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
|
||||
|
||||
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
|
||||
}
|
||||
|
11
player.go
11
player.go
@ -12,13 +12,7 @@ type player struct {
|
||||
ws *websocket.Conn
|
||||
Robot bot.Robot
|
||||
send chan *bot.Boardstate
|
||||
Instruction instruction
|
||||
}
|
||||
|
||||
type instruction struct {
|
||||
MoveTo *v.Point2d `json:"move_to,omitempty"`
|
||||
FireAt *v.Point2d `json:"fire_at,omitempty"`
|
||||
Stats bot.Stats `json:"stats"`
|
||||
Instruction bot.Instruction
|
||||
}
|
||||
|
||||
func (p *player) sender() {
|
||||
@ -36,7 +30,7 @@ func (p *player) recv() {
|
||||
for {
|
||||
// XXX: need to mark myself as having received something, also binding
|
||||
// such action to a particular game turn ID
|
||||
var msg instruction
|
||||
var msg bot.Instruction
|
||||
err := websocket.JSON.Receive(p.ws, &msg)
|
||||
if err != nil {
|
||||
// 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() {
|
||||
// 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)
|
||||
p.Robot.Position.X = newPos.X
|
||||
p.Robot.Position.Y = newPos.Y
|
||||
|
47
robot.go
47
robot.go
@ -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
|
||||
// }
|
Loading…
Reference in New Issue
Block a user