rove/pkg/game/world.go

455 lines
11 KiB
Go

package game
import (
"bufio"
"fmt"
"log"
"math/rand"
"os"
"sync"
"github.com/google/uuid"
"github.com/mdiluz/rove/pkg/atlas"
"github.com/mdiluz/rove/pkg/bearing"
"github.com/mdiluz/rove/pkg/objects"
"github.com/mdiluz/rove/pkg/vector"
)
// 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[string]Rover `json:"rovers"`
// Atlas represends the world map of chunks and tiles
Atlas 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[string]CommandStream `json:"commands"`
// Incoming represents the set of commands to add to the queue at the end of the current tick
Incoming map[string]CommandStream `json:"incoming"`
// Mutex to lock around command operations
cmdMutex sync.RWMutex
// Set of possible words to use for names
words []string
}
var wordsFile = os.Getenv("WORDS_FILE")
// NewWorld creates a new world object
func NewWorld(chunkSize int) *World {
// Try and load the words file
var lines []string
if file, err := os.Open(wordsFile); err != nil {
log.Printf("Couldn't read words file [%s], running without words: %s\n", wordsFile, err)
} else {
defer file.Close()
scanner := bufio.NewScanner(file)
for scanner.Scan() {
lines = append(lines, scanner.Text())
}
if scanner.Err() != nil {
log.Printf("Failure during word file scan: %s\n", scanner.Err())
}
}
return &World{
Rovers: make(map[string]Rover),
CommandQueue: make(map[string]CommandStream),
Incoming: make(map[string]CommandStream),
Atlas: atlas.NewAtlas(chunkSize),
words: lines,
}
}
// SpawnRover adds an rover to the game
func (w *World) SpawnRover() (string, error) {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
// Initialise the rover
rover := Rover{
Range: 4.0,
Integrity: 10,
Capacity: 10,
Name: uuid.New().String(),
}
// Assign a random name if we have words
if len(w.words) > 0 {
for {
// Loop until we find a unique name
name := fmt.Sprintf("%s-%s", w.words[rand.Intn(len(w.words))], w.words[rand.Intn(len(w.words))])
if _, ok := w.Rovers[name]; !ok {
rover.Name = name
break
}
}
}
// Spawn in a random place near the origin
rover.Pos = vector.Vector{
X: w.Atlas.ChunkSize/2 - rand.Intn(w.Atlas.ChunkSize),
Y: w.Atlas.ChunkSize/2 - rand.Intn(w.Atlas.ChunkSize),
}
// Seach until we error (run out of world)
for {
_, obj := w.Atlas.QueryPosition(rover.Pos)
if !obj.IsBlocking() {
break
} else {
// Try and spawn to the east of the blockage
rover.Pos.Add(vector.Vector{X: 1, Y: 0})
}
}
log.Printf("Spawned rover at %+v\n", rover.Pos)
// Append the rover to the list
w.Rovers[rover.Name] = rover
return rover.Name, nil
}
// GetRover gets a specific rover by name
func (w *World) GetRover(rover string) (Rover, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
i, ok := w.Rovers[rover]
if !ok {
return Rover{}, fmt.Errorf("Failed to find rover with name: %s", rover)
}
return i, nil
}
// DestroyRover Removes an rover from the game
func (w *World) DestroyRover(rover string) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
_, ok := w.Rovers[rover]
if !ok {
return fmt.Errorf("no rover matching id")
}
delete(w.Rovers, rover)
return nil
}
// RoverPosition returns the position of the rover
func (w *World) RoverPosition(rover string) (vector.Vector, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
i, ok := w.Rovers[rover]
if !ok {
return vector.Vector{}, fmt.Errorf("no rover matching id")
}
return i.Pos, nil
}
// SetRoverPosition sets the position of the rover
func (w *World) SetRoverPosition(rover string, pos vector.Vector) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
i, ok := w.Rovers[rover]
if !ok {
return fmt.Errorf("no rover matching id")
}
i.Pos = pos
w.Rovers[rover] = i
return nil
}
// RoverInventory returns the inventory of a requested rover
func (w *World) RoverInventory(rover string) ([]objects.Object, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
i, ok := w.Rovers[rover]
if !ok {
return nil, fmt.Errorf("no rover matching id")
}
return i.Inventory, nil
}
// WarpRover sets an rovers position
func (w *World) WarpRover(rover string, pos vector.Vector) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
i, ok := w.Rovers[rover]
if !ok {
return fmt.Errorf("no rover matching id")
}
// Nothing to do if these positions match
if i.Pos == pos {
return nil
}
// Check the tile is not blocked
_, obj := w.Atlas.QueryPosition(pos)
if obj.IsBlocking() {
return fmt.Errorf("can't warp rover to occupied tile, check before warping")
}
i.Pos = pos
w.Rovers[rover] = i
return nil
}
// MoveRover attempts to move a rover in a specific direction
func (w *World) MoveRover(rover string, b bearing.Bearing) (vector.Vector, error) {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
i, ok := w.Rovers[rover]
if !ok {
return vector.Vector{}, fmt.Errorf("no rover matching id")
}
// Try the new move position
newPos := i.Pos.Added(b.Vector())
// Get the tile and verify it's empty
_, obj := w.Atlas.QueryPosition(newPos)
if !obj.IsBlocking() {
// Perform the move
i.Pos = newPos
w.Rovers[rover] = i
} else {
// If it is a blocking tile, reduce the rover integrity
i.Integrity = i.Integrity - 1
if i.Integrity == 0 {
// TODO: The rover needs to be left dormant with the player
} else {
w.Rovers[rover] = i
}
}
return i.Pos, nil
}
// RoverStash will stash an item at the current rovers position
func (w *World) RoverStash(rover string) (objects.Type, error) {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
r, ok := w.Rovers[rover]
if !ok {
return objects.None, fmt.Errorf("no rover matching id")
}
// Can't pick up when full
if len(r.Inventory) >= r.Capacity {
return objects.None, nil
}
_, obj := w.Atlas.QueryPosition(r.Pos)
if !obj.IsStashable() {
return objects.None, nil
}
r.Inventory = append(r.Inventory, obj)
w.Rovers[rover] = r
w.Atlas.SetObject(r.Pos, objects.Object{Type: objects.None})
return obj.Type, nil
}
// RadarFromRover can be used to query what a rover can currently see
func (w *World) RadarFromRover(rover string) (radar []byte, objs []byte, err error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
r, ok := w.Rovers[rover]
if !ok {
err = fmt.Errorf("no rover matching id")
return
}
// The radar should span in range direction on each axis, plus the row/column the rover is currently on
radarSpan := (r.Range * 2) + 1
roverPos := r.Pos
// Get the radar min and max values
radarMin := vector.Vector{
X: roverPos.X - r.Range,
Y: roverPos.Y - r.Range,
}
radarMax := vector.Vector{
X: roverPos.X + r.Range,
Y: roverPos.Y + r.Range,
}
// Gather up all tiles within the range
radar = make([]byte, radarSpan*radarSpan)
objs = make([]byte, radarSpan*radarSpan)
for j := radarMin.Y; j <= radarMax.Y; j++ {
for i := radarMin.X; i <= radarMax.X; i++ {
q := vector.Vector{X: i, Y: j}
tile, obj := w.Atlas.QueryPosition(q)
// Get the position relative to the bottom left of the radar
relative := q.Added(radarMin.Negated())
index := relative.X + relative.Y*radarSpan
radar[index] = tile
objs[index] = byte(obj.Type)
}
}
// Add all rovers to the radar
for _, r := range w.Rovers {
// If the rover is in range
dist := r.Pos.Added(roverPos.Negated())
dist = dist.Abs()
if dist.X <= r.Range && dist.Y <= r.Range {
relative := r.Pos.Added(radarMin.Negated())
index := relative.X + relative.Y*radarSpan
objs[index] = byte(objects.Rover)
}
}
return radar, objs, nil
}
// Enqueue will queue the commands given
func (w *World) Enqueue(rover string, commands ...Command) error {
// First validate the commands
for _, c := range commands {
switch c.Command {
case CommandMove:
if _, err := bearing.FromString(c.Bearing); err != nil {
return fmt.Errorf("unknown bearing: %s", c.Bearing)
}
case CommandStash:
case CommandRepair:
// Nothing to verify
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 incoming set
if cmds, ok := w.Incoming[rover]; ok {
w.Incoming[rover] = append(cmds, commands...)
} else {
w.Incoming[rover] = commands
}
return nil
}
// EnqueueAllIncoming will enqueue the incoming commands
func (w *World) EnqueueAllIncoming() {
// Add any incoming commands from this tick and clear that queue
for id, incoming := range w.Incoming {
commands := w.CommandQueue[id]
commands = append(commands, incoming...)
w.CommandQueue[id] = commands
}
w.Incoming = make(map[string]CommandStream)
}
// ExecuteCommandQueues will execute any commands in the current command queue
func (w *World) ExecuteCommandQueues() {
w.cmdMutex.Lock()
defer w.cmdMutex.Unlock()
// Iterate through all the current commands
for rover, cmds := range w.CommandQueue {
if len(cmds) != 0 {
// Extract the first command in the queue
c := cmds[0]
w.CommandQueue[rover] = cmds[1:]
// Execute the command
if err := w.ExecuteCommand(&c, rover); err != nil {
log.Println(err)
// TODO: Report this error somehow
}
} else {
// Clean out the empty entry
delete(w.CommandQueue, rover)
}
}
// Add any incoming commands from this tick and clear that queue
w.EnqueueAllIncoming()
}
// ExecuteCommand will execute a single command
func (w *World) ExecuteCommand(c *Command, rover string) (err error) {
log.Printf("Executing command: %+v for %s\n", *c, rover)
switch c.Command {
case CommandMove:
if dir, err := bearing.FromString(c.Bearing); err != nil {
return err
} else if _, err := w.MoveRover(rover, dir); err != nil {
return err
}
case CommandStash:
if _, err := w.RoverStash(rover); err != nil {
return err
}
case CommandRepair:
r, err := w.GetRover(rover)
if err != nil {
return err
}
// Consume an inventory item to repair
if len(r.Inventory) > 0 {
r.Inventory = r.Inventory[:len(r.Inventory)-1]
r.Integrity = r.Integrity + 1
w.Rovers[rover] = r
}
default:
return fmt.Errorf("unknown command: %s", c.Command)
}
return
}
// 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()
}