float64) (*Config, error) {
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var err error
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err = websocket.JSON.Send(ws, bot.NewIdRequest(id))
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err = websocket.JSON.Send(ws, NewIdRequest(id))
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if err != nil {
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return nil, errors.New("generic server error")
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}
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var clientid bot.ClientID
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var clientid ClientID
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err = websocket.JSON.Receive(ws, &clientid)
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if err != nil {
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return nil, errors.New("could not parse id")
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@ -24,22 +103,22 @@ func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Confi
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log.Printf("clientid is invalid: %+v", clientid)
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websocket.JSON.Send(
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ws,
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bot.NewFailure(msg),
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NewFailure(msg),
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)
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return nil, errors.New(msg)
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}
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log.Printf("clientid: %+v", clientid)
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gameParam := bot.NewGameParam(width, height)
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gameParam := NewGameParam(width, height)
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err = websocket.JSON.Send(ws, gameParam)
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if err != nil {
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websocket.JSON.Send(ws, bot.NewFailure("generic server error"))
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websocket.JSON.Send(ws, NewFailure("generic server error"))
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return nil, err
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}
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log.Printf("gameparam: %+v", gameParam)
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switch clientid.Type {
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case "robot":
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var conf bot.Config
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var conf Config
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log.Printf("got here?")
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for {
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log.Printf("%s Waiting for client to send conf ...", id)
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@ -50,10 +129,10 @@ func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Confi
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}
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// TODO: verify conf's type
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if conf.Stats.Valid() {
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_ = websocket.JSON.Send(ws, bot.NewHandshake(id, true))
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_ = websocket.JSON.Send(ws, NewHandshake(id, true))
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break
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} else {
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_ = websocket.JSON.Send(ws, bot.NewHandshake(id, false))
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_ = websocket.JSON.Send(ws, NewHandshake(id, false))
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}
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}
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conf.Name = clientid.Name
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84
robot.go
Normal file
84
robot.go
Normal file
@ -0,0 +1,84 @@
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package main
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import (
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v "bitbucket.org/hackerbots/vector"
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)
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type Robot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Stats Stats `json:"stats"`
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TargetSpeed float64 `json:"speed"`
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Speed float64 `json:"speed"`
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Health int `json:"health"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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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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Scanners []Scanner `json:"scanners"`
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}
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type RobotSorter struct {
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Robots []Robot
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}
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func (s RobotSorter) Len() int {
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return len(s.Robots)
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}
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func (s RobotSorter) Swap(i, j int) {
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s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i]
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}
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func (s RobotSorter) Less(i, j int) bool {
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return s.Robots[i].Id < s.Robots[j].Id
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}
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type Stats struct {
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Hp int `json:"hp"`
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Speed float64 `json:"speed"`
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Acceleration float64 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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}
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func (s Stats) Valid() bool {
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total := int(s.Speed) + s.Hp + s.WeaponRadius + s.ScannerRadius
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if total > 500 {
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return false
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}
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return true
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}
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type Projectile struct {
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Id string `json:"id"`
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Position v.Point2d `json:"position"`
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MoveTo v.Point2d `json:"move_to"`
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Radius int `json:"radius"`
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Speed float64 `json:"speed"`
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Damage int `json:"damage"`
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}
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type Splosion struct {
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Id string `json:"id"`
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Position v.Point2d `json:"position"`
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Radius int `json:"radius"`
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MaxDamage int `json:"damage"`
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MinDamage int `json:"damage"`
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Lifespan int `json:"lifespan"`
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}
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func (s *Splosion) Tick() {
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s.Lifespan--
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}
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func (s *Splosion) Alive() bool {
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return s.Lifespan > 0
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}
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type Instruction struct {
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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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Stats Stats `json:"stats"`
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}
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@ -1,13 +1,12 @@
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package main
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import (
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"bitbucket.org/hackerbots/bot"
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"code.google.com/p/go.net/websocket"
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)
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type Spectator struct {
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ws *websocket.Conn
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send chan *bot.Boardstate
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send chan *Boardstate
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}
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func (s *Spectator) sender() {
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