327 lines
7.6 KiB
Go
327 lines
7.6 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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Robots []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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// TODO
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log.Printf("player %s: sender close", p.Robots[0].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 msgs PlayerInstructions
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err := websocket.JSON.Receive(p.ws, &msgs)
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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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for _, r := range p.Robots {
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msg, ok := msgs.RobotInstructions[r.Id]
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if !ok {
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continue
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}
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if msg.Repair != nil && *msg.Repair == true {
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r.TargetSpeed = 0
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r.FireAt = nil
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r.MoveTo = nil
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if r.RepairCounter <= 0 {
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r.RepairCounter = 3.0
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}
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} else if msg.Scan != nil && *msg.Scan == true {
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r.TargetSpeed = 0
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r.FireAt = nil
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r.MoveTo = nil
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r.ActiveScan = true
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} else {
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r.RepairCounter = 0
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r.ActiveScan = false
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// Reapiring halts all other activity
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if msg.MoveTo != nil {
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r.MoveTo = msg.MoveTo
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}
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if msg.FireAt != nil {
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r.FireAt = msg.FireAt
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}
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if msg.TargetSpeed != nil {
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r.TargetSpeed = float32(*msg.TargetSpeed)
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} else {
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r.TargetSpeed = r.Stats.Speed
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}
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if msg.Probe != nil {
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r.Probe = msg.Probe
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r.ProbeResult = nil
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} else {
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r.Probe = nil
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}
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}
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if msg.Message != nil {
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r.Message = *msg.Message
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}
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}
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}
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log.Printf("player %s: recv close", p.Robots[0].Id)
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p.ws.Close()
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}
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func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
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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, r.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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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.RectFromPoint(bot.Position, 3)
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collision, _, pos := v.RectIntersection(player_rect, r.Position, move_vector)
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if collision {
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return collision, pos, &bot
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}
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}
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}
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// Check Obstacles
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for _, obj := range g.obstacles {
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collision, _, pos := v.RectIntersection(obj.Bounds, r.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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}
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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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for _, r := range p.Robots {
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r.Collision = false
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r.Hit = false
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r.scan(g)
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// Adjust Speed
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if r.Speed < r.TargetSpeed {
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r.Speed += (r.Stats.Acceleration * delta)
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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 if float32(math.Abs(float64(r.Speed-r.TargetSpeed))) > v.Epsilon {
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r.Speed -= (r.Stats.Acceleration * delta)
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} else {
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r.Speed = r.TargetSpeed
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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 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(r.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(r.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(r.Speed * 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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r.Collision = true
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if hit_robot != nil {
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hit_robot.Health -= int(r.Speed / 10.0)
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hit_robot.Speed = (hit_robot.Speed * 0.1)
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hit_robot.Heading = r.Heading
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}
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move_by := intersection_point.Sub(r.Position)
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move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
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r.Position = r.Position.Add(move_dist)
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r.Health -= int(r.Speed / 10.0)
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r.MoveTo = &r.Position
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r.Speed = (r.Speed * 0.1)
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r.Heading = r.Heading.Scale(-1.0)
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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 -= delta
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if r.RepairCounter < 0 {
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r.Health += g.repair_hp
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r.RepairCounter = g.repair_rate
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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.ActiveScan {
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r.ScanCounter += delta * float32(r.Stats.ScannerRadius) * 0.1
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} else if r.ScanCounter > 0 {
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r.ScanCounter -= delta * float32(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.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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if r.Probe != nil && r.ProbeResult == nil {
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probe_vector := r.Probe.Sub(r.Position)
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coll, pos, _ := r.checkCollisions(g, probe_vector)
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if coll {
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r.ProbeResult = &pos
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}
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}
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}
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}
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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 < float32(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 < float32(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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}
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func (r *Robot) 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(r.LastFired) * (delta * 1000))
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if time_since_fired < float32(r.Stats.FireRate) {
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return nil
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}
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r.LastFired = turn
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return &Projectile{
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Id: 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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}
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}
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func (r *Robot) reset(g *game) {
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for {
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start_pos := v.Point2d{
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X: rand.Float32() * float32(g.width),
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Y: rand.Float32() * float32(g.height),
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}
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r.MoveTo = &start_pos
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r.Position = start_pos
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r.Health = r.Stats.Hp
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// Check Obstacles
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retry := false
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for _, obj := range g.obstacles {
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_, inside, _ := v.RectIntersection(obj.Bounds, r.Position, v.Vector2d{0, 0})
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if inside {
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retry = true
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}
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}
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if !retry {
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break
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}
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}
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}
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