You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
528 lines
14 KiB
528 lines
14 KiB
package server |
|
|
|
import ( |
|
"log" |
|
"math" |
|
"math/rand" |
|
|
|
v "hackerbots.us/vector" |
|
"mcquay.me/idg" |
|
) |
|
|
|
// Robot contains everything the game needs to know to simulate robot behavior. |
|
// Players have a []Robot |
|
type Robot struct { |
|
Id string `json:"id"` |
|
Name string `json:"name"` |
|
Message string `json:"-"` |
|
Stats Stats `json:"-"` |
|
TargetSpeed float64 `json:"target_speed"` |
|
Speed float64 `json:"speed"` |
|
Health int `json:"health"` |
|
RepairCounter float64 `json:"repair"` |
|
ScanCounter float64 `json:"scan_bonus"` |
|
ActiveScan bool `json:"-"` |
|
Position v.Point2d `json:"position"` |
|
Heading v.Vector2d `json:"heading"` |
|
DesiredHeading *v.Vector2d `json:"-"` |
|
MoveTo *v.Point2d `json:"-"` |
|
FireAt *v.Point2d `json:"-"` |
|
Scanners []Scanner `json:"scanners"` |
|
LastFired int `json:"-"` |
|
Collision *Collision `json:"collision"` |
|
Hit bool `json:"hit"` |
|
Probe *v.Point2d `json:"probe"` |
|
ProbeResult *Collision `json:"probe_result"` |
|
gameStats *BotStats `json:"-"` |
|
Delta float64 `json:"-"` |
|
idg *idg.Generator |
|
} |
|
|
|
// Collision is basically a Point2d. |
|
type Collision struct { |
|
v.Point2d |
|
Type string `json:"type"` |
|
} |
|
|
|
// This is the subset of data we send to players about robots |
|
// that are not theirs. |
|
type OtherRobot struct { |
|
Id string `json:"id"` |
|
Name string `json:"name"` |
|
Position v.Point2d `json:"position"` |
|
Heading v.Vector2d `json:"heading"` |
|
Health int `json:"health"` |
|
} |
|
|
|
// GetTruncatedDetails pares down our info into an OtherRobot. |
|
func (r Robot) GetTruncatedDetails() OtherRobot { |
|
return OtherRobot{ |
|
Id: r.Id, |
|
Name: r.Name, |
|
Position: r.Position, |
|
Heading: r.Heading, |
|
Health: r.Health, |
|
} |
|
} |
|
|
|
// RobotSorter implements sort.Interface for OtherRobot |
|
type RobotSorter struct { |
|
Robots []OtherRobot |
|
} |
|
|
|
func (s RobotSorter) Len() int { |
|
return len(s.Robots) |
|
} |
|
|
|
func (s RobotSorter) Swap(i, j int) { |
|
s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i] |
|
} |
|
|
|
func (s RobotSorter) Less(i, j int) bool { |
|
return s.Robots[i].Id < s.Robots[j].Id |
|
} |
|
|
|
// AllRobotSorter implements sort.Inteface for BotHealth |
|
type AllRobotSorter struct { |
|
Robots []BotHealth |
|
} |
|
|
|
func (s AllRobotSorter) Len() int { |
|
return len(s.Robots) |
|
} |
|
|
|
func (s AllRobotSorter) Swap(i, j int) { |
|
s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i] |
|
} |
|
|
|
func (s AllRobotSorter) Less(i, j int) bool { |
|
return s.Robots[i].RobotId < s.Robots[j].RobotId |
|
} |
|
|
|
// Stats is the point allocation for a Robot. |
|
type Stats struct { |
|
Hp int `json:"hp"` |
|
Speed float64 `json:"speed"` |
|
Acceleration float64 `json:"acceleration"` |
|
WeaponRadius int `json:"weapon_radius"` |
|
ScannerRadius int `json:"scanner_radius"` |
|
TurnSpeed int `json:"turn_speed"` |
|
FireRate int `json:"fire_rate"` |
|
WeaponDamage int `json:"weapon_damage"` |
|
WeaponSpeed float64 `json:"weapon_speed"` |
|
} |
|
|
|
// StatsRequest is the struct used in comunication with the player. We request |
|
// stats using an integer between 1 and 100, the integer values map to sensible |
|
// min-max ranges |
|
type StatsRequest struct { |
|
Hp int `json:"hp"` |
|
Speed int `json:"speed"` |
|
Acceleration int `json:"acceleration"` |
|
WeaponRadius int `json:"weapon_radius"` |
|
ScannerRadius int `json:"scanner_radius"` |
|
TurnSpeed int `json:"turn_speed"` |
|
FireRate int `json:"fire_rate"` |
|
WeaponDamage int `json:"weapon_damage"` |
|
WeaponSpeed int `json:"weapon_speed"` |
|
} |
|
|
|
// DeriveStats maps the 0-100 values to sensible in-game min-max values. |
|
func DeriveStats(request StatsRequest) Stats { |
|
s := Stats{} |
|
|
|
// Conversion Tables |
|
hp_min := 20.0 |
|
hp_max := 200.0 |
|
s.Hp = int((float64(request.Hp) / 100.0 * (hp_max - hp_min)) + hp_min) |
|
|
|
speed_min := 40.0 |
|
speed_max := 250.0 |
|
s.Speed = float64(request.Speed)/100.0*(speed_max-speed_min) + speed_min |
|
|
|
accel_min := 20.0 |
|
accel_max := 100.0 |
|
s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min |
|
|
|
wep_rad_min := 5.0 |
|
wep_rad_max := 60.0 |
|
s.WeaponRadius = int(((float64(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min) |
|
|
|
scan_rad_min := 100.0 |
|
scan_rad_max := 400.0 |
|
s.ScannerRadius = int(((float64(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min) |
|
|
|
turn_spd_min := 30.0 |
|
turn_spd_max := 300.0 |
|
s.TurnSpeed = int(((float64(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min) |
|
|
|
fire_rate_min := 10.0 |
|
fire_rate_max := 2000.0 |
|
s.FireRate = int(fire_rate_max+300.0) - int(((float64(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min) |
|
|
|
weapon_damage_min := 0.0 |
|
weapon_damage_max := 20.0 |
|
s.WeaponDamage = int(((float64(request.WeaponDamage) / 100.0) * (weapon_damage_max - weapon_damage_min)) + weapon_damage_min) |
|
|
|
weapon_speed_min := 80.0 |
|
weapon_speed_max := 600.0 |
|
s.WeaponSpeed = float64(((float64(request.WeaponSpeed) / 100.0) * (weapon_speed_max - weapon_speed_min)) + weapon_speed_min) |
|
|
|
return s |
|
} |
|
|
|
// Instruction is the struct a player sends each turn. |
|
type Instruction struct { |
|
Message *string `json:"message,omitempty"` |
|
MoveTo *v.Point2d `json:"move_to,omitempty"` |
|
Heading *v.Vector2d `json:"heading,omitempty"` |
|
FireAt *v.Point2d `json:"fire_at,omitempty"` |
|
Probe *v.Point2d `json:"probe,omitempty"` |
|
TargetSpeed *float64 `json:"target_speed,omitempty"` |
|
Repair *bool `json:"repair,omitempty"` |
|
Scan *bool `json:"scan,omitempty"` |
|
} |
|
|
|
// returns collision, the intersection point, and the robot with whom r has |
|
// collided, if this happened. |
|
func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *Robot) { |
|
finalCollision := false |
|
closest := math.Inf(1) |
|
var intersection *v.Point2d |
|
var finalRobot *Robot |
|
|
|
// TODO: this needs moved to the conf? |
|
botSize := 5.0 |
|
botPolygon := v.OrientedSquare(r.Position, r.Heading, botSize) |
|
|
|
bounds := []Obstacle{ |
|
Obstacle{ |
|
Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.width}}, |
|
Hp: 0, |
|
}, |
|
Obstacle{ |
|
Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.height}}, |
|
Hp: 0, |
|
}, |
|
Obstacle{ |
|
Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{0, g.height}}, |
|
Hp: 0, |
|
}, |
|
Obstacle{ |
|
Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{g.width, 0}}, |
|
Hp: 0, |
|
}, |
|
} |
|
|
|
obstacles := append(g.obstacles, bounds...) |
|
|
|
// Check Obstacles |
|
for _, obj := range obstacles { |
|
// collision due to motion: |
|
collision, move_collision, translation := v.PolyPolyIntersection( |
|
botPolygon, probe, obj.Bounds.ToPolygon()) |
|
|
|
if collision || move_collision { |
|
finalCollision = true |
|
p := r.Position.Add(probe).Add(translation) |
|
if dist := r.Position.Sub(p).Mag(); dist < closest { |
|
intersection = &p |
|
closest = dist |
|
} |
|
} |
|
|
|
// collision due to probe |
|
collision, _, wallIntersect := v.RectIntersection(obj.Bounds, r.Position, probe) |
|
if collision && wallIntersect != nil { |
|
finalCollision = collision |
|
if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest { |
|
intersection = wallIntersect |
|
closest = dist |
|
} |
|
} |
|
} |
|
|
|
// Check Other Bots |
|
for player := range g.players { |
|
for _, bot := range player.Robots { |
|
if bot.Id == r.Id { |
|
continue |
|
} |
|
player_rect := v.OrientedSquare(bot.Position, bot.Heading, botSize) |
|
collision, move_collision, translation := v.PolyPolyIntersection( |
|
botPolygon, probe, player_rect) |
|
if collision || move_collision { |
|
finalCollision = collision |
|
p := r.Position.Add(probe).Add(translation.Scale(1.2)) |
|
if dist := r.Position.Sub(p).Mag(); dist < closest { |
|
intersection = &p |
|
closest = dist |
|
finalRobot = bot |
|
} |
|
} |
|
} |
|
} |
|
|
|
return finalCollision, intersection, finalRobot |
|
} |
|
|
|
// Tick is the Robot's chance to udpate itself. |
|
func (r *Robot) Tick(g *Game) { |
|
r.Collision = nil |
|
r.Hit = false |
|
r.scan(g) |
|
|
|
// Cap Target Speed |
|
if r.TargetSpeed > r.Stats.Speed { |
|
r.TargetSpeed = r.Stats.Speed |
|
} |
|
|
|
if r.TargetSpeed < -0.25*r.Stats.Speed { |
|
r.TargetSpeed = -0.25 * r.Stats.Speed |
|
} |
|
|
|
// Are we speeding up or slowing down? |
|
increase := true |
|
if r.Speed-r.TargetSpeed > v.Epsilon { |
|
increase = false |
|
} |
|
|
|
if increase { |
|
r.Speed += (r.Stats.Acceleration * r.Delta) |
|
// Stop us from going too far |
|
if r.Speed > r.TargetSpeed { |
|
r.Speed = r.TargetSpeed |
|
} |
|
} else { |
|
r.Speed -= (r.Stats.Acceleration * 8 * r.Delta) |
|
|
|
// Dont go too far |
|
if r.Speed < r.TargetSpeed { |
|
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 r.DesiredHeading != nil { |
|
// Where do we WANT to be heading? |
|
new_heading = r.DesiredHeading.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 math.Abs(angle) > float64(r.Stats.TurnSpeed)*r.Delta { |
|
// New heading should be a little less, take current heading and |
|
// rotate by the max turn radius per frame. |
|
rot := (float64(r.Stats.TurnSpeed) * r.Delta) * v.Deg2rad |
|
|
|
new_heading = current_heading.Rotate(rot * dir) |
|
} |
|
|
|
move_vector := new_heading.Scale(r.Speed * r.Delta) |
|
collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector) |
|
if collision { |
|
dmg := int(math.Abs(float64(r.Speed)) / 10.0) |
|
if dmg <= 0 { |
|
// All collisions need to do at least a little damage, |
|
// otherwise robots could get stuck and never die |
|
dmg = 1 |
|
} |
|
|
|
r.Collision = &Collision{ |
|
Point2d: *intersection_point, |
|
Type: "obstacle", |
|
} |
|
if hit_robot != nil { |
|
r.Collision.Type = "robot" |
|
} |
|
if hit_robot != nil { |
|
hit_robot.Health -= dmg |
|
hit_robot.Speed = (hit_robot.Speed * 0.5) |
|
// hit_robot.Heading = r.Heading |
|
if hit_robot.Health <= 0 { |
|
hit_robot.gameStats.Deaths++ |
|
r.gameStats.Kills++ |
|
} |
|
} |
|
|
|
if r.Position != *intersection_point { |
|
r.Position = *intersection_point |
|
} |
|
|
|
r.Health -= dmg |
|
r.MoveTo = &r.Position |
|
r.Speed = (r.Speed * -0.5) |
|
// r.Heading = r.Heading.Scale(-1.0) |
|
|
|
if r.Health <= 0 { |
|
r.gameStats.Deaths++ |
|
r.gameStats.Suicides++ |
|
} |
|
} 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 -= r.Delta |
|
if r.RepairCounter < 0 { |
|
r.Health += g.repair_hp |
|
if r.Health > r.Stats.Hp { |
|
r.Health = r.Stats.Hp |
|
} |
|
r.RepairCounter = g.repair_rate |
|
} |
|
} |
|
|
|
// We are only allowed to scan when we're stopped |
|
if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan { |
|
r.ScanCounter += r.Delta * float64(r.Stats.ScannerRadius) * 0.1 |
|
} else if r.ScanCounter > 0 { |
|
r.ScanCounter -= r.Delta * float64(r.Stats.ScannerRadius) * 0.05 |
|
if r.ScanCounter <= 0 { |
|
r.ScanCounter = 0 |
|
} |
|
} |
|
|
|
if r.FireAt != nil { |
|
proj := r.fire(g) |
|
if proj != nil { |
|
g.projectiles[proj] = true |
|
} |
|
} |
|
|
|
if r.Probe != nil && r.ProbeResult == nil { |
|
probe_vector := r.Probe.Sub(r.Position) |
|
coll, pos, robo := r.checkCollisions(g, probe_vector) |
|
if coll { |
|
r.ProbeResult = &Collision{ |
|
Point2d: *pos, |
|
Type: "obstacle", |
|
} |
|
if robo != nil { |
|
r.ProbeResult.Type = "robot" |
|
} |
|
} |
|
} |
|
} |
|
|
|
// scan updates the robots field of view if it's in teh appropriate mode |
|
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 < float64(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 < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) { |
|
s := Scanner{ |
|
Id: proj.Id, |
|
Type: "projectile", |
|
} |
|
r.Scanners = append(r.Scanners, s) |
|
} |
|
} |
|
|
|
for splo := range g.splosions { |
|
dist := v.Distance(splo.Position, r.Position) |
|
if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) { |
|
s := Scanner{ |
|
Id: splo.Id, |
|
Type: "explosion", |
|
} |
|
r.Scanners = append(r.Scanners, s) |
|
} |
|
} |
|
|
|
} |
|
|
|
// fire is called according to player instruction. XXX: There is a race here... |
|
func (r *Robot) fire(g *Game) *Projectile { |
|
// Throttle the fire rate |
|
time_since_fired := (float64(g.turn) * (r.Delta * 1000)) - (float64(r.LastFired) * (r.Delta * 1000)) |
|
if time_since_fired < float64(r.Stats.FireRate) { |
|
return nil |
|
} |
|
|
|
r.LastFired = g.turn |
|
r.gameStats.Shots++ |
|
|
|
return &Projectile{ |
|
Id: r.idg.Hash(), |
|
Position: r.Position, |
|
MoveTo: *r.FireAt, |
|
Damage: r.Stats.WeaponDamage, |
|
Radius: r.Stats.WeaponRadius, |
|
Speed: r.Stats.WeaponSpeed, |
|
Owner: r, |
|
Delta: r.Delta, |
|
} |
|
} |
|
|
|
// reset is called to move a robot to a reasonable location at game start time. |
|
func (r *Robot) reset(g *Game) { |
|
for { |
|
start_pos := v.Point2d{ |
|
X: rand.Float64() * float64(g.width), |
|
Y: rand.Float64() * float64(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{X: 0, Y: 0}) |
|
if inside { |
|
retry = true |
|
} |
|
} |
|
if !retry { |
|
break |
|
} |
|
} |
|
}
|
|
|