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:
parent
f175e45c63
commit
f8378cf89b
60
game.go
60
game.go
@ -2,6 +2,7 @@ package main
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import (
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import (
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"bitbucket.org/hackerbots/bot"
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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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"log"
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"sort"
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"sort"
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"time"
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"time"
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@ -70,6 +71,9 @@ func (g *game) run() {
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delete(g.spectators, s)
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delete(g.spectators, s)
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close(s.send)
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close(s.send)
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case <-time.Tick(time.Duration(*tick) * time.Millisecond):
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case <-time.Tick(time.Duration(*tick) * time.Millisecond):
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// XXX: This is very racy!! It was at bottom of loop and empty
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// stuff was going out
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payload.EmptySlices()
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if started && len(g.players) == 0 {
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if started && len(g.players) == 0 {
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g.kill <- true
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g.kill <- true
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}
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}
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@ -91,6 +95,7 @@ func (g *game) run() {
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for p := range g.players {
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for p := range g.players {
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if p.Robot.Health > 0 {
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if p.Robot.Health > 0 {
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robots_remaining++
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robots_remaining++
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// TODO: measure if this would be better to go and wait ...
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p.scan(g.players)
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p.scan(g.players)
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p.nudge()
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p.nudge()
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if p.Robot.FireAt != nil {
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if p.Robot.FireAt != nil {
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@ -104,10 +109,9 @@ func (g *game) run() {
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}
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}
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sort.Sort(bot.RobotSorter{Robots: payload.Robots})
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sort.Sort(bot.RobotSorter{Robots: payload.Robots})
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for p := range g.projectiles {
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payload.Projectiles = append(payload.Projectiles,
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// XXX: p.nudge()
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g.nudgeProjectiles()...,
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payload.Projectiles = append(payload.Projectiles, *p)
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)
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}
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for s := range g.splosions {
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for s := range g.splosions {
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// XXX: s.tick()
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// XXX: s.tick()
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@ -144,8 +148,54 @@ func (g *game) run() {
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if *verbose {
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if *verbose {
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log.Printf("Sent Payload %v\n", t1.Sub(t0))
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log.Printf("Sent Payload %v\n", t1.Sub(t0))
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}
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}
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}
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}
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}
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payload.EmptySlices()
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func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
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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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hit_player := false
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for player := range g.players {
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if player.Robot.Id == p.Id {
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continue
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}
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dist := v.Distance(player.Robot.Position, p.Position)
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if dist < 5.0 {
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hit_player = true
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}
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}
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if v.Distance(p.Position, p.MoveTo) < 5 || hit_player {
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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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Id: p.Id,
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Position: p.Position,
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Radius: p.Radius,
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MaxDamage: 10,
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MinDamage: 5,
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Lifespan: 8,
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}
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g.splosions[splo] = true
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for player := range g.players {
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dist := v.Distance(player.Robot.Position, p.Position)
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if dist < float64(p.Radius) {
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// TODO map damage Max to Min based on distance from explosion
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if player.Robot.Health > 0 {
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player.Robot.Health -= p.Damage
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if player.Robot.Health <= 0 {
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}
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}
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}
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}
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}
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}
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}
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}
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p.Position.X = newPos.X
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p.Position.Y = newPos.Y
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}
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return
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}
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11
player.go
11
player.go
@ -12,13 +12,7 @@ type player struct {
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ws *websocket.Conn
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ws *websocket.Conn
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Robot bot.Robot
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Robot bot.Robot
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send chan *bot.Boardstate
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send chan *bot.Boardstate
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Instruction instruction
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Instruction bot.Instruction
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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 bot.Stats `json:"stats"`
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}
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}
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func (p *player) sender() {
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func (p *player) sender() {
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@ -36,7 +30,7 @@ func (p *player) recv() {
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for {
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for {
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// XXX: need to mark myself as having received something, also binding
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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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// such action to a particular game turn ID
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var msg instruction
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var msg bot.Instruction
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err := websocket.JSON.Receive(p.ws, &msg)
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err := websocket.JSON.Receive(p.ws, &msg)
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if err != nil {
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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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// TODO: perhaps we could be a bit more precise in the handling of
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@ -62,6 +56,7 @@ func (p *player) recv() {
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}
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}
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func (p *player) nudge() {
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func (p *player) nudge() {
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// XXX: we must take into account going past our p.Robot.MoveTo ...
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newPos := v.Move(p.Robot.Position, *p.Robot.MoveTo, p.Robot.Stats.Speed, delta)
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newPos := v.Move(p.Robot.Position, *p.Robot.MoveTo, p.Robot.Stats.Speed, delta)
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p.Robot.Position.X = newPos.X
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p.Robot.Position.X = newPos.X
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p.Robot.Position.Y = newPos.Y
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p.Robot.Position.Y = newPos.Y
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47
robot.go
47
robot.go
@ -1,47 +0,0 @@
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package main
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// XXX: this needs to go into game somehow
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// func (p *bot.Projectile) nudge() {
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// newPos := move(p.Position, p.MoveTo, float64(p.Speed), delta)
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//
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// hit_player := false
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// for player := range p.game.players {
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// if player.Robot.Id == p.Id {
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// continue
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// }
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// dist := distance(player.Robot.Position, p.Position)
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// if dist < 5.0 {
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// hit_player = true
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// }
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// }
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//
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// if distance(p.Position, p.MoveTo) < 5 || hit_player {
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// delete(p.game.projectiles, p)
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//
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// // Spawn a 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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// MaxDamage: 10,
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// MinDamage: 5,
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// Lifespan: 8,
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// }
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// p.game.splosions[splo] = true
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//
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// for player := range p.game.players {
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// dist := distance(player.Robot.Position, p.Position)
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// if dist < float64(p.Radius) {
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//
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// // TODO map damage Max to Min based on distance from explosion
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// if player.Robot.Health > 0 {
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// player.Robot.Health -= p.Damage
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// if player.Robot.Health <= 0 {
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// }
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// }
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// }
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// }
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// }
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// p.Position.X = newPos.X
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// p.Position.Y = newPos.Y
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// }
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