server/game.go
2013-09-28 13:19:44 -07:00

228 lines
5.0 KiB
Go

package main
import (
v "bitbucket.org/hackerbots/vector"
"log"
"sort"
"time"
)
const maxPlayer = 128
type Boardstate struct {
Robots []Robot `json:"robots"`
Projectiles []Projectile `json:"projectiles"`
Splosions []Splosion `json:"splosions"`
Reset bool `json:"reset"`
Type string `json:"type"`
Turn int `json:"turn"`
}
func (bs *Boardstate) EmptySlices() {
bs.Robots = bs.Robots[:0]
bs.Projectiles = bs.Projectiles[:0]
bs.Splosions = bs.Splosions[:0]
}
func NewBoardstate() *Boardstate {
return &Boardstate{
Robots: []Robot{},
Projectiles: []Projectile{},
Type: "boardstate",
}
}
type Scanner struct {
Position v.Point2d `json:"position"`
Stats Stats `json:"stats"`
}
type game struct {
id string
players map[*player]bool
projectiles map[*Projectile]bool
splosions map[*Splosion]bool
register chan *player
unregister chan *player
turn int
width, height float64
spectators map[*Spectator]bool
sregister chan *Spectator
sunregister chan *Spectator
kill chan bool
}
func NewGame(id string, width, height float64) *game {
g := &game{
id: id,
register: make(chan *player),
unregister: make(chan *player, maxPlayer),
projectiles: make(map[*Projectile]bool),
splosions: make(map[*Splosion]bool),
players: make(map[*player]bool),
turn: 0,
width: width,
height: height,
spectators: make(map[*Spectator]bool),
sregister: make(chan *Spectator),
sunregister: make(chan *Spectator),
kill: make(chan bool, maxPlayer),
}
return g
}
func (g *game) run() {
var t0, t1 time.Time
payload := NewBoardstate()
for {
select {
case <-g.kill:
log.Printf("game %s: received kill signal, dying gracefully", g.id)
games.Lock()
for player := range g.players {
close(player.send)
}
delete(games.m, g.id)
games.Unlock()
return
case p := <-g.register:
g.players[p] = true
case p := <-g.unregister:
delete(g.players, p)
close(p.send)
case s := <-g.sregister:
g.spectators[s] = true
case s := <-g.sunregister:
delete(g.spectators, s)
close(s.send)
case <-time.Tick(time.Duration(*tick) * time.Millisecond):
// XXX: This is very racy!! It was at bottom of loop and empty
// stuff was going out
payload.EmptySlices()
g.turn++
payload.Turn = g.turn
t0 = time.Now()
if *verbose {
log.Printf("\033[2JTurn: %v", g.turn)
log.Printf("Players: %v", len(g.players))
log.Printf("Projectiles: %v", len(g.projectiles))
log.Printf("Explosions: %v", len(g.splosions))
}
robots_remaining := 0
for p := range g.players {
if p.Robot.Health > 0 {
robots_remaining++
// TODO: measure if this would be better to go and wait ...
p.scan(g.players)
p.nudge(g)
if p.Robot.FireAt != nil {
proj := p.fire(g.projectiles)
if proj != nil {
g.projectiles[proj] = true
}
}
}
payload.Robots = append(payload.Robots, p.Robot)
}
sort.Sort(RobotSorter{Robots: payload.Robots})
payload.Projectiles = append(payload.Projectiles,
g.nudgeProjectiles()...,
)
for s := range g.splosions {
s.Tick()
if !s.Alive() {
delete(g.splosions, s)
}
payload.Splosions = append(payload.Splosions, *s)
}
if robots_remaining <= 1 && len(g.players) > 1 {
for p := range g.players {
if p.Robot.Health > 0 {
log.Printf("Robot %v Wins", p.Robot.Id)
log.Printf("game %s: game over", g.id)
}
p.reset()
}
payload.Reset = true
} else {
payload.Reset = false
}
t1 = time.Now()
if *verbose {
log.Printf("Turn Processes %v\n", t1.Sub(t0))
}
for p := range g.players {
p.send <- payload
}
for s := range g.spectators {
s.send <- payload
}
t1 = time.Now()
if *verbose {
log.Printf("Sent Payload %v\n", t1.Sub(t0))
}
}
}
}
func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
rprojectiles = make([]Projectile, 0)
for p := range g.projectiles {
newPos := move(p.Position, p.MoveTo, float64(p.Speed), delta)
hit_player := false
for player := range g.players {
if player.Robot.Id == p.Id {
continue
}
dist := v.Distance(player.Robot.Position, p.Position)
if dist < 5.0 {
hit_player = true
}
}
if v.Distance(p.Position, p.MoveTo) < 5 || hit_player {
delete(g.projectiles, p)
// Spawn a splosion
splo := &Splosion{
Id: p.Id,
Position: p.Position,
Radius: p.Radius,
MaxDamage: 10,
MinDamage: 5,
Lifespan: 8,
}
g.splosions[splo] = true
for player := range g.players {
dist := v.Distance(player.Robot.Position, p.Position)
if dist < float64(p.Radius) {
// TODO map damage Max to Min based on distance from explosion
if player.Robot.Health > 0 {
player.Robot.Health -= p.Damage
if player.Robot.Health <= 0 {
}
}
}
}
}
p.Position.X = newPos.X
p.Position.Y = newPos.Y
rprojectiles = append(rprojectiles, *p)
}
return
}