destroy and respawn bots on collision
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parent
230310a330
commit
cfa4d64492
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@ -2,7 +2,7 @@ package game
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func chooseCommand(s State, teamID int) command {
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t := s.Teams[teamID]
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h := t.BatonHolder()
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h := ActiveBot(t)
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if collide(h.Position.Pos+1, h.Position.Lane, s) != nil {
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if h.Position.Lane <= t.Lane && h.Position.Lane < NumLanes-1 {
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return left
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@ -31,6 +31,6 @@ func doCommand(cmd command, s State, teamID int) State {
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b.Position.Lane--
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}
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s = updateBot(s, teamID, *b)
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s = updateBot(s, *b)
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return s
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}
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48
game/game.go
48
game/game.go
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@ -6,7 +6,7 @@ func UpdateState(s State, sOld State) State {
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for i := range s.Teams {
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s = doCommand(chooseCommand(s, i), s, i)
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if b := ActiveBot(s.Teams[i]); b != nil {
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s = moveBot(s, i, *b)
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s = moveBot(s, *b)
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}
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s = maybePassBaton(s, i)
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}
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@ -35,12 +35,12 @@ func maybePassBaton(s State, teamID int) State {
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if abs(b.Position.Pos-h.Position.Pos) <= passDistance {
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h.v = 0
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h.a = 0
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s = updateBot(s, teamID, *h)
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s = updateBot(s, *h)
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newH := t.Bots[i]
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newH.a = baseAccel
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t.Baton.HolderID = newH.ID
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s = updateTeam(s, t)
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return updateBot(s, teamID, newH)
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return updateBot(s, newH)
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}
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}
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@ -56,8 +56,8 @@ func ActiveBot(t Team) *Bot {
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return nil
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}
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func updateBot(s State, teamID int, b Bot) State {
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t := s.Teams[teamID]
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func updateBot(s State, b Bot) State {
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t := s.Teams[b.TeamID]
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for i, bb := range t.Bots {
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if bb.ID == b.ID {
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bots := append([]Bot{}, t.Bots[:i]...)
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@ -81,6 +81,18 @@ func updateTeam(s State, t Team) State {
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return s
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}
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func destroyBot(s State, b Bot) State {
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// insert obstacle where bot was
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s.Obstacles = append(s.Obstacles, Obstacle{Position: b.Position})
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log.Printf("spawn obstacle at %v", b.Position)
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// spawn bot back at starting position
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b.Position = b.StartPos
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log.Printf("respawn bot %d at %v", b.ID, b.Position)
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return updateBot(s, b)
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}
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func won(b Bot, s State) bool {
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return b.Position.Pos >= Steps
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}
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@ -115,18 +127,11 @@ type Team struct {
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Lane int
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}
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func (t Team) BatonHolder() *Bot {
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for _, b := range t.Bots {
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if b.ID == t.Baton.HolderID {
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return &b
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}
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}
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return nil
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}
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type Bot struct {
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ID int
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TeamID int
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Position Position
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StartPos Position
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v int
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a int
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}
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@ -136,6 +141,11 @@ type Position struct {
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Pos int
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}
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type Battery struct {
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Capacity int
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Charge int
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}
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type Baton struct {
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HolderID int
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}
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@ -150,12 +160,14 @@ func NewState() State {
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var bots []Bot
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for j := 0; j < numBots; j++ {
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b := Bot{
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ID: i*NumTeams + j,
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Position: Position{
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ID: i*NumTeams + j,
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TeamID: i,
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StartPos: Position{
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Lane: i,
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Pos: j * (Steps / numBots),
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},
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}
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b.Position = b.StartPos
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bots = append(bots, b)
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}
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teams = append(teams, Team{
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@ -199,7 +211,7 @@ func NewState() State {
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const (
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Steps = 40
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numBots = 5
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numBots = 4
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NumTeams = 4
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NumLanes = 4
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NumLanes = NumTeams
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)
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@ -21,17 +21,17 @@ func accelerate(b Bot) Bot {
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return b
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}
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func moveBot(s State, teamID int, b Bot) State {
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func moveBot(s State, b Bot) State {
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for i := 0; i < b.v; i++ {
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if o := collide(b.Position.Pos+1, b.Position.Lane, s); o != nil {
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log.Printf("bot %d crashed into %#v!", b.ID, o)
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break
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return destroyBot(s, b)
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} else {
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b.Position.Pos++
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}
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}
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s = updateBot(s, teamID, b)
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s = updateBot(s, b)
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return s
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}
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