305 lines
6.9 KiB
Go
305 lines
6.9 KiB
Go
package main
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import (
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// "encoding/json"
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"errors"
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"log"
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"sort"
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"sync"
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"time"
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)
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const maxPlayer = 128
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type BotHealth struct {
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RobotId string `json:"robot_id"`
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Health int `json:"health"`
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}
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type Boardstate struct {
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MyRobots []Robot `json:"my_robots"`
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OtherRobots []OtherRobot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Obstacles []Obstacle `json:"obj"`
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Reset bool `json:"reset"`
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Type string `json:"type"`
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Turn int `json:"turn"`
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AllBots []BotHealth `json:"all_bots"`
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}
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func NewBoardstate() *Boardstate {
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return &Boardstate{
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MyRobots: []Robot{},
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OtherRobots: []OtherRobot{},
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Projectiles: []Projectile{},
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Splosions: []Splosion{},
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AllBots: []BotHealth{},
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Type: "boardstate",
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}
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}
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type Scanner struct {
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Id string `json:"id"`
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Type string `json:"type"`
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}
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type MapLock struct {
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m map[string]*game
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sync.RWMutex
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}
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// get is a function that returns a game if found, and creates one if
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// not found and force is true. In order to get a hash (rather than use
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// the string you pass) send "" for id.
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func (ml *MapLock) get(id string, force bool) (*game, error) {
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ml.Lock()
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g, ok := games.m[id]
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ml.Unlock()
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if ok {
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return g, nil
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}
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if !force {
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return nil, errors.New("game not found")
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}
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if id == "" {
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id = idg.Hash()
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}
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_g := NewGame(id, float32(*width), float32(*height))
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go _g.run()
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ml.Lock()
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ml.m[id] = _g
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ml.Unlock()
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return _g, nil
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}
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type game struct {
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id string
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players map[*player]bool
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projectiles map[*Projectile]bool
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splosions map[*Splosion]bool
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obstacles []Obstacle
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register chan *player
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unregister chan *player
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turn int
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width, height float32
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spectators map[*Spectator]bool
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sregister chan *Spectator
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sunregister chan *Spectator
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kill chan bool
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}
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func NewGame(id string, width, height float32) *game {
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g := &game{
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id: id,
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register: make(chan *player),
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unregister: make(chan *player, maxPlayer),
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projectiles: make(map[*Projectile]bool),
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splosions: make(map[*Splosion]bool),
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obstacles: GenerateObstacles(5, width, height),
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players: make(map[*player]bool),
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turn: 0,
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width: width,
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height: height,
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spectators: make(map[*Spectator]bool),
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sregister: make(chan *Spectator),
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sunregister: make(chan *Spectator),
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kill: make(chan bool, maxPlayer),
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}
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return g
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}
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func (g *game) tick(payload *Boardstate) int {
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robots_remaining := 0
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payload.Obstacles = g.obstacles
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// Update Players
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for p := range g.players {
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if p.Robot.Health > 0 {
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robots_remaining++
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p.Tick(g)
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}
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payload.OtherRobots = append(
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payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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payload.AllBots = append(
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payload.AllBots,
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BotHealth{RobotId: p.Robot.Id, Health: p.Robot.Health})
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}
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// Update Projectiles
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for pr := range g.projectiles {
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pr.Tick(g)
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}
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// We do this here, because the tick calls can alter g.projectiles
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for pr := range g.projectiles {
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payload.Projectiles = append(payload.Projectiles, *pr)
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}
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// Update Splosions
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for s := range g.splosions {
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s.Tick()
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if !s.Alive() {
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delete(g.splosions, s)
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}
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payload.Splosions = append(payload.Splosions, *s)
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}
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return robots_remaining
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}
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func (g *game) send_update(payload *Boardstate) {
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// Ensure that the robots are always sent in a consistent order
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sort.Sort(RobotSorter{Robots: payload.OtherRobots})
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sort.Sort(AllRobotSorter{Robots: payload.AllBots})
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for p := range g.players {
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// Copy the payload but only add the robots in scanner range
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player_payload := NewBoardstate()
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player_payload.Splosions = payload.Splosions
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player_payload.Obstacles = payload.Obstacles
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player_payload.AllBots = payload.AllBots
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player_payload.Turn = payload.Turn
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player_payload.Reset = payload.Reset
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player_payload.MyRobots = append(player_payload.MyRobots, p.Robot)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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player_payload.Projectiles = []Projectile{}
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player_payload.Obstacles = []Obstacle{}
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if p.Robot.Health > 0 {
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// Filter robots by scanner
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for player := range g.players {
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for _, scan_entry := range p.Robot.Scanners {
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if player.Robot.Id == scan_entry.Id {
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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player.Robot.GetTruncatedDetails())
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}
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}
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}
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// Filter projectiles
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for proj := range g.projectiles {
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if proj.Owner == p {
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player_payload.Projectiles = append(
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player_payload.Projectiles,
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*proj)
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}
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for _, scan_entry := range p.Robot.Scanners {
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if proj.Id == scan_entry.Id {
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player_payload.Projectiles = append(
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player_payload.Projectiles,
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*proj)
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}
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}
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}
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// Filter objects
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for _, ob := range g.obstacles {
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if ob.distance_from_point(p.Robot.Position) < float32(p.Robot.Stats.ScannerRadius) {
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player_payload.Obstacles = append(
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player_payload.Obstacles,
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ob)
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}
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}
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} else {
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player_payload.OtherRobots = payload.OtherRobots
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player_payload.Projectiles = payload.Projectiles
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player_payload.Obstacles = payload.Obstacles
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}
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// x, _ := json.Marshal(player_payload)
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// log.Printf("%v", string(x))
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p.send <- player_payload
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}
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for s := range g.spectators {
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s.send <- payload
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}
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}
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func (g *game) run() {
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var t0, t1 time.Time
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ticker := time.NewTicker(time.Duration(*tick) * time.Millisecond)
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for {
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select {
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case <-g.kill:
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log.Printf("game %s: received kill signal, dying gracefully", g.id)
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games.Lock()
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for player := range g.players {
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close(player.send)
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}
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delete(games.m, g.id)
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games.Unlock()
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return
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case p := <-g.register:
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g.players[p] = true
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case p := <-g.unregister:
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delete(g.players, p)
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close(p.send)
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case s := <-g.sregister:
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g.spectators[s] = true
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case s := <-g.sunregister:
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delete(g.spectators, s)
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close(s.send)
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case <-ticker.C:
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t0 = time.Now()
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payload := NewBoardstate()
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g.turn++
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payload.Turn = g.turn
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if *verbose {
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log.Printf("\033[2JTurn: %v", g.turn)
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log.Printf("Players: %v", len(g.players))
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log.Printf("Projectiles: %v", len(g.projectiles))
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log.Printf("Explosions: %v", len(g.splosions))
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}
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// UPDATE GAME STATE
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robots_remaining := g.tick(payload)
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// Determine end game?
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if robots_remaining <= 1 && len(g.players) > 1 {
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for p := range g.players {
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if p.Robot.Health > 0 {
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log.Printf("Robot %v Wins", p.Robot.Id)
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log.Printf("game %s: game over", g.id)
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}
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p.reset(g)
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g.obstacles = GenerateObstacles(5, g.width, g.height)
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}
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payload.Reset = true
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} else {
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payload.Reset = false
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}
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t1 = time.Now()
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if *verbose {
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log.Printf("Turn Processes %v\n", t1.Sub(t0))
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}
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// SEND THE UPDATE TO EACH PLAYER
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g.send_update(payload)
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t1 = time.Now()
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if *verbose {
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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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