Stop spawning rovers outside the chunks or warping into other rovers
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parent
ae2cb6598a
commit
520f78b5c3
3 changed files with 24 additions and 14 deletions
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@ -5,7 +5,6 @@ import (
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"flag"
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"fmt"
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"io/ioutil"
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"math"
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"os"
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"path"
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@ -175,13 +174,7 @@ func InnerMain(command string) error {
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} else {
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// Print out the radar
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num := int(math.Sqrt(float64(len(response.Tiles))))
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for j := num - 1; j >= 0; j-- {
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for i := 0; i < num; i++ {
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fmt.Printf("%d", response.Tiles[i+num*j])
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}
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fmt.Print("\n")
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}
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game.PrintTiles(response.Tiles)
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}
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case "rover":
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@ -2,6 +2,7 @@ package game
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import (
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"fmt"
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"math"
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"math/rand"
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"strings"
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"sync"
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@ -68,8 +69,8 @@ func (w *World) SpawnRover() (uuid.UUID, error) {
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// Spawn in a random place near the origin
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rover.Attributes.Pos = Vector{
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w.Atlas.ChunkSize - (rand.Int() % (w.Atlas.ChunkSize * 2)),
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w.Atlas.ChunkSize - (rand.Int() % (w.Atlas.ChunkSize * 2)),
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w.Atlas.ChunkSize/2 - rand.Intn(w.Atlas.ChunkSize),
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w.Atlas.ChunkSize/2 - rand.Intn(w.Atlas.ChunkSize),
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}
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// Seach until we error (run out of world)
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@ -91,6 +92,8 @@ func (w *World) SpawnRover() (uuid.UUID, error) {
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return uuid.Nil, err
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}
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fmt.Printf("Spawned rover at %+v\n", rover.Attributes.Pos)
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// Append the rover to the list
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w.Rovers[rover.Id] = rover
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@ -152,9 +155,11 @@ func (w *World) WarpRover(id uuid.UUID, pos Vector) error {
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}
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// Update the world tile
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// TODO: Make this (and other things) transactional
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// TODO: Check this worldtile is free
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if err := w.Atlas.SetTile(pos, TileRover); err != nil {
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if tile, err := w.Atlas.GetTile(pos); err != nil {
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return fmt.Errorf("coudln't get state of destination rover tile: %s", err)
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} else if tile == TileRover {
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return fmt.Errorf("Can't warp rover to occupied tile, check before warping")
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} else if err := w.Atlas.SetTile(pos, TileRover); err != nil {
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return fmt.Errorf("coudln't set rover tile: %s", err)
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} else if err := w.Atlas.SetTile(i.Attributes.Pos, TileEmpty); err != nil {
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return fmt.Errorf("coudln't clear old rover tile: %s", err)
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@ -345,6 +350,17 @@ func (w *World) ExecuteCommand(c *Command, rover uuid.UUID) (finished bool, err
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return
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}
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// PrintTiles simply prints the input tiles directly for debug
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func PrintTiles(tiles []Tile) {
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num := int(math.Sqrt(float64(len(tiles))))
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for j := num - 1; j >= 0; j-- {
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for i := 0; i < num; i++ {
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fmt.Printf("%d", tiles[i+num*j])
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}
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fmt.Print("\n")
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}
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}
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// RLock read locks the world
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func (w *World) RLock() {
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w.worldMutex.RLock()
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@ -107,8 +107,8 @@ func TestWorld_RadarFromRover(t *testing.T) {
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// Warp the rovers into position
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bpos := Vector{-3, -3}
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assert.NoError(t, world.WarpRover(a, Vector{0, 0}), "Failed to warp rover")
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assert.NoError(t, world.WarpRover(b, bpos), "Failed to warp rover")
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assert.NoError(t, world.WarpRover(a, Vector{0, 0}), "Failed to warp rover")
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// Spawn the world wall
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err = world.Atlas.SpawnWalls()
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@ -129,6 +129,7 @@ func TestWorld_RadarFromRover(t *testing.T) {
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// O------O-
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// OR-----O-
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// OOOOOOOO-
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PrintTiles(radar)
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// Test all expected values
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assert.Equal(t, TileRover, radar[1+fullRange])
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