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:
Stephen McQuay 2013-09-20 12:15:10 -06:00
parent f175e45c63
commit f8378cf89b
3 changed files with 59 additions and 61 deletions

60
game.go
View File

@ -2,6 +2,7 @@ package main
import ( import (
"bitbucket.org/hackerbots/bot" "bitbucket.org/hackerbots/bot"
v "bitbucket.org/hackerbots/vector"
"log" "log"
"sort" "sort"
"time" "time"
@ -70,6 +71,9 @@ func (g *game) run() {
delete(g.spectators, s) delete(g.spectators, s)
close(s.send) close(s.send)
case <-time.Tick(time.Duration(*tick) * time.Millisecond): 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 { if started && len(g.players) == 0 {
g.kill <- true g.kill <- true
} }
@ -91,6 +95,7 @@ func (g *game) run() {
for p := range g.players { for p := range g.players {
if p.Robot.Health > 0 { if p.Robot.Health > 0 {
robots_remaining++ robots_remaining++
// TODO: measure if this would be better to go and wait ...
p.scan(g.players) p.scan(g.players)
p.nudge() p.nudge()
if p.Robot.FireAt != nil { if p.Robot.FireAt != nil {
@ -104,10 +109,9 @@ func (g *game) run() {
} }
sort.Sort(bot.RobotSorter{Robots: payload.Robots}) sort.Sort(bot.RobotSorter{Robots: payload.Robots})
for p := range g.projectiles { payload.Projectiles = append(payload.Projectiles,
// XXX: p.nudge() g.nudgeProjectiles()...,
payload.Projectiles = append(payload.Projectiles, *p) )
}
for s := range g.splosions { for s := range g.splosions {
// XXX: s.tick() // XXX: s.tick()
@ -144,8 +148,54 @@ func (g *game) run() {
if *verbose { if *verbose {
log.Printf("Sent Payload %v\n", t1.Sub(t0)) 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
}

View File

@ -12,13 +12,7 @@ type player struct {
ws *websocket.Conn ws *websocket.Conn
Robot bot.Robot Robot bot.Robot
send chan *bot.Boardstate send chan *bot.Boardstate
Instruction instruction Instruction bot.Instruction
}
type instruction struct {
MoveTo *v.Point2d `json:"move_to,omitempty"`
FireAt *v.Point2d `json:"fire_at,omitempty"`
Stats bot.Stats `json:"stats"`
} }
func (p *player) sender() { func (p *player) sender() {
@ -36,7 +30,7 @@ func (p *player) recv() {
for { for {
// XXX: need to mark myself as having received something, also binding // XXX: need to mark myself as having received something, also binding
// such action to a particular game turn ID // such action to a particular game turn ID
var msg instruction var msg bot.Instruction
err := websocket.JSON.Receive(p.ws, &msg) err := websocket.JSON.Receive(p.ws, &msg)
if err != nil { if err != nil {
// TODO: perhaps we could be a bit more precise in the handling of // TODO: perhaps we could be a bit more precise in the handling of
@ -62,6 +56,7 @@ func (p *player) recv() {
} }
func (p *player) nudge() { func (p *player) nudge() {
// XXX: we must take into account going past our p.Robot.MoveTo ...
newPos := v.Move(p.Robot.Position, *p.Robot.MoveTo, p.Robot.Stats.Speed, delta) newPos := v.Move(p.Robot.Position, *p.Robot.MoveTo, p.Robot.Stats.Speed, delta)
p.Robot.Position.X = newPos.X p.Robot.Position.X = newPos.X
p.Robot.Position.Y = newPos.Y p.Robot.Position.Y = newPos.Y

View File

@ -1,47 +0,0 @@
package main
// XXX: this needs to go into game somehow
// func (p *bot.Projectile) nudge() {
// newPos := move(p.Position, p.MoveTo, float64(p.Speed), delta)
//
// hit_player := false
// for player := range p.game.players {
// if player.Robot.Id == p.Id {
// continue
// }
// dist := distance(player.Robot.Position, p.Position)
// if dist < 5.0 {
// hit_player = true
// }
// }
//
// if distance(p.Position, p.MoveTo) < 5 || hit_player {
// delete(p.game.projectiles, p)
//
// // Spawn a splosion
// splo := &splosion{
// Id: p.Id,
// Position: p.Position,
// Radius: p.Radius,
// MaxDamage: 10,
// MinDamage: 5,
// Lifespan: 8,
// }
// p.game.splosions[splo] = true
//
// for player := range p.game.players {
// dist := 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
// }