rove/pkg/game/world.go

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package game
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import (
"fmt"
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"math/rand"
"sync"
"github.com/google/uuid"
"github.com/tjarratt/babble"
)
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// World describes a self contained universe and everything in it
type World struct {
// Rovers is a id->data map of all the rovers in the game
Rovers map[uuid.UUID]Rover `json:"rovers"`
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// Atlas represends the world map of chunks and tiles
Atlas Atlas `json:"atlas"`
// Mutex to lock around all world operations
worldMutex sync.RWMutex
// Commands is the set of currently executing command streams per rover
CommandQueue map[uuid.UUID]CommandStream `json:"commands"`
// Mutex to lock around command operations
cmdMutex sync.RWMutex
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}
// NewWorld creates a new world object
func NewWorld() *World {
return &World{
Rovers: make(map[uuid.UUID]Rover),
CommandQueue: make(map[uuid.UUID]CommandStream),
Atlas: NewAtlas(4, 8), // TODO: Choose an appropriate world size
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}
}
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// SpawnWorld spawns a border at the edge of the world atlas
func (w *World) SpawnWorld() error {
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return w.Atlas.SpawnWorld()
}
// SpawnRover adds an rover to the game
func (w *World) SpawnRover() (uuid.UUID, error) {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
// Initialise the rover
rover := Rover{
Id: uuid.New(),
Attributes: RoverAttributes{
Speed: 1.0,
Range: 5.0,
// Set the name randomly
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// TODO: Fix the stupid "'s"
Name: babble.NewBabbler().Babble(),
},
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}
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// Spawn in a random place near the origin
rover.Attributes.Pos = Vector{
w.Atlas.ChunkSize - (rand.Int() % (w.Atlas.ChunkSize * 2)),
w.Atlas.ChunkSize - (rand.Int() % (w.Atlas.ChunkSize * 2)),
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}
// Seach until we error (run out of world)
for {
if tile, err := w.Atlas.GetTile(rover.Attributes.Pos); err != nil {
return uuid.Nil, err
} else {
if tile == TileEmpty {
break
} else {
// Try and spawn to the east of the blockage
rover.Attributes.Pos.Add(Vector{1, 0})
}
}
}
// Set the world tile to a rover
if err := w.Atlas.SetTile(rover.Attributes.Pos, TileRover); err != nil {
return uuid.Nil, err
}
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// Append the rover to the list
w.Rovers[rover.Id] = rover
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return rover.Id, nil
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}
// Removes an rover from the game
func (w *World) DestroyRover(id uuid.UUID) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
if i, ok := w.Rovers[id]; ok {
// Clear the tile
if err := w.Atlas.SetTile(i.Attributes.Pos, TileEmpty); err != nil {
return fmt.Errorf("coudln't clear old rover tile: %s", err)
}
delete(w.Rovers, id)
} else {
return fmt.Errorf("no rover matching id")
}
return nil
}
// RoverAttributes returns the attributes of a requested rover
func (w *World) RoverAttributes(id uuid.UUID) (RoverAttributes, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
if i, ok := w.Rovers[id]; ok {
return i.Attributes, nil
} else {
return RoverAttributes{}, fmt.Errorf("no rover matching id")
}
}
// WarpRover sets an rovers position
func (w *World) WarpRover(id uuid.UUID, pos Vector) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
if i, ok := w.Rovers[id]; ok {
// Update the world tile
// TODO: Make this (and other things) transactional
if err := w.Atlas.SetTile(pos, TileRover); err != nil {
return fmt.Errorf("coudln't set rover tile: %s", err)
} else if err := w.Atlas.SetTile(i.Attributes.Pos, TileEmpty); err != nil {
return fmt.Errorf("coudln't clear old rover tile: %s", err)
}
i.Attributes.Pos = pos
w.Rovers[id] = i
return nil
} else {
return fmt.Errorf("no rover matching id")
}
}
// SetPosition sets an rovers position
func (w *World) MoveRover(id uuid.UUID, bearing Direction) (RoverAttributes, error) {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
if i, ok := w.Rovers[id]; ok {
// Calculate the distance
distance := i.Attributes.Speed
// Calculate the full movement based on the bearing
move := bearing.Vector().Multiplied(distance)
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// Try the new move position
newPos := i.Attributes.Pos.Added(move)
// Get the tile and verify it's empty
if tile, err := w.Atlas.GetTile(newPos); err != nil {
return i.Attributes, fmt.Errorf("couldn't get tile for new position: %s", err)
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} else if tile == TileEmpty {
// Set the world tiles
// TODO: Make this (and other things) transactional
if err := w.Atlas.SetTile(newPos, TileRover); err != nil {
return i.Attributes, fmt.Errorf("coudln't set rover tile: %s", err)
} else if err := w.Atlas.SetTile(i.Attributes.Pos, TileEmpty); err != nil {
return i.Attributes, fmt.Errorf("coudln't clear old rover tile: %s", err)
}
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// Perform the move
i.Attributes.Pos = newPos
w.Rovers[id] = i
}
return i.Attributes, nil
} else {
return RoverAttributes{}, fmt.Errorf("no rover matching id")
}
}
// RadarBlip represents a single blip on the radar
type RadarBlip struct {
Position Vector `json:"position"`
Tile Tile `json:"tile"`
}
// RadarFromRover can be used to query what a rover can currently see
func (w *World) RadarFromRover(id uuid.UUID) ([]RadarBlip, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
if r, ok := w.Rovers[id]; ok {
var blips []RadarBlip
extent := w.Atlas.GetWorldExtent()
// Get min and max extents to query
min := Vector{
Max(-extent, r.Attributes.Pos.X-r.Attributes.Range),
Max(-extent, r.Attributes.Pos.Y-r.Attributes.Range),
}
max := Vector{
Min(extent-1, r.Attributes.Pos.X+r.Attributes.Range),
Min(extent-1, r.Attributes.Pos.Y+r.Attributes.Range),
}
// Gather up all tiles within the range
for i := min.X; i < max.X; i++ {
for j := min.Y; j < max.Y; j++ {
// Skip this rover
q := Vector{i, j}
if q == r.Attributes.Pos {
continue
}
if tile, err := w.Atlas.GetTile(q); err != nil {
return blips, fmt.Errorf("failed to query tile: %s", err)
} else if tile != TileEmpty {
blips = append(blips, RadarBlip{Position: q, Tile: tile})
}
}
}
return blips, nil
} else {
return nil, fmt.Errorf("no rover matching id")
}
}
// Enqueue will queue the commands given
func (w *World) Enqueue(rover uuid.UUID, commands ...Command) error {
// First validate the commands
for _, c := range commands {
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switch c.Command {
case "move":
if _, err := DirectionFromString(c.Bearing); err != nil {
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return fmt.Errorf("unknown direction: %s", c.Bearing)
}
default:
return fmt.Errorf("unknown command: %s", c.Command)
}
}
// Lock our commands edit
w.cmdMutex.Lock()
defer w.cmdMutex.Unlock()
// Append the commands to the current set
cmds := w.CommandQueue[rover]
w.CommandQueue[rover] = append(cmds, commands...)
return nil
}
// Execute will execute any commands in the current command queue
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func (w *World) ExecuteCommandQueues() {
w.cmdMutex.Lock()
defer w.cmdMutex.Unlock()
// Iterate through all commands
for rover, cmds := range w.CommandQueue {
if len(cmds) != 0 {
// Extract the first command in the queue
c := cmds[0]
// Execute the command and clear up if requested
if done, err := w.ExecuteCommand(&c, rover); err != nil {
w.CommandQueue[rover] = cmds[1:]
fmt.Println(err)
} else if done {
w.CommandQueue[rover] = cmds[1:]
} else {
w.CommandQueue[rover][0] = c
}
// If there was an error
} else {
// Clean out the empty entry
delete(w.CommandQueue, rover)
}
}
}
// ExecuteCommand will execute a single command
func (w *World) ExecuteCommand(c *Command, rover uuid.UUID) (finished bool, err error) {
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fmt.Printf("Executing command: %+v\n", *c)
switch c.Command {
case "move":
if dir, err := DirectionFromString(c.Bearing); err != nil {
return true, fmt.Errorf("unknown direction in command %+v, skipping: %s\n", c, err)
} else if _, err := w.MoveRover(rover, dir); err != nil {
return true, fmt.Errorf("error moving rover in command %+v, skipping: %s\n", c, err)
} else {
// If we've successfully moved, reduce the duration by 1
c.Duration -= 1
// If we've used up the full duration, remove it, otherwise update
if c.Duration == 0 {
finished = true
}
}
default:
return true, fmt.Errorf("unknown command: %s", c.Command)
}
return
}
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// RLock read locks the world
func (w *World) RLock() {
w.worldMutex.RLock()
w.cmdMutex.RLock()
}
// RUnlock read unlocks the world
func (w *World) RUnlock() {
w.worldMutex.RUnlock()
w.cmdMutex.RUnlock()
}
// Lock locks the world
func (w *World) Lock() {
w.worldMutex.Lock()
w.cmdMutex.Lock()
}
// Unlock unlocks the world
func (w *World) Unlock() {
w.worldMutex.Unlock()
w.cmdMutex.Unlock()
}