package main import ( v "bitbucket.org/hackerbots/vector" "code.google.com/p/go.net/websocket" "log" "math" "math/rand" ) type player struct { ws *websocket.Conn Robots []Robot send chan *Boardstate Instruction Instruction } func (p *player) sender() { for things := range p.send { err := websocket.JSON.Send(p.ws, *things) if err != nil { break } } p.ws.Close() // TODO log.Printf("player %s: sender close", p.Robots[0].Id) } 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 msgs PlayerInstructions err := websocket.JSON.Receive(p.ws, &msgs) if err != nil { // TODO: perhaps we could be a bit more precise in the handling of // this 'error' by selecting on some kill signal channel and this // json read? log.Print("problem receiving JSON from player: ", err) break } for _, r := range p.Robots { msg, ok := msgs.RobotInstructions[r.Id] if !ok { continue } if msg.Repair != nil && *msg.Repair == true { r.TargetSpeed = 0 r.FireAt = nil r.MoveTo = nil if r.RepairCounter <= 0 { r.RepairCounter = 3.0 } } else if msg.Scan != nil && *msg.Scan == true { r.TargetSpeed = 0 r.FireAt = nil r.MoveTo = nil r.ActiveScan = true } else { r.RepairCounter = 0 r.ActiveScan = false // Reapiring halts all other activity if msg.MoveTo != nil { r.MoveTo = msg.MoveTo } if msg.FireAt != nil { r.FireAt = msg.FireAt } if msg.TargetSpeed != nil { r.TargetSpeed = float32(*msg.TargetSpeed) } else { r.TargetSpeed = r.Stats.Speed } if msg.Probe != nil { r.Probe = msg.Probe r.ProbeResult = nil } else { r.Probe = nil } } if msg.Message != nil { r.Message = *msg.Message } } } log.Printf("player %s: recv close", p.Robots[0].Id) p.ws.Close() } func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) { collision := false intersection_point := v.Point2d{X: 0, Y: 0} // Check Walls r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}} collision, _, pos := v.RectIntersection(r_walls, r.Position, move_vector) if collision { return collision, pos, nil } // Check Other Bots for player := range g.players { for _, bot := range player.Robots { if bot.Id == r.Id { continue } player_rect := v.RectFromPoint(bot.Position, 3) collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector) if collision { return collision, pos, &bot } } } // Check Obstacles for _, obj := range g.obstacles { collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector) if collision { return collision, pos, nil } } return collision, intersection_point, nil } func (p *player) Tick(g *game) { for _, r := range p.Robots { r.Collision = false r.Hit = false r.scan(g) // Adjust Speed if r.Speed < r.TargetSpeed { r.Speed += (r.Stats.Acceleration * delta) if r.Speed > r.TargetSpeed { r.Speed = r.TargetSpeed } } else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon { r.Speed -= (r.Stats.Acceleration * delta) } else { r.Speed = r.TargetSpeed } // Adjust Heading current_heading := r.Heading if current_heading.Mag() == 0 && r.MoveTo != nil { // We may have been stopped before this and had no heading current_heading = r.MoveTo.Sub(r.Position).Normalize() } new_heading := current_heading if r.MoveTo != nil { // Where do we WANT to be heading? new_heading = r.MoveTo.Sub(r.Position).Normalize() } if new_heading.Mag() > 0 { // Is our direction change too much? Hard coding to 5 degrees/s for now angle := v.Angle(current_heading, new_heading) * v.Rad2deg dir := 1.0 if angle < 0 { dir = -1.0 } // Max turn radius in this case is in degrees per second if float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) { // New heading should be a little less, take current heading and // rotate by the max turn radius per frame. rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad new_heading = current_heading.Rotate(rot * float32(dir)) } move_vector := new_heading.Scale(r.Speed * delta) collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector) if collision { r.Collision = true if hit_robot != nil { hit_robot.Health -= int(r.Speed / 10.0) hit_robot.Speed = (hit_robot.Speed * 0.1) hit_robot.Heading = r.Heading } move_by := intersection_point.Sub(r.Position) move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag()) r.Position = r.Position.Add(move_dist) r.Health -= int(r.Speed / 10.0) r.MoveTo = &r.Position r.Speed = (r.Speed * 0.1) r.Heading = r.Heading.Scale(-1.0) } else { r.Position = r.Position.Add(move_vector) if new_heading.Mag() > 0 { r.Heading = new_heading } else { log.Printf("Zero Heading %v", new_heading) } } } // We only self repair when we're stopped if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 { r.RepairCounter -= delta if r.RepairCounter < 0 { r.Health += g.repair_hp r.RepairCounter = g.repair_rate } } // We only self repair when we're stopped if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan { r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1 } else if r.ScanCounter > 0 { r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05 if r.ScanCounter <= 0 { r.ScanCounter = 0 } } if r.FireAt != nil { proj := r.fire(g.projectiles, g.turn) if proj != nil { g.projectiles[proj] = true } } if r.Probe != nil && r.ProbeResult == nil { probe_vector := r.Probe.Sub(r.Position) coll, pos, _ := r.checkCollisions(g, probe_vector) if coll { r.ProbeResult = &pos } } } } func (r *Robot) scan(g *game) { r.Scanners = r.Scanners[:0] for player, _ := range g.players { for _, bot := range player.Robots { if bot.Id == r.Id || bot.Health <= 0 { continue } dist := v.Distance(bot.Position, r.Position) if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) { s := Scanner{ Id: bot.Id, Type: "robot", } r.Scanners = append(r.Scanners, s) } } } for proj, _ := range g.projectiles { if proj.Owner == r { continue } dist := v.Distance(proj.Position, r.Position) if dist < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) { s := Scanner{ Id: proj.Id, Type: "projectile", } r.Scanners = append(r.Scanners, s) } } } func (r *Robot) fire(projectiles map[*Projectile]bool, turn int) *Projectile { // Throttle the fire rate time_since_fired := (float32(turn) * (delta * 1000)) - (float32(r.LastFired) * (delta * 1000)) if time_since_fired < float32(r.Stats.FireRate) { return nil } r.LastFired = turn return &Projectile{ Id: idg.Hash(), Position: r.Position, MoveTo: *r.FireAt, Damage: r.Stats.WeaponDamage, Radius: r.Stats.WeaponRadius, Speed: r.Stats.WeaponSpeed, Owner: r, } } func (r *Robot) reset(g *game) { for { start_pos := v.Point2d{ X: rand.Float32() * float32(g.width), Y: rand.Float32() * float32(g.height), } r.MoveTo = &start_pos r.Position = start_pos r.Health = r.Stats.Hp // Check Obstacles retry := false for _, obj := range g.obstacles { _, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0}) if inside { retry = true } } if !retry { break } } }