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 Robot 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() log.Printf("player %s: sender close", p.Robot.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 msg Instruction err := websocket.JSON.Receive(p.ws, &msg) 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 } if msg.MoveTo != nil { p.Robot.MoveTo = msg.MoveTo } if msg.FireAt != nil { p.Robot.FireAt = msg.FireAt } p.Robot.TargetSpeed = p.Robot.Stats.Speed if msg.Stats.Speed > 0 { p.Robot.Stats = msg.Stats p.Robot.Health = p.Robot.Stats.Hp p.Robot.Speed = 0 p.Robot.TargetSpeed = p.Robot.Stats.Speed } } log.Printf("player %s: recv close", p.Robot.Id) p.ws.Close() } func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d) { 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, p.Robot.Position, move_vector) if collision { return collision, pos } // Check Other Bots // Check Terrain // TBD return collision, intersection_point } func (p *player) nudge(g *game) { // Adjust Speed if p.Robot.Speed < p.Robot.TargetSpeed { p.Robot.Speed += (p.Robot.Stats.Acceleration * delta) } else if (p.Robot.Speed - p.Robot.TargetSpeed) > v.Epsilon { p.Robot.Speed -= (p.Robot.Stats.Acceleration * delta) } else { p.Robot.Speed = p.Robot.TargetSpeed } // Adjust Heading current_heading := p.Robot.Heading if current_heading.Mag() == 0 { // We may have been stopped before this and had no heading current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize() log.Printf("Heading WAS zero, is now %v", current_heading) } // Where do we WANT to be heading? new_heading := p.Robot.MoveTo.Sub(p.Robot.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(p.Robot.Stats.TurnSpeed) * delta) { // New heading should be a little less, take current heading and // rotate by the max turn radius per frame. rot := (float32(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad new_heading = current_heading.Rotate(rot * float32(dir)) } move_vector := new_heading.Scale(p.Robot.Speed * delta) collision, _ := p.checkCollisions(g, move_vector) if collision { // p.Robot.Position = intersection_point p.Robot.Health -= int(p.Robot.Speed / 10.0) p.Robot.MoveTo = &p.Robot.Position p.Robot.Speed = 0 p.Robot.Heading = v.Vector2d{X: 0, Y: 0} } else { p.Robot.Position = p.Robot.Position.Add(move_vector) if new_heading.Mag() > 0 { p.Robot.Heading = new_heading // log.Printf("%v %v %v", new_heading, current_heading, angle) } else { log.Printf("Zero Heading %v", new_heading) } } } } func (p *player) scan(players map[*player]bool) { p.Robot.Scanners = p.Robot.Scanners[:0] for player, _ := range players { if player.Robot.Id == p.Robot.Id || player.Robot.Health <= 0 { continue } dist := v.Distance(player.Robot.Position, p.Robot.Position) if dist < float32(p.Robot.Stats.ScannerRadius) { s := Scanner{ Id: player.Robot.Id, Position: v.Point2d{ X: player.Robot.Position.X, Y: player.Robot.Position.Y, }, } p.Robot.Scanners = append(p.Robot.Scanners, s) } } } func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile { // Throttle the fire rate time_since_fired := (float32(turn) * (delta * 1000)) - (float32(p.Robot.LastFired) * (delta * 1000)) if time_since_fired < float32(p.Robot.Stats.FireRate) { return nil } p.Robot.LastFired = turn return &Projectile{ Id: p.Robot.Id, Position: p.Robot.Position, MoveTo: *p.Robot.FireAt, Damage: 10, Radius: p.Robot.Stats.WeaponRadius, Speed: float32(p.Robot.Stats.Speed * 3), } } func (p *player) reset() { start_pos := v.Point2d{ X: rand.Float32() * float32(*width), Y: rand.Float32() * float32(*height), } p.Robot.MoveTo = &start_pos p.Robot.Position = start_pos p.Robot.Health = p.Robot.Stats.Hp }