rove/pkg/game/world.go
Marc Di Luzio 2f5863b17a Use log instead of fmt for logging
Also fix up a few errors to lower case
2020-06-11 19:04:53 +01:00

412 lines
11 KiB
Go

package game
import (
"fmt"
"log"
"math"
"math/rand"
"strings"
"sync"
"github.com/google/uuid"
"github.com/mdiluz/rove/pkg/bearing"
"github.com/mdiluz/rove/pkg/maths"
"github.com/mdiluz/rove/pkg/vector"
"github.com/tjarratt/babble"
)
// 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"`
// 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"`
// Incoming represents the set of commands to add to the queue at the end of the current tick
Incoming map[uuid.UUID]CommandStream `json:"incoming"`
// Mutex to lock around command operations
cmdMutex sync.RWMutex
}
// NewWorld creates a new world object
func NewWorld(size, chunkSize int) *World {
return &World{
Rovers: make(map[uuid.UUID]Rover),
CommandQueue: make(map[uuid.UUID]CommandStream),
Incoming: make(map[uuid.UUID]CommandStream),
Atlas: NewAtlas(size, chunkSize),
}
}
// SpawnWorld spawns a border at the edge of the world atlas
func (w *World) SpawnWorld(fillWorld bool) error {
if fillWorld {
if err := w.Atlas.SpawnRocks(); err != nil {
return err
}
}
return w.Atlas.SpawnWalls()
}
// 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
Name: babble.NewBabbler().Babble(),
},
}
// Dictionaries tend to include the possesive
strings.ReplaceAll(rover.Attributes.Name, "'s", "")
// Spawn in a random place near the origin
rover.Attributes.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 {
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.Vector{X: 1, Y: 0})
}
}
}
// Set the world tile to a rover
if err := w.Atlas.SetTile(rover.Attributes.Pos, TileRover); err != nil {
return uuid.Nil, err
}
log.Printf("Spawned rover at %+v\n", rover.Attributes.Pos)
// Append the rover to the list
w.Rovers[rover.Id] = rover
return rover.Id, nil
}
// 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")
}
}
// SetRoverAttributes sets the attributes of a requested rover
func (w *World) SetRoverAttributes(id uuid.UUID, attributes RoverAttributes) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
if i, ok := w.Rovers[id]; ok {
i.Attributes = attributes
w.Rovers[id] = i
return nil
} else {
return fmt.Errorf("no rover matching id")
}
}
// WarpRover sets an rovers position
func (w *World) WarpRover(id uuid.UUID, pos vector.Vector) error {
w.worldMutex.Lock()
defer w.worldMutex.Unlock()
if i, ok := w.Rovers[id]; ok {
// Nothing to do if these positions match
if i.Attributes.Pos == pos {
return nil
}
// Update the world tile
if tile, err := w.Atlas.GetTile(pos); err != nil {
return fmt.Errorf("coudln't get state of destination rover tile: %s", err)
} else if tile == TileRover {
return fmt.Errorf("can't warp rover to occupied tile, check before warping")
} else 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, b bearing.Bearing) (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 := b.Vector().Multiplied(distance)
// 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)
} else if tile == TileEmpty {
// Set the world tiles
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)
}
// Perform the move
i.Attributes.Pos = newPos
w.Rovers[id] = i
}
return i.Attributes, nil
} else {
return RoverAttributes{}, fmt.Errorf("no rover matching id")
}
}
// RadarFromRover can be used to query what a rover can currently see
func (w *World) RadarFromRover(id uuid.UUID) ([]Tile, error) {
w.worldMutex.RLock()
defer w.worldMutex.RUnlock()
if r, ok := w.Rovers[id]; ok {
// The radar should span in range direction on each axis, plus the row/column the rover is currently on
radarSpan := (r.Attributes.Range * 2) + 1
roverPos := r.Attributes.Pos
// Get the radar min and max values
radarMin := vector.Vector{
X: roverPos.X - r.Attributes.Range,
Y: roverPos.Y - r.Attributes.Range,
}
radarMax := vector.Vector{
X: roverPos.X + r.Attributes.Range,
Y: roverPos.Y + r.Attributes.Range,
}
// Make sure we only query within the actual world
worldMin, worldMax := w.Atlas.GetWorldExtents()
scanMin := vector.Vector{
X: maths.Max(radarMin.X, worldMin.X),
Y: maths.Max(radarMin.Y, worldMin.Y),
}
scanMax := vector.Vector{
X: maths.Min(radarMax.X, worldMax.X),
Y: maths.Min(radarMax.Y, worldMax.Y),
}
// Gather up all tiles within the range
var radar = make([]Tile, radarSpan*radarSpan)
for j := scanMin.Y; j <= scanMax.Y; j++ {
for i := scanMin.X; i <= scanMax.X; i++ {
q := vector.Vector{X: i, Y: j}
if tile, err := w.Atlas.GetTile(q); err != nil {
return nil, fmt.Errorf("failed to query tile: %s", err)
} else {
// 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
}
}
}
return radar, 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 {
switch c.Command {
case "move":
if _, err := bearing.FromString(c.Bearing); err != nil {
return fmt.Errorf("unknown bearing: %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 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[uuid.UUID]CommandStream)
}
// Execute 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]
// Execute the command and clear up if requested
if done, err := w.ExecuteCommand(&c, rover); err != nil {
w.CommandQueue[rover] = cmds[1:]
log.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)
}
}
// 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 uuid.UUID) (finished bool, err error) {
log.Printf("Executing command: %+v\n", *c)
switch c.Command {
case "move":
if dir, err := bearing.FromString(c.Bearing); err != nil {
return true, fmt.Errorf("unknown bearing 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
}
// PrintTiles simply prints the input tiles directly for debug
func PrintTiles(tiles []Tile) {
num := int(math.Sqrt(float64(len(tiles))))
for j := num - 1; j >= 0; j-- {
for i := 0; i < num; i++ {
log.Printf("%d", tiles[i+num*j])
}
fmt.Print("\n")
}
}
// 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()
}