First pass of multibot support
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@@ -106,30 +106,40 @@ func NewGame(id string, width, height float32) *game {
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func (g *game) tick(payload *Boardstate) int {
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robots_remaining := 0
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players_remaining := 0
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payload.Obstacles = g.obstacles
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// Update Players
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for p := range g.players {
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if p.Robot.Health > 0 {
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robots_remaining++
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p.Tick(g)
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}
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living_robots := 0
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if len(p.Robot.Message) > 0 {
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if len(p.Robot.Message) > 100 {
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p.Robot.Message = p.Robot.Message[0:99]
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for _, r := range p.Robots {
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if r.Health > 0 {
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living_robots++
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p.Tick(g)
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}
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payload.Messages = append(payload.Messages, p.Robot.Message)
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if len(r.Message) > 0 {
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if len(r.Message) > 100 {
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r.Message = r.Message[0:99]
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}
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payload.Messages = append(payload.Messages, r.Message)
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}
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payload.OtherRobots = append(
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payload.OtherRobots,
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r.GetTruncatedDetails())
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payload.AllBots = append(
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payload.AllBots,
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BotHealth{RobotId: r.Id, Health: r.Health})
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}
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payload.OtherRobots = append(
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payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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payload.AllBots = append(
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payload.AllBots,
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BotHealth{RobotId: p.Robot.Id, Health: p.Robot.Health})
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if living_robots > 0 {
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players_remaining++
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robots_remaining += living_robots
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}
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}
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// Update Projectiles
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@@ -151,7 +161,7 @@ func (g *game) tick(payload *Boardstate) int {
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payload.Splosions = append(payload.Splosions, *s)
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}
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return robots_remaining
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return players_remaining
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}
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func (g *game) send_update(payload *Boardstate) {
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@@ -160,6 +170,7 @@ func (g *game) send_update(payload *Boardstate) {
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sort.Sort(AllRobotSorter{Robots: payload.AllBots})
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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.Messages = payload.Messages
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@@ -168,53 +179,63 @@ func (g *game) send_update(payload *Boardstate) {
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player_payload.AllBots = payload.AllBots
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player_payload.Turn = payload.Turn
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player_payload.Reset = payload.Reset
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player_payload.MyRobots = append(player_payload.MyRobots, p.Robot)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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for _, r := range p.Robots {
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player_payload.MyRobots = append(player_payload.MyRobots, r)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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r.GetTruncatedDetails())
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}
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player_payload.Projectiles = []Projectile{}
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player_payload.Obstacles = []Obstacle{}
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living_robots := 0
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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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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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player.Robot.GetTruncatedDetails())
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for _, r := range p.Robots {
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if r.Health > 0 {
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living_robots++
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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 r.Scanners {
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for _, r := range player.Robots {
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if r.Id == scan_entry.Id {
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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r.GetTruncatedDetails())
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}
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}
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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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// 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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if proj.Owner == &r {
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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)+p.Robot.ScanCounter {
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player_payload.Obstacles = append(
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player_payload.Obstacles,
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ob)
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for _, scan_entry := range r.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(r.Position) < float32(r.Stats.ScannerRadius)+r.ScanCounter {
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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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}
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} else {
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}
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if living_robots == 0 {
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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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@@ -266,17 +287,20 @@ func (g *game) run() {
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}
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// UPDATE GAME STATE
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robots_remaining := g.tick(payload)
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players_remaining := g.tick(payload)
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// Determine end game?
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if robots_remaining <= 1 && len(g.players) > 1 {
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if players_remaining <= 1 && len(g.players) > 1 {
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g.obstacles = GenerateObstacles(5, g.width, g.height)
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log.Printf("game %s: game over", g.id)
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for p := range g.players {
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if p.Robot.Health > 0 {
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log.Printf("Robot %v Wins", p.Robot.Id)
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log.Printf("game %s: game over", g.id)
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for _, r := range p.Robots {
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if r.Health > 0 {
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log.Printf("Robot %v Survived", r.Id)
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}
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r.reset(g)
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}
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p.reset(g)
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g.obstacles = GenerateObstacles(5, g.width, g.height)
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}
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payload.Reset = true
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} else {
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