server/player.go
Stephen McQuay 56c965add7 some clean up
Mainly adding some comments, and some function renaming
2013-09-28 12:59:17 -07:00

177 lines
4.3 KiB
Go

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
log.Printf("%v\n", 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()
}
new_heading := p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
// 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
}
if math.Abs(angle) > (100 * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (100 * delta) * v.Deg2rad
new_heading = current_heading.Rotate(rot * 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.Speed = 0
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Health -= 5
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
} else {
p.Robot.Position = p.Robot.Position.Add(move_vector)
p.Robot.Heading = 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 < float64(p.Robot.Stats.ScannerRadius) {
s := Scanner{
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) *Projectile {
// XXX: is this to prevent us from having multiple projectiles from the
// same bot?
for proj := range projectiles {
if proj.Id == p.Robot.Id {
return nil
}
}
return &Projectile{
Id: p.Robot.Id,
Position: p.Robot.Position,
MoveTo: *p.Robot.FireAt,
Damage: 10,
Radius: p.Robot.Stats.WeaponRadius,
Speed: float64(p.Robot.Stats.Speed * 2),
}
}
func (p *player) reset() {
start_pos := v.Point2d{
X: rand.Float64() * *width,
Y: rand.Float64() * *height,
}
p.Robot.MoveTo = &start_pos
p.Robot.Position = start_pos
p.Robot.Health = p.Robot.Stats.Hp
}