Stephen McQuay
c8efd34080
Create new bserv binary Herein lie the following ideas: - change package visibility of many things - try to stash the globals into structs - the code is far from correct; it merely compiles
119 lines
2.4 KiB
Go
119 lines
2.4 KiB
Go
package botserv
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import (
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"log"
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v "bitbucket.org/hackerbots/vector"
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)
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type Projectile struct {
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Id string `json:"id"`
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Position v.Point2d `json:"position"`
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MoveTo v.Point2d `json:"-"`
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Radius int `json:"-"`
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Speed float32 `json:"-"`
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Damage int `json:"-"`
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Owner *Robot `json:"-"`
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Delta float32
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}
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func (p *Projectile) Tick(g *Game) {
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vec := p.MoveTo.Sub(p.Position)
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v_norm := vec.Normalize()
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v_scaled := v_norm.Scale(p.Speed * p.Delta)
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newPos := p.Position.Add(v_scaled)
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hit_player := false
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for player := range g.players {
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for _, r := range player.Robots {
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if r == p.Owner {
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continue
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}
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player_rect := v.AASquareAtPoint(r.Position, 3)
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collision, _, _ := v.RectIntersection(player_rect, p.Position, v_scaled)
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if collision {
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hit_player = true
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p.Owner.gameStats.Hits++
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p.Owner.gameStats.DirectHits++
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if r.Health > 0 {
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// Direct hit causes more damage
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log.Printf("Direct Hit %v, Dmg:%v", r.Id, p.Damage)
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r.Health -= p.Damage
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r.Hit = true
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if r.Health <= 0 {
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r.gameStats.Deaths++
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p.Owner.gameStats.Kills++
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}
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}
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}
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}
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}
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// Are we going to intersect the destination zone in this tick?
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r_dest := v.AASquareAtPoint(p.MoveTo, 3.0)
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travel := newPos.Sub(p.Position)
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arrived, _, pos := v.RectIntersection(r_dest, p.Position, travel)
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if !arrived {
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for _, obj := range g.obstacles {
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collision, _, pos := v.RectIntersection(obj.Bounds, p.Position, travel)
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if collision {
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arrived = true
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if pos != nil {
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p.Position = *pos
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}
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obj.Hp -= p.Damage
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// if obj.Hp < 0 {
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// delete(g.obstacles, i)
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// }
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}
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}
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} else {
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if pos != nil {
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p.Position = *pos
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}
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}
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if arrived || hit_player {
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delete(g.projectiles, p)
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// Spawn a splosion
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splo := &Splosion{
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Id: p.Id,
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Position: p.Position,
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Radius: p.Radius,
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Lifespan: 8,
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}
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g.splosions[splo] = true
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for player := range g.players {
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for _, r := range player.Robots {
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dist := v.Distance(r.Position, p.Position)
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if dist < float32(p.Radius) {
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if r.Health > 0 {
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r.Health -= p.Damage
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r.Hit = true
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}
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p.Owner.gameStats.Hits++
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if r.Health <= 0 {
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r.gameStats.Deaths++
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if r == p.Owner {
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p.Owner.gameStats.Suicides++
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} else {
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p.Owner.gameStats.Kills++
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}
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}
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}
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}
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}
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} else {
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p.Position.X = newPos.X
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p.Position.Y = newPos.Y
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}
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}
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