server/player.go
2013-11-08 22:26:56 -08:00

330 lines
7.5 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
Robots []*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()
// TODO
log.Printf("player %s: sender close", p.Robots[0].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 msgs map[string]Instruction
err := websocket.JSON.Receive(p.ws, &msgs)
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
}
for _, r := range p.Robots {
msg, ok := msgs[r.Id]
if !ok {
continue
}
// log.Printf("%v", msg.FireAt)
if msg.Repair != nil && *msg.Repair == true {
r.TargetSpeed = 0
r.FireAt = nil
r.MoveTo = nil
if r.RepairCounter <= 0 {
r.RepairCounter = 3.0
}
} else if msg.Scan != nil && *msg.Scan == true {
r.TargetSpeed = 0
r.FireAt = nil
r.MoveTo = nil
r.ActiveScan = true
} else {
r.RepairCounter = 0
r.ActiveScan = false
// Reapiring halts all other activity
if msg.MoveTo != nil {
r.MoveTo = msg.MoveTo
}
if msg.FireAt != nil {
r.FireAt = msg.FireAt
}
if msg.TargetSpeed != nil {
r.TargetSpeed = float32(*msg.TargetSpeed)
} else {
r.TargetSpeed = r.Stats.Speed
}
if msg.Probe != nil {
r.Probe = msg.Probe
r.ProbeResult = nil
} else {
r.Probe = nil
}
}
if msg.Message != nil {
r.Message = *msg.Message
}
}
}
log.Printf("player %s: recv close", p.Robots[0].Id)
p.ws.Close()
}
func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
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, r.Position, move_vector)
if collision {
return collision, pos, nil
}
// Check Other Bots
for player := range g.players {
for _, bot := range player.Robots {
if bot.Id == r.Id {
continue
}
player_rect := v.RectFromPoint(bot.Position, 3)
collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
if collision {
return collision, pos, bot
}
}
}
// Check Obstacles
for _, obj := range g.obstacles {
collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector)
if collision {
return collision, pos, nil
}
}
return collision, intersection_point, nil
}
func (r *Robot) Tick(g *game) {
r.Collision = false
r.Hit = false
r.scan(g)
// Adjust Speed
if r.Speed < r.TargetSpeed {
r.Speed += (r.Stats.Acceleration * delta)
if r.Speed > r.TargetSpeed {
r.Speed = r.TargetSpeed
}
} else if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
r.Speed -= (r.Stats.Acceleration * delta)
} else {
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 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 float32(math.Abs(float64(angle))) > (float32(r.Stats.TurnSpeed) * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (float32(r.Stats.TurnSpeed) * delta) * v.Deg2rad
new_heading = current_heading.Rotate(rot * float32(dir))
}
move_vector := new_heading.Scale(r.Speed * delta)
collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
if collision {
r.Collision = true
if hit_robot != nil {
hit_robot.Health -= int(r.Speed / 10.0)
hit_robot.Speed = (hit_robot.Speed * 0.1)
hit_robot.Heading = r.Heading
}
move_by := intersection_point.Sub(r.Position)
move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
r.Position = r.Position.Add(move_dist)
r.Health -= int(r.Speed / 10.0)
r.MoveTo = &r.Position
r.Speed = (r.Speed * 0.1)
r.Heading = r.Heading.Scale(-1.0)
} 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 -= delta
if r.RepairCounter < 0 {
r.Health += g.repair_hp
r.RepairCounter = g.repair_rate
}
}
// We only self repair when we're stopped
if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
} else if r.ScanCounter > 0 {
r.ScanCounter -= delta * float32(r.Stats.ScannerRadius) * 0.05
if r.ScanCounter <= 0 {
r.ScanCounter = 0
}
}
if r.FireAt != nil {
proj := r.fire(g.projectiles, g.turn)
if proj != nil {
g.projectiles[proj] = true
}
}
if r.Probe != nil && r.ProbeResult == nil {
probe_vector := r.Probe.Sub(r.Position)
coll, pos, _ := r.checkCollisions(g, probe_vector)
if coll {
r.ProbeResult = &pos
}
}
}
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 < float32(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 < float32(r.Stats.ScannerRadius+int(r.ScanCounter)) {
s := Scanner{
Id: proj.Id,
Type: "projectile",
}
r.Scanners = append(r.Scanners, s)
}
}
}
func (r *Robot) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
// Throttle the fire rate
time_since_fired := (float32(turn) * (delta * 1000)) - (float32(r.LastFired) * (delta * 1000))
if time_since_fired < float32(r.Stats.FireRate) {
return nil
}
r.LastFired = turn
return &Projectile{
Id: idg.Hash(),
Position: r.Position,
MoveTo: *r.FireAt,
Damage: r.Stats.WeaponDamage,
Radius: r.Stats.WeaponRadius,
Speed: r.Stats.WeaponSpeed,
Owner: r,
}
}
func (r *Robot) reset(g *game) {
for {
start_pos := v.Point2d{
X: rand.Float32() * float32(g.width),
Y: rand.Float32() * float32(g.height),
}
r.MoveTo = &start_pos
r.Position = start_pos
r.Health = r.Stats.Hp
log.Printf("Reset %v", r)
// Check Obstacles
retry := false
for _, obj := range g.obstacles {
_, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0})
if inside {
retry = true
}
}
if !retry {
break
}
}
}