Got game working again

I just moved some old code into the game struct; probably still merits some
cleanup in the main loop.
This commit is contained in:
sm
2013-09-20 12:15:10 -06:00
parent f175e45c63
commit f8378cf89b
3 changed files with 59 additions and 61 deletions
+56 -6
View File
@@ -2,6 +2,7 @@ package main
import (
"bitbucket.org/hackerbots/bot"
v "bitbucket.org/hackerbots/vector"
"log"
"sort"
"time"
@@ -70,6 +71,9 @@ func (g *game) run() {
delete(g.spectators, s)
close(s.send)
case <-time.Tick(time.Duration(*tick) * time.Millisecond):
// XXX: This is very racy!! It was at bottom of loop and empty
// stuff was going out
payload.EmptySlices()
if started && len(g.players) == 0 {
g.kill <- true
}
@@ -91,6 +95,7 @@ func (g *game) run() {
for p := range g.players {
if p.Robot.Health > 0 {
robots_remaining++
// TODO: measure if this would be better to go and wait ...
p.scan(g.players)
p.nudge()
if p.Robot.FireAt != nil {
@@ -104,10 +109,9 @@ func (g *game) run() {
}
sort.Sort(bot.RobotSorter{Robots: payload.Robots})
for p := range g.projectiles {
// XXX: p.nudge()
payload.Projectiles = append(payload.Projectiles, *p)
}
payload.Projectiles = append(payload.Projectiles,
g.nudgeProjectiles()...,
)
for s := range g.splosions {
// XXX: s.tick()
@@ -144,8 +148,54 @@ func (g *game) run() {
if *verbose {
log.Printf("Sent Payload %v\n", t1.Sub(t0))
}
payload.EmptySlices()
}
}
}
func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
for p := range g.projectiles {
newPos := v.Move(p.Position, p.MoveTo, float64(p.Speed), delta)
hit_player := false
for player := range g.players {
if player.Robot.Id == p.Id {
continue
}
dist := v.Distance(player.Robot.Position, p.Position)
if dist < 5.0 {
hit_player = true
}
}
if v.Distance(p.Position, p.MoveTo) < 5 || hit_player {
delete(g.projectiles, p)
// Spawn a splosion
splo := &bot.Splosion{
Id: p.Id,
Position: p.Position,
Radius: p.Radius,
MaxDamage: 10,
MinDamage: 5,
Lifespan: 8,
}
g.splosions[splo] = true
for player := range g.players {
dist := v.Distance(player.Robot.Position, p.Position)
if dist < float64(p.Radius) {
// TODO map damage Max to Min based on distance from explosion
if player.Robot.Health > 0 {
player.Robot.Health -= p.Damage
if player.Robot.Health <= 0 {
}
}
}
}
}
p.Position.X = newPos.X
p.Position.Y = newPos.Y
}
return
}