Changed the collision response from boolean to Collision
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parent
0698f21a0f
commit
eac39ad9d1
58
robot.go
58
robot.go
@ -8,31 +8,31 @@ import (
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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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Message string `json:"-"`
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Stats Stats `json:"-"`
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TargetSpeed float32 `json:"-"`
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Speed float32 `json:"speed"`
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Health int `json:"health"`
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RepairCounter float32 `json:"repair"`
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ScanCounter float32 `json:"scan_bonus"`
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ActiveScan bool `json:"-"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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DesiredHeading *v.Vector2d `json:"-"`
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MoveTo *v.Point2d `json:"-"`
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FireAt *v.Point2d `json:"-"`
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Scanners []Scanner `json:"scanners"`
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LastFired int `json:"-"`
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Collision bool `json:"collision"`
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Hit bool `json:"hit"`
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Probe *v.Point2d `json:"probe"`
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ProbeResult *ProbeResult `json:"probe_result"`
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gameStats *BotStats `json:-`
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Id string `json:"id"`
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Name string `json:"name"`
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Message string `json:"-"`
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Stats Stats `json:"-"`
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TargetSpeed float32 `json:"-"`
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Speed float32 `json:"speed"`
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Health int `json:"health"`
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RepairCounter float32 `json:"repair"`
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ScanCounter float32 `json:"scan_bonus"`
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ActiveScan bool `json:"-"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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DesiredHeading *v.Vector2d `json:"-"`
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MoveTo *v.Point2d `json:"-"`
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FireAt *v.Point2d `json:"-"`
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Scanners []Scanner `json:"scanners"`
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LastFired int `json:"-"`
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Collision *Collision `json:"collision"`
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Hit bool `json:"hit"`
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Probe *v.Point2d `json:"probe"`
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ProbeResult *Collision `json:"probe_result"`
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gameStats *BotStats `json:-`
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}
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type ProbeResult struct {
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type Collision struct {
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v.Point2d
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Type string `json:"type"`
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}
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@ -244,7 +244,7 @@ func (r *Robot) checkCollisions(g *game, probe v.Vector2d) (bool, *v.Point2d, *R
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}
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func (r *Robot) Tick(g *game) {
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r.Collision = false
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r.Collision = nil
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r.Hit = false
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r.scan(g)
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@ -310,7 +310,13 @@ func (r *Robot) Tick(g *game) {
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dmg = 1
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}
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r.Collision = true
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r.Collision = &Collision{
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Point2d: *intersection_point,
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Type: "obstacle",
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}
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if hit_robot != nil {
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r.Collision.Type = "robot"
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}
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if hit_robot != nil {
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hit_robot.Health -= dmg
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hit_robot.Speed = (hit_robot.Speed * 0.5)
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@ -377,7 +383,7 @@ func (r *Robot) Tick(g *game) {
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probe_vector := r.Probe.Sub(r.Position)
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coll, pos, robo := r.checkCollisions(g, probe_vector)
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if coll {
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r.ProbeResult = &ProbeResult{
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r.ProbeResult = &Collision{
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Point2d: *pos,
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Type: "obstacle",
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}
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