291 lines
6.6 KiB
Go
291 lines
6.6 KiB
Go
package main
|
|
|
|
import (
|
|
v "bitbucket.org/hackerbots/vector"
|
|
// "encoding/json"
|
|
"errors"
|
|
"log"
|
|
"sort"
|
|
"sync"
|
|
"time"
|
|
)
|
|
|
|
const maxPlayer = 128
|
|
|
|
type Boardstate struct {
|
|
Robots []Robot `json:"robots"`
|
|
Projectiles []Projectile `json:"projectiles"`
|
|
Splosions []Splosion `json:"splosions"`
|
|
Reset bool `json:"reset"`
|
|
Type string `json:"type"`
|
|
Turn int `json:"turn"`
|
|
}
|
|
|
|
func NewBoardstate() *Boardstate {
|
|
return &Boardstate{
|
|
Robots: []Robot{},
|
|
Projectiles: []Projectile{},
|
|
Type: "boardstate",
|
|
}
|
|
}
|
|
|
|
type Scanner struct {
|
|
Id string `json:"id"`
|
|
Position v.Point2d `json:"position"`
|
|
Stats Stats `json:"stats"`
|
|
}
|
|
|
|
type MapLock struct {
|
|
m map[string]*game
|
|
sync.RWMutex
|
|
}
|
|
|
|
// get is a function that returns a game if found, and creates one if
|
|
// not found and force is true. In order to get a hash (rather than use
|
|
// the string you pass) send "" for id.
|
|
func (ml *MapLock) get(id string, force bool) (*game, error) {
|
|
ml.Lock()
|
|
g, ok := games.m[id]
|
|
ml.Unlock()
|
|
|
|
if ok {
|
|
return g, nil
|
|
}
|
|
|
|
if !force {
|
|
return nil, errors.New("game not found")
|
|
}
|
|
|
|
if id == "" {
|
|
id = idg.Hash()
|
|
}
|
|
|
|
_g := NewGame(id, float32(*width), float32(*height))
|
|
go _g.run()
|
|
|
|
ml.Lock()
|
|
ml.m[id] = _g
|
|
ml.Unlock()
|
|
|
|
return _g, nil
|
|
}
|
|
|
|
type game struct {
|
|
id string
|
|
players map[*player]bool
|
|
projectiles map[*Projectile]bool
|
|
splosions map[*Splosion]bool
|
|
register chan *player
|
|
unregister chan *player
|
|
turn int
|
|
width, height float32
|
|
spectators map[*Spectator]bool
|
|
sregister chan *Spectator
|
|
sunregister chan *Spectator
|
|
kill chan bool
|
|
}
|
|
|
|
func NewGame(id string, width, height float32) *game {
|
|
g := &game{
|
|
id: id,
|
|
register: make(chan *player),
|
|
unregister: make(chan *player, maxPlayer),
|
|
projectiles: make(map[*Projectile]bool),
|
|
splosions: make(map[*Splosion]bool),
|
|
players: make(map[*player]bool),
|
|
turn: 0,
|
|
width: width,
|
|
height: height,
|
|
spectators: make(map[*Spectator]bool),
|
|
sregister: make(chan *Spectator),
|
|
sunregister: make(chan *Spectator),
|
|
kill: make(chan bool, maxPlayer),
|
|
}
|
|
return g
|
|
}
|
|
|
|
func (g *game) run() {
|
|
var t0, t1 time.Time
|
|
ticker := time.NewTicker(time.Duration(*tick) * time.Millisecond)
|
|
for {
|
|
select {
|
|
case <-g.kill:
|
|
log.Printf("game %s: received kill signal, dying gracefully", g.id)
|
|
games.Lock()
|
|
for player := range g.players {
|
|
close(player.send)
|
|
}
|
|
delete(games.m, g.id)
|
|
games.Unlock()
|
|
return
|
|
case p := <-g.register:
|
|
g.players[p] = true
|
|
case p := <-g.unregister:
|
|
delete(g.players, p)
|
|
close(p.send)
|
|
case s := <-g.sregister:
|
|
g.spectators[s] = true
|
|
case s := <-g.sunregister:
|
|
delete(g.spectators, s)
|
|
close(s.send)
|
|
case <-ticker.C:
|
|
payload := NewBoardstate()
|
|
|
|
g.turn++
|
|
payload.Turn = g.turn
|
|
|
|
t0 = time.Now()
|
|
|
|
if *verbose {
|
|
log.Printf("\033[2JTurn: %v", g.turn)
|
|
log.Printf("Players: %v", len(g.players))
|
|
log.Printf("Projectiles: %v", len(g.projectiles))
|
|
log.Printf("Explosions: %v", len(g.splosions))
|
|
}
|
|
|
|
robots_remaining := 0
|
|
|
|
// UPDATE GAME STATE
|
|
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(g)
|
|
if p.Robot.FireAt != nil {
|
|
proj := p.fire(g.projectiles, g.turn)
|
|
if proj != nil {
|
|
g.projectiles[proj] = true
|
|
}
|
|
}
|
|
}
|
|
payload.Robots = append(payload.Robots, p.Robot)
|
|
}
|
|
sort.Sort(RobotSorter{Robots: payload.Robots})
|
|
|
|
payload.Projectiles = append(payload.Projectiles,
|
|
g.nudgeProjectiles()...,
|
|
)
|
|
|
|
for s := range g.splosions {
|
|
s.Tick()
|
|
if !s.Alive() {
|
|
delete(g.splosions, s)
|
|
}
|
|
payload.Splosions = append(payload.Splosions, *s)
|
|
}
|
|
|
|
if robots_remaining <= 1 && len(g.players) > 1 {
|
|
for p := range g.players {
|
|
if p.Robot.Health > 0 {
|
|
log.Printf("Robot %v Wins", p.Robot.Id)
|
|
log.Printf("game %s: game over", g.id)
|
|
}
|
|
p.reset()
|
|
}
|
|
payload.Reset = true
|
|
} else {
|
|
payload.Reset = false
|
|
}
|
|
|
|
t1 = time.Now()
|
|
if *verbose {
|
|
log.Printf("Turn Processes %v\n", t1.Sub(t0))
|
|
}
|
|
|
|
// SEND THE UPDATE TO EACH PLAYER
|
|
for p := range g.players {
|
|
// Copy the payload but only add the robots in scanner range
|
|
player_payload := NewBoardstate()
|
|
player_payload.Projectiles = payload.Projectiles
|
|
player_payload.Splosions = payload.Splosions
|
|
player_payload.Turn = payload.Turn
|
|
player_payload.Reset = payload.Reset
|
|
player_payload.Robots = append(player_payload.Robots, p.Robot)
|
|
|
|
if p.Robot.Health > 0 {
|
|
for player := range g.players {
|
|
for _, scan_entry := range p.Robot.Scanners {
|
|
if player.Robot.Id == scan_entry.Id {
|
|
player_payload.Robots = append(player_payload.Robots, player.Robot)
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
player_payload.Robots = payload.Robots
|
|
}
|
|
|
|
// x, _ := json.Marshal(player_payload)
|
|
// log.Printf("%v", string(x))
|
|
p.send <- player_payload
|
|
}
|
|
for s := range g.spectators {
|
|
s.send <- payload
|
|
}
|
|
|
|
t1 = time.Now()
|
|
if *verbose {
|
|
log.Printf("Sent Payload %v\n", t1.Sub(t0))
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
|
|
rprojectiles = make([]Projectile, 0)
|
|
for p := range g.projectiles {
|
|
newPos := move(p.Position, p.MoveTo, float32(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
|
|
}
|
|
}
|
|
|
|
// Are we going to intersect the destination zone in this tick?
|
|
r_dest := v.Rect2d{
|
|
A: v.Point2d{X: p.MoveTo.X - 3, Y: p.MoveTo.Y - 3},
|
|
B: v.Point2d{X: p.MoveTo.X + 3, Y: p.MoveTo.Y + 3}}
|
|
|
|
travel := newPos.Sub(p.Position)
|
|
arrived, _, _ := v.RectIntersection(r_dest, p.Position, travel)
|
|
if arrived || hit_player {
|
|
delete(g.projectiles, p)
|
|
|
|
// Spawn a splosion
|
|
splo := &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 < float32(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 {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
p.Position.X = newPos.X
|
|
p.Position.Y = newPos.Y
|
|
rprojectiles = append(rprojectiles, *p)
|
|
}
|
|
}
|
|
return
|
|
}
|