Fully implement the bearing based movement
Instant, and without limit, for now
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parent
0fbad15c01
commit
6461b51c5c
7 changed files with 105 additions and 82 deletions
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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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"github.com/google/uuid"
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)
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@ -12,6 +13,15 @@ type World struct {
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Rovers map[uuid.UUID]Rover `json:"rovers"`
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}
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// RoverAttributes contains attributes of a rover
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type RoverAttributes struct {
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// Speed represents the Speed that the rover will move per second
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Speed float64 `json:"speed"`
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// Sight represents the distance the unit can see
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Sight float64 `json:"sight"`
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}
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// Rover describes a single rover in the world
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type Rover struct {
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// Id is a unique ID for this rover
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@ -20,11 +30,8 @@ type Rover struct {
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// Pos represents where this rover is in the world
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Pos Vector `json:"pos"`
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// Speed represents the Speed that the rover will move per second
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Speed float64 `json:"speed"`
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// Sight represents the distance the unit can see
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Sight float64 `json:"sight"`
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// Attributes represents the physical attributes of the rover
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Attributes RoverAttributes `json:"attributes"`
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}
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// NewWorld creates a new world object
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@ -35,20 +42,25 @@ func NewWorld() *World {
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}
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// SpawnRover adds an rover to the game
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func (w *World) SpawnRover(id uuid.UUID) error {
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if _, ok := w.Rovers[id]; ok {
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return fmt.Errorf("rover with id %s already exists in world", id)
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}
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func (w *World) SpawnRover() uuid.UUID {
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// Initialise the rover
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rover := Rover{
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Id: id,
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Id: uuid.New(),
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// TODO: Set this somehow
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Pos: Vector{},
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// TODO: Stop these being random numbers
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Attributes: RoverAttributes{
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Speed: 1.0,
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Sight: 20.0,
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},
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}
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// Append the rover to the list
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w.Rovers[id] = rover
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w.Rovers[rover.Id] = rover
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return nil
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return rover.Id
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}
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// Removes an rover from the game
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@ -61,8 +73,17 @@ func (w *World) DestroyRover(id uuid.UUID) error {
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return nil
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}
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// GetPosition returns the position of a given rover
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func (w World) GetPosition(id uuid.UUID) (Vector, error) {
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// RoverAttributes returns the attributes of a requested rover
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func (w World) RoverAttributes(id uuid.UUID) (RoverAttributes, error) {
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if i, ok := w.Rovers[id]; ok {
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return i.Attributes, nil
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} else {
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return RoverAttributes{}, fmt.Errorf("no rover matching id")
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}
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}
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// RoverPosition returns the position of a given rover
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func (w World) RoverPosition(id uuid.UUID) (Vector, error) {
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if i, ok := w.Rovers[id]; ok {
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return i.Pos, nil
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} else {
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@ -70,8 +91,8 @@ func (w World) GetPosition(id uuid.UUID) (Vector, error) {
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}
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}
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// SetPosition sets an rovers position
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func (w *World) SetPosition(id uuid.UUID, pos Vector) error {
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// WarpRover sets an rovers position
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func (w *World) WarpRover(id uuid.UUID, pos Vector) error {
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if i, ok := w.Rovers[id]; ok {
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i.Pos = pos
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w.Rovers[id] = i
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@ -82,9 +103,21 @@ func (w *World) SetPosition(id uuid.UUID, pos Vector) error {
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}
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// SetPosition sets an rovers position
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func (w *World) MovePosition(id uuid.UUID, vec Vector) (Vector, error) {
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func (w *World) MoveRover(id uuid.UUID, bearing float64, duration float64) (Vector, error) {
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if i, ok := w.Rovers[id]; ok {
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i.Pos.Add(vec)
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// Calculate the distance
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distance := i.Attributes.Speed * float64(duration)
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// Calculate the full movement based on the bearing
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move := Vector{
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X: math.Sin(bearing) * distance,
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Y: math.Cos(bearing) * distance,
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}
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// Increment the position by the movement
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i.Pos.Add(move)
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// Set the rover values to the new ones
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w.Rovers[id] = i
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return i.Pos, nil
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} else {
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