Fully implement the bearing based movement
Instant, and without limit, for now
This commit is contained in:
parent
0fbad15c01
commit
6461b51c5c
7 changed files with 105 additions and 82 deletions
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@ -6,19 +6,9 @@ import "github.com/google/uuid"
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type Command func() error
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type Command func() error
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// CommandMove will move the rover in question
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// CommandMove will move the rover in question
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func (w *World) CommandMove(id uuid.UUID, bearing float64, duration int64) Command {
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func (w *World) CommandMove(id uuid.UUID, bearing float64, duration float64) Command {
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return func() error {
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return func() error {
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// TODO: Calculate the move itself
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_, err := w.MoveRover(id, bearing, duration)
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return err
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//_, err := w.MovePosition(id, vec)
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return nil
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}
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}
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// CommandSpawn
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// TODO: Two spawn commands with the same id could trigger a fail later on, we should prevent that somehow
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func (w *World) CommandSpawn(id uuid.UUID) Command {
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return func() error {
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return w.SpawnRover(id)
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}
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}
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}
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}
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@ -3,44 +3,31 @@ package game
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import (
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import (
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"testing"
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"testing"
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"github.com/google/uuid"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/assert"
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)
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)
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func TestCommand_Spawn(t *testing.T) {
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world := NewWorld()
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a := uuid.New()
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spawnCommand := world.CommandSpawn(a)
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assert.NoError(t, world.Execute(spawnCommand), "Failed to execute spawn command")
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rover, ok := world.Rovers[a]
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assert.True(t, ok, "No new rover in world")
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assert.Equal(t, a, rover.Id, "New rover has incorrect id")
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}
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func TestCommand_Move(t *testing.T) {
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func TestCommand_Move(t *testing.T) {
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world := NewWorld()
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world := NewWorld()
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a := uuid.New()
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a := world.SpawnRover()
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assert.NoError(t, world.SpawnRover(a), "Failed to spawn")
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pos := Vector{
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pos := Vector{
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X: 1.0,
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X: 1.0,
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Y: 2.0,
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Y: 2.0,
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}
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}
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err := world.SetPosition(a, pos)
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attribs, err := world.RoverAttributes(a)
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assert.NoError(t, err, "Failed to get rover attribs")
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err = world.WarpRover(a, pos)
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assert.NoError(t, err, "Failed to set position for rover")
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assert.NoError(t, err, "Failed to set position for rover")
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// TODO: Test the bearing/duration movement
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bearing := 0.0
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/*
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duration := 1.0
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// Try the move command
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// Try the move command
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moveCommand := world.CommandMove(a, move)
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moveCommand := world.CommandMove(a, bearing, duration)
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assert.NoError(t, world.Execute(moveCommand), "Failed to execute move command")
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assert.NoError(t, world.Execute(moveCommand), "Failed to execute move command")
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newpos, err := world.GetPosition(a)
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newpos, err := world.RoverPosition(a)
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assert.NoError(t, err, "Failed to set position for rover")
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assert.NoError(t, err, "Failed to set position for rover")
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pos.Add(move)
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pos.Add(Vector{0.0, float64(duration) * attribs.Speed}) // We should have moved duration*speed north
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assert.Equal(t, pos, newpos, "Failed to correctly set position for rover")
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assert.Equal(t, pos, newpos, "Failed to correctly set position for rover")
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*/
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}
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}
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@ -2,6 +2,7 @@ package game
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import (
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import (
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"fmt"
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"fmt"
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"math"
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"github.com/google/uuid"
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"github.com/google/uuid"
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)
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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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Rovers map[uuid.UUID]Rover `json:"rovers"`
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}
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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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// Rover describes a single rover in the world
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type Rover struct {
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type Rover struct {
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// Id is a unique ID for this rover
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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 represents where this rover is in the world
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Pos Vector `json:"pos"`
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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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// Attributes represents the physical attributes of the rover
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Speed float64 `json:"speed"`
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Attributes RoverAttributes `json:"attributes"`
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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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}
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// NewWorld creates a new world object
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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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}
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// SpawnRover adds an rover to the game
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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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func (w *World) SpawnRover() uuid.UUID {
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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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// Initialise the rover
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// Initialise the rover
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rover := 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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}
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// Append the rover to the list
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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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}
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// Removes an rover from the game
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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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return nil
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}
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}
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// GetPosition returns the position of a given rover
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// RoverAttributes returns the attributes of a requested rover
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func (w World) GetPosition(id uuid.UUID) (Vector, error) {
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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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if i, ok := w.Rovers[id]; ok {
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return i.Pos, nil
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return i.Pos, nil
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} else {
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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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}
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}
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// SetPosition sets an rovers position
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// WarpRover sets an rovers position
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func (w *World) SetPosition(id uuid.UUID, pos Vector) error {
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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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if i, ok := w.Rovers[id]; ok {
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i.Pos = pos
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i.Pos = pos
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w.Rovers[id] = i
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w.Rovers[id] = i
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}
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}
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// SetPosition sets an rovers position
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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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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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w.Rovers[id] = i
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return i.Pos, nil
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return i.Pos, nil
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} else {
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} else {
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@ -3,7 +3,6 @@ package game
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import (
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import (
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"testing"
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"testing"
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"github.com/google/uuid"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/assert"
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)
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)
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@ -17,10 +16,8 @@ func TestNewWorld(t *testing.T) {
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func TestWorld_CreateRover(t *testing.T) {
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func TestWorld_CreateRover(t *testing.T) {
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world := NewWorld()
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world := NewWorld()
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a := uuid.New()
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a := world.SpawnRover()
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b := uuid.New()
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b := world.SpawnRover()
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assert.NoError(t, world.SpawnRover(a), "Failed to spawn")
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assert.NoError(t, world.SpawnRover(b), "Failed to spawn")
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// Basic duplicate check
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// Basic duplicate check
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if a == b {
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if a == b {
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@ -30,12 +27,20 @@ func TestWorld_CreateRover(t *testing.T) {
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}
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}
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}
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}
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func TestWorld_RoverAttributes(t *testing.T) {
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world := NewWorld()
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a := world.SpawnRover()
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attribs, err := world.RoverAttributes(a)
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assert.NoError(t, err, "Failed to get rover attribs")
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assert.NotZero(t, attribs.Sight, "Rover should not be spawned blind")
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assert.NotZero(t, attribs.Speed, "Rover should not be spawned unable to move")
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}
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func TestWorld_DestroyRover(t *testing.T) {
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func TestWorld_DestroyRover(t *testing.T) {
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world := NewWorld()
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world := NewWorld()
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a := uuid.New()
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a := world.SpawnRover()
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b := uuid.New()
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b := world.SpawnRover()
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assert.NoError(t, world.SpawnRover(a), "Failed to spawn")
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assert.NoError(t, world.SpawnRover(b), "Failed to spawn")
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err := world.DestroyRover(a)
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err := world.DestroyRover(a)
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assert.NoError(t, err, "Error returned from rover destroy")
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assert.NoError(t, err, "Error returned from rover destroy")
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@ -50,23 +55,26 @@ func TestWorld_DestroyRover(t *testing.T) {
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func TestWorld_GetSetMovePosition(t *testing.T) {
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func TestWorld_GetSetMovePosition(t *testing.T) {
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world := NewWorld()
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world := NewWorld()
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a := uuid.New()
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a := world.SpawnRover()
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assert.NoError(t, world.SpawnRover(a), "Failed to spawn")
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attribs, err := world.RoverAttributes(a)
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assert.NoError(t, err, "Failed to get rover attribs")
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pos := Vector{
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pos := Vector{
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X: 1.0,
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X: 1.0,
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Y: 2.0,
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Y: 2.0,
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}
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}
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err := world.SetPosition(a, pos)
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err = world.WarpRover(a, pos)
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assert.NoError(t, err, "Failed to set position for rover")
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assert.NoError(t, err, "Failed to set position for rover")
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newpos, err := world.GetPosition(a)
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newpos, err := world.RoverPosition(a)
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assert.NoError(t, err, "Failed to set position for rover")
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assert.NoError(t, err, "Failed to set position for rover")
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assert.Equal(t, pos, newpos, "Failed to correctly set position for rover")
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assert.Equal(t, pos, newpos, "Failed to correctly set position for rover")
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newpos, err = world.MovePosition(a, pos)
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bearing := 0.0
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duration := 1.0
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newpos, err = world.MoveRover(a, bearing, duration)
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assert.NoError(t, err, "Failed to set position for rover")
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assert.NoError(t, err, "Failed to set position for rover")
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pos.Add(pos)
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pos.Add(Vector{0, attribs.Speed * float64(duration)}) // We should have move one unit of the speed north
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assert.Equal(t, pos, newpos, "Failed to correctly move position for rover")
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assert.Equal(t, pos, newpos, "Failed to correctly move position for rover")
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}
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}
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@ -77,7 +77,7 @@ type Command struct {
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// Used for CommandMove
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// Used for CommandMove
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Bearing float64 `json:"bearing"` // The direction to move in degrees
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Bearing float64 `json:"bearing"` // The direction to move in degrees
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Duration int64 `json:"duration"` // The duration of the move in seconds
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Duration float64 `json:"duration"` // The duration of the move in seconds
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}
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}
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// ================
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// ================
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@ -7,6 +7,7 @@ import (
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"net/http/httptest"
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"net/http/httptest"
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"testing"
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"testing"
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"github.com/mdiluz/rove/pkg/game"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/assert"
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)
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)
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@ -80,6 +81,9 @@ func TestHandleCommands(t *testing.T) {
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// Spawn the rover rover for the account
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// Spawn the rover rover for the account
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_, inst, err := s.SpawnRoverForAccount(a.Id)
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_, inst, err := s.SpawnRoverForAccount(a.Id)
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pos, err := s.world.RoverPosition(inst)
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assert.NoError(t, err, "Couldn't get rover position")
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data := CommandsData{
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data := CommandsData{
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Id: a.Id.String(),
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Id: a.Id.String(),
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Commands: []Command{
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Commands: []Command{
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@ -106,9 +110,11 @@ func TestHandleCommands(t *testing.T) {
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t.Errorf("got false for /commands")
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t.Errorf("got false for /commands")
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}
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}
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if _, err := s.world.GetPosition(inst); err != nil {
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attrib, err := s.world.RoverAttributes(inst)
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t.Error("Couldn't get position for the rover rover")
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assert.NoError(t, err, "Couldn't get rover attribs")
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}
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// TODO: Check position is correct
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pos2, err := s.world.RoverPosition(inst)
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assert.NoError(t, err, "Couldn't get rover position")
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pos.Add(game.Vector{X: 0.0, Y: attrib.Speed * 1}) // Should have moved north by the speed and duration
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assert.Equal(t, pos, pos2, "Rover should have moved by bearing")
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}
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}
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@ -163,9 +163,8 @@ func (s *Server) wrapHandler(method string, handler Handler) func(w http.Respons
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// SpawnRoverForAccount spawns the rover rover for an account
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// SpawnRoverForAccount spawns the rover rover for an account
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func (s *Server) SpawnRoverForAccount(accountid uuid.UUID) (game.Vector, uuid.UUID, error) {
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func (s *Server) SpawnRoverForAccount(accountid uuid.UUID) (game.Vector, uuid.UUID, error) {
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inst := uuid.New()
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inst := s.world.SpawnRover()
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s.world.SpawnRover(inst)
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if pos, err := s.world.RoverPosition(inst); err != nil {
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if pos, err := s.world.GetPosition(inst); err != nil {
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return game.Vector{}, uuid.UUID{}, fmt.Errorf("No position found for created rover")
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return game.Vector{}, uuid.UUID{}, fmt.Errorf("No position found for created rover")
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} else {
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} else {
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Loading…
Add table
Reference in a new issue