de68ec2e7b
Has dependent change on client
209 lines
5.5 KiB
Go
209 lines
5.5 KiB
Go
package main
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import (
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v "bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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"log"
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"math"
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"math/rand"
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)
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type player struct {
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ws *websocket.Conn
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Robot Robot
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send chan *Boardstate
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Instruction Instruction
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}
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func (p *player) sender() {
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for things := range p.send {
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err := websocket.JSON.Send(p.ws, *things)
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if err != nil {
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break
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}
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}
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p.ws.Close()
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log.Printf("player %s: sender close", p.Robot.Id)
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}
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func (p *player) recv() {
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for {
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// XXX: need to mark myself as having received something, also binding
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// such action to a particular game turn ID
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var msg Instruction
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err := websocket.JSON.Receive(p.ws, &msg)
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if err != nil {
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// TODO: perhaps we could be a bit more precise in the handling of
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// this 'error' by selecting on some kill signal channel and this
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// json read?
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log.Print("problem receiving JSON from player: ", err)
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break
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}
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if msg.MoveTo != nil {
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p.Robot.MoveTo = msg.MoveTo
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}
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if msg.FireAt != nil {
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p.Robot.FireAt = msg.FireAt
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}
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p.Robot.TargetSpeed = p.Robot.Stats.Speed
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if msg.Stats.Speed > 0 {
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p.Robot.Stats = msg.Stats
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p.Robot.Health = p.Robot.Stats.Hp
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p.Robot.Speed = 0
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p.Robot.TargetSpeed = p.Robot.Stats.Speed
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}
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}
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log.Printf("player %s: recv close", p.Robot.Id)
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p.ws.Close()
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}
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func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *player) {
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collision := false
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intersection_point := v.Point2d{X: 0, Y: 0}
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// Check Walls
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r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
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collision, _, pos := v.RectIntersection(r_walls, p.Robot.Position, move_vector)
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if collision {
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return collision, pos, nil
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}
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// Check Other Bots
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for player := range g.players {
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if player.Robot.Id == p.Robot.Id {
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continue
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}
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player_rect := v.RectFromPoint(player.Robot.Position, 3)
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collision, _, pos := v.RectIntersection(player_rect, p.Robot.Position, move_vector)
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if collision {
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log.Printf("Player Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, player_rect)
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return collision, pos, player
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}
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}
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return collision, intersection_point, nil
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}
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func (p *player) Tick(g *game) {
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p.scan(g.players)
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// Adjust Speed
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if p.Robot.Speed < p.Robot.TargetSpeed {
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p.Robot.Speed += (p.Robot.Stats.Acceleration * delta)
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} else if (p.Robot.Speed - p.Robot.TargetSpeed) > v.Epsilon {
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p.Robot.Speed -= (p.Robot.Stats.Acceleration * delta)
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} else {
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p.Robot.Speed = p.Robot.TargetSpeed
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}
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// Adjust Heading
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current_heading := p.Robot.Heading
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if current_heading.Mag() == 0 {
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// We may have been stopped before this and had no heading
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current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
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}
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// Where do we WANT to be heading?
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new_heading := p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
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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 float32(math.Abs(float64(angle))) > (float32(p.Robot.Stats.TurnSpeed) * 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 := (float32(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * float32(dir))
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}
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move_vector := new_heading.Scale(p.Robot.Speed * delta)
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collision, _, hit_player := p.checkCollisions(g, move_vector)
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if collision {
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if hit_player != nil {
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hit_player.Robot.Health -= int(p.Robot.Speed / 10.0)
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hit_player.Robot.Speed = (hit_player.Robot.Speed * 0.5)
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hit_player.Robot.Heading = p.Robot.Heading
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}
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// p.Robot.Position = intersection_point
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p.Robot.Health -= int(p.Robot.Speed / 10.0)
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p.Robot.MoveTo = &p.Robot.Position
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p.Robot.Speed = (p.Robot.Speed * 0.5)
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p.Robot.Heading = p.Robot.Heading.Scale(-1.0)
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} else {
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p.Robot.Position = p.Robot.Position.Add(move_vector)
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if new_heading.Mag() > 0 {
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p.Robot.Heading = new_heading
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// log.Printf("%v %v %v", new_heading, current_heading, angle)
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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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if p.Robot.FireAt != nil {
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proj := p.fire(g.projectiles, g.turn)
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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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}
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func (p *player) scan(players map[*player]bool) {
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p.Robot.Scanners = p.Robot.Scanners[:0]
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for player, _ := range players {
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if player.Robot.Id == p.Robot.Id || player.Robot.Health <= 0 {
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continue
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}
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dist := v.Distance(player.Robot.Position, p.Robot.Position)
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if dist < float32(p.Robot.Stats.ScannerRadius) {
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s := Scanner{
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Id: player.Robot.Id,
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Position: v.Point2d{
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X: player.Robot.Position.X,
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Y: player.Robot.Position.Y,
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},
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}
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p.Robot.Scanners = append(p.Robot.Scanners, s)
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}
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}
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}
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func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
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// Throttle the fire rate
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time_since_fired := (float32(turn) * (delta * 1000)) - (float32(p.Robot.LastFired) * (delta * 1000))
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if time_since_fired < float32(p.Robot.Stats.FireRate) {
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return nil
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}
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p.Robot.LastFired = turn
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return &Projectile{
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Id: p.Robot.Id,
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Position: p.Robot.Position,
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MoveTo: *p.Robot.FireAt,
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Damage: 10,
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Radius: p.Robot.Stats.WeaponRadius,
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Speed: float32(p.Robot.Stats.Speed * 3),
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}
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}
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func (p *player) reset() {
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start_pos := v.Point2d{
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X: rand.Float32() * float32(*width),
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Y: rand.Float32() * float32(*height),
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}
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p.Robot.MoveTo = &start_pos
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p.Robot.Position = start_pos
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p.Robot.Health = p.Robot.Stats.Hp
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}
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