533 lines
14 KiB
Go
533 lines
14 KiB
Go
package server
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import (
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"log"
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"math"
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"math/rand"
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v "bitbucket.org/hackerbots/vector"
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)
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// Robot contains everything the game needs to know to simulate robot behavior.
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// Players have a []Robot
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type Robot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Message string `json:"-"`
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Stats Stats `json:"-"`
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TargetSpeed float64 `json:"-"`
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Speed float64 `json:"speed"`
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Health int `json:"health"`
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RepairCounter float64 `json:"repair"`
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ScanCounter float64 `json:"scan_bonus"`
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ActiveScan bool `json:"-"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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DesiredHeading *v.Vector2d `json:"-"`
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MoveTo *v.Point2d `json:"-"`
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FireAt *v.Point2d `json:"-"`
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Scanners []Scanner `json:"scanners"`
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LastFired int `json:"-"`
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Collision *Collision `json:"collision"`
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Hit bool `json:"hit"`
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Probe *v.Point2d `json:"probe"`
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ProbeResult *Collision `json:"probe_result"`
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gameStats *BotStats `json:"-"`
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Delta float64 `json:"-"`
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idg *IdGenerator
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}
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// Collision is basically a Point2d.
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type Collision struct {
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v.Point2d
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Type string `json:"type"`
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}
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// This is the subset of data we send to players about robots
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// that are not theirs.
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type OtherRobot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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Health int `json:"health"`
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}
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// GetTruncatedDetails pares down our info into an OtherRobot.
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func (r Robot) GetTruncatedDetails() OtherRobot {
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return OtherRobot{
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Id: r.Id,
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Name: r.Name,
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Position: r.Position,
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Heading: r.Heading,
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Health: r.Health,
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}
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}
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// RobotSorter implements sort.Interface for OtherRobot
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type RobotSorter struct {
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Robots []OtherRobot
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}
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func (s RobotSorter) Len() int {
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return len(s.Robots)
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}
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func (s RobotSorter) Swap(i, j int) {
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s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i]
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}
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func (s RobotSorter) Less(i, j int) bool {
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return s.Robots[i].Id < s.Robots[j].Id
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}
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// AllRobotSorter implements sort.Inteface for BotHealth
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type AllRobotSorter struct {
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Robots []BotHealth
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}
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func (s AllRobotSorter) Len() int {
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return len(s.Robots)
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}
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func (s AllRobotSorter) Swap(i, j int) {
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s.Robots[i], s.Robots[j] = s.Robots[j], s.Robots[i]
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}
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func (s AllRobotSorter) Less(i, j int) bool {
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return s.Robots[i].RobotId < s.Robots[j].RobotId
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}
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// Stats is the point allocation for a Robot.
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type Stats struct {
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Hp int `json:"hp"`
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Speed float64 `json:"speed"`
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Acceleration float64 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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WeaponDamage int `json:"weapon_damage"`
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WeaponSpeed float64 `json:"weapon_speed"`
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}
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// StatsRequest is the struct used in comunication with the player. We request
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// stats using an integer between 1 and 100, the integer values map to sensible
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// min-max ranges
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type StatsRequest struct {
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Hp int `json:"hp"`
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Speed int `json:"speed"`
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Acceleration int `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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FireRate int `json:"fire_rate"`
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WeaponDamage int `json:"weapon_damage"`
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WeaponSpeed int `json:"weapon_speed"`
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}
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// DeriveStats maps the 0-100 values to sensible in-game min-max values.
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func DeriveStats(request StatsRequest) Stats {
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s := Stats{}
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// Conversion Tables
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hp_min := 20.0
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hp_max := 200.0
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s.Hp = int((float64(request.Hp) / 100.0 * (hp_max - hp_min)) + hp_min)
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speed_min := 40.0
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speed_max := 200.0
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s.Speed = float64(request.Speed)/100.0*(speed_max-speed_min) + speed_min
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accel_min := 20.0
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accel_max := 200.0
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s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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wep_rad_min := 5.0
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wep_rad_max := 60.0
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s.WeaponRadius = int(((float64(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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scan_rad_min := 100.0
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scan_rad_max := 400.0
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s.ScannerRadius = int(((float64(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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turn_spd_min := 30.0
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turn_spd_max := 300.0
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s.TurnSpeed = int(((float64(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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fire_rate_min := 10.0
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fire_rate_max := 2000.0
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s.FireRate = int(fire_rate_max+300.0) - int(((float64(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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weapon_damage_min := 0.0
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weapon_damage_max := 20.0
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s.WeaponDamage = int(((float64(request.WeaponDamage) / 100.0) * (weapon_damage_max - weapon_damage_min)) + weapon_damage_min)
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weapon_speed_min := 80.0
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weapon_speed_max := 600.0
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s.WeaponSpeed = float64(((float64(request.WeaponSpeed) / 100.0) * (weapon_speed_max - weapon_speed_min)) + weapon_speed_min)
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return s
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}
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// Instruction is the struct a player sends each turn.
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type Instruction struct {
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Message *string `json:"message,omitempty"`
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MoveTo *v.Point2d `json:"move_to,omitempty"`
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Heading *v.Vector2d `json:"heading,omitempty"`
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FireAt *v.Point2d `json:"fire_at,omitempty"`
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Probe *v.Point2d `json:"probe,omitempty"`
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TargetSpeed *float64 `json:"target_speed,omitempty"`
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Repair *bool `json:"repair,omitempty"`
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Scan *bool `json:"scan,omitempty"`
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}
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// returns collision, the intersection point, and the robot with whom r has
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// collided, if this happened.
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func (r *Robot) checkCollisions(g *Game, probe v.Vector2d) (bool, *v.Point2d, *Robot) {
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finalCollision := false
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closest := math.Inf(1)
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var intersection *v.Point2d
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var finalRobot *Robot
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// TODO: this needs moved to the conf?
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botSize := 5.0
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botPolygon := v.OrientedSquare(r.Position, r.Heading, botSize)
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bounds := []Obstacle{
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.width}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{0, 0}, B: v.Point2d{0, g.height}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{0, g.height}},
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Hp: 0,
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},
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Obstacle{
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Bounds: v.AABB2d{A: v.Point2d{g.width, g.height}, B: v.Point2d{g.width, 0}},
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Hp: 0,
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},
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}
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obstacles := append(g.obstacles, bounds...)
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// Check Obstacles
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for _, obj := range obstacles {
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// collision due to motion:
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collision, move_collision, translation := v.PolyPolyIntersection(
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botPolygon, probe, obj.Bounds.ToPolygon())
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if collision || move_collision {
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finalCollision = true
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p := r.Position.Add(probe).Add(translation)
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if dist := r.Position.Sub(p).Mag(); dist < closest {
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intersection = &p
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closest = dist
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}
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}
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// collision due to probe
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collision, _, wallIntersect := v.RectIntersection(obj.Bounds, r.Position, probe)
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if collision && wallIntersect != nil {
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finalCollision = collision
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if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest {
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intersection = wallIntersect
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closest = dist
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}
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}
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}
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// Check Other Bots
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for player := range g.players {
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for _, bot := range player.Robots {
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if bot.Id == r.Id {
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continue
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}
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player_rect := v.OrientedSquare(bot.Position, bot.Heading, botSize)
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collision, move_collision, translation := v.PolyPolyIntersection(
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botPolygon, probe, player_rect)
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if collision || move_collision {
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finalCollision = collision
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p := r.Position.Add(probe).Add(translation.Scale(1.2))
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if dist := r.Position.Sub(p).Mag(); dist < closest {
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intersection = &p
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closest = dist
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finalRobot = bot
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}
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}
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}
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}
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return finalCollision, intersection, finalRobot
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}
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// Tick is the Robot's chance to udpate itself.
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func (r *Robot) Tick(g *Game) {
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r.Collision = nil
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r.Hit = false
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r.scan(g)
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// Cap Target Speed
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if r.TargetSpeed > r.Stats.Speed {
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r.TargetSpeed = r.Stats.Speed
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}
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if r.TargetSpeed < -1.0*r.Stats.Speed {
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r.TargetSpeed = -1.0 * r.Stats.Speed
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}
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// Are we speeding up or slowing down?
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increase := true
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if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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increase = false
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}
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if increase {
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r.Speed += (r.Stats.Acceleration * r.Delta)
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// Stop us from going too far
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if r.Speed > r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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} else {
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r.Speed -= (r.Stats.Acceleration * r.Delta)
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// Dont go too far
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if r.Speed < r.TargetSpeed {
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r.Speed = r.TargetSpeed
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}
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// Cap reverse at 1/4 top speed
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if r.Speed < (-0.25 * r.Stats.Speed) {
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r.Speed = (-0.25 * r.Stats.Speed)
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}
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}
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// Adjust Heading
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current_heading := r.Heading
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if current_heading.Mag() == 0 && r.MoveTo != nil {
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// We may have been stopped before this and had no heading
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current_heading = r.MoveTo.Sub(r.Position).Normalize()
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}
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new_heading := current_heading
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if r.MoveTo != nil {
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// Where do we WANT to be heading?
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new_heading = r.MoveTo.Sub(r.Position).Normalize()
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}
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if r.DesiredHeading != nil {
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// Where do we WANT to be heading?
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new_heading = r.DesiredHeading.Normalize()
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}
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if new_heading.Mag() > 0 {
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// Is our direction change too much? Hard coding to 5 degrees/s for now
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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dir := 1.0
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if angle < 0 {
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dir = -1.0
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}
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// Max turn radius in this case is in degrees per second
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if math.Abs(angle) > float64(r.Stats.TurnSpeed)*r.Delta {
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// New heading should be a little less, take current heading and
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// rotate by the max turn radius per frame.
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rot := (float64(r.Stats.TurnSpeed) * r.Delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * dir)
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}
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move_vector := new_heading.Scale(r.Speed * r.Delta)
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collision, intersection_point, hit_robot := r.checkCollisions(g, move_vector)
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if collision {
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dmg := int(math.Abs(float64(r.Speed)) / 10.0)
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if dmg <= 0 {
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// All collisions need to do at least a little damage,
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// otherwise robots could get stuck and never die
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dmg = 1
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}
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r.Collision = &Collision{
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Point2d: *intersection_point,
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Type: "obstacle",
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}
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if hit_robot != nil {
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r.Collision.Type = "robot"
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}
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if hit_robot != nil {
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hit_robot.Health -= dmg
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hit_robot.Speed = (hit_robot.Speed * 0.5)
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// hit_robot.Heading = r.Heading
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if hit_robot.Health <= 0 {
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hit_robot.gameStats.Deaths++
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r.gameStats.Kills++
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}
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}
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if r.Position != *intersection_point {
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r.Position = *intersection_point
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}
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r.Health -= dmg
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r.MoveTo = &r.Position
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r.Speed = (r.Speed * -0.5)
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// r.Heading = r.Heading.Scale(-1.0)
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if r.Health <= 0 {
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r.gameStats.Deaths++
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r.gameStats.Suicides++
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}
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} else {
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r.Position = r.Position.Add(move_vector)
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if new_heading.Mag() > 0 {
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r.Heading = new_heading
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} else {
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log.Printf("Zero Heading %v", new_heading)
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}
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}
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}
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// We only self repair when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.RepairCounter > 0 {
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r.RepairCounter -= r.Delta
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if r.RepairCounter < 0 {
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r.Health += g.repair_hp
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if r.Health > r.Stats.Hp {
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r.Health = r.Stats.Hp
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}
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r.RepairCounter = g.repair_rate
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}
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}
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// We are only allowed to scan when we're stopped
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if math.Abs(float64(r.Speed)) < v.Epsilon && r.ActiveScan {
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r.ScanCounter += r.Delta * float64(r.Stats.ScannerRadius) * 0.1
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} else if r.ScanCounter > 0 {
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r.ScanCounter -= r.Delta * float64(r.Stats.ScannerRadius) * 0.05
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if r.ScanCounter <= 0 {
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r.ScanCounter = 0
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}
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}
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if r.FireAt != nil {
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proj := r.fire(g)
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if proj != nil {
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g.projectiles[proj] = true
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}
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}
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if r.Probe != nil && r.ProbeResult == nil {
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probe_vector := r.Probe.Sub(r.Position)
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coll, pos, robo := r.checkCollisions(g, probe_vector)
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if coll {
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r.ProbeResult = &Collision{
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Point2d: *pos,
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Type: "obstacle",
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}
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if robo != nil {
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r.ProbeResult.Type = "robot"
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}
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}
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}
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}
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// scan updates the robots field of view if it's in teh appropriate mode
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func (r *Robot) scan(g *Game) {
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r.Scanners = r.Scanners[:0]
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for player := range g.players {
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for _, bot := range player.Robots {
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if bot.Id == r.Id || bot.Health <= 0 {
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continue
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}
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dist := v.Distance(bot.Position, r.Position)
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: bot.Id,
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Type: "robot",
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}
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r.Scanners = append(r.Scanners, s)
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}
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}
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}
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for proj := range g.projectiles {
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if proj.Owner == r {
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continue
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}
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dist := v.Distance(proj.Position, r.Position)
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: proj.Id,
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Type: "projectile",
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}
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r.Scanners = append(r.Scanners, s)
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}
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}
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for splo := range g.splosions {
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dist := v.Distance(splo.Position, r.Position)
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if dist < float64(r.Stats.ScannerRadius+int(r.ScanCounter)) {
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s := Scanner{
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Id: splo.Id,
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Type: "explosion",
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}
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r.Scanners = append(r.Scanners, s)
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}
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}
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}
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// fire is called according to player instruction. XXX: There is a race here...
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func (r *Robot) fire(g *Game) *Projectile {
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// Throttle the fire rate
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time_since_fired := (float64(g.turn) * (r.Delta * 1000)) - (float64(r.LastFired) * (r.Delta * 1000))
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if time_since_fired < float64(r.Stats.FireRate) {
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return nil
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}
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r.LastFired = g.turn
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r.gameStats.Shots++
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return &Projectile{
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Id: r.idg.Hash(),
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Position: r.Position,
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MoveTo: *r.FireAt,
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Damage: r.Stats.WeaponDamage,
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Radius: r.Stats.WeaponRadius,
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Speed: r.Stats.WeaponSpeed,
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Owner: r,
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Delta: r.Delta,
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}
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}
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// reset is called to move a robot to a reasonable location at game start time.
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func (r *Robot) reset(g *Game) {
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for {
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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
|
|
}
|
|
}
|
|
}
|