362 lines
9.1 KiB
Go
362 lines
9.1 KiB
Go
package game
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import (
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"fmt"
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"math/rand"
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"sync"
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"github.com/google/uuid"
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"github.com/tjarratt/babble"
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)
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// World describes a self contained universe and everything in it
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type World struct {
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// Rovers is a id->data map of all the rovers in the game
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Rovers map[uuid.UUID]Rover `json:"rovers"`
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// Atlas represends the world map of chunks and tiles
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Atlas Atlas `json:"atlas"`
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// Mutex to lock around all world operations
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worldMutex sync.RWMutex
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// Commands is the set of currently executing command streams per rover
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CommandQueue map[uuid.UUID]CommandStream `json:"commands"`
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// Mutex to lock around command operations
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cmdMutex sync.RWMutex
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}
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// NewWorld creates a new world object
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func NewWorld(size int, chunkSize int) *World {
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return &World{
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Rovers: make(map[uuid.UUID]Rover),
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CommandQueue: make(map[uuid.UUID]CommandStream),
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Atlas: NewAtlas(size, chunkSize), // TODO: Choose an appropriate world size
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}
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}
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// SpawnWorld spawns a border at the edge of the world atlas
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func (w *World) SpawnWorld() error {
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if err := w.Atlas.SpawnRocks(); err != nil {
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return err
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}
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return w.Atlas.SpawnWalls()
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}
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// SpawnRover adds an rover to the game
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func (w *World) SpawnRover() (uuid.UUID, error) {
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w.worldMutex.Lock()
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defer w.worldMutex.Unlock()
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// Initialise the rover
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rover := Rover{
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Id: uuid.New(),
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Attributes: RoverAttributes{
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Speed: 1.0,
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Range: 5.0,
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// Set the name randomly
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// TODO: Fix the stupid "'s"
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Name: babble.NewBabbler().Babble(),
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},
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}
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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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}
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// Seach until we error (run out of world)
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for {
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if tile, err := w.Atlas.GetTile(rover.Attributes.Pos); err != nil {
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return uuid.Nil, err
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} else {
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if tile == TileEmpty {
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break
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} else {
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// Try and spawn to the east of the blockage
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rover.Attributes.Pos.Add(Vector{1, 0})
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}
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}
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}
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// Set the world tile to a rover
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if err := w.Atlas.SetTile(rover.Attributes.Pos, TileRover); err != nil {
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return uuid.Nil, err
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}
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// Append the rover to the list
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w.Rovers[rover.Id] = rover
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return rover.Id, nil
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}
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// Removes an rover from the game
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func (w *World) DestroyRover(id uuid.UUID) error {
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w.worldMutex.Lock()
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defer w.worldMutex.Unlock()
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if i, ok := w.Rovers[id]; ok {
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// Clear the tile
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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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}
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delete(w.Rovers, id)
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} else {
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return fmt.Errorf("no rover matching id")
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}
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return nil
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}
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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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w.worldMutex.RLock()
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defer w.worldMutex.RUnlock()
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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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// SetRoverAttributes sets the attributes of a requested rover
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func (w *World) SetRoverAttributes(id uuid.UUID, attributes RoverAttributes) error {
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w.worldMutex.Lock()
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defer w.worldMutex.Unlock()
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if i, ok := w.Rovers[id]; ok {
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i.Attributes = attributes
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w.Rovers[id] = i
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return nil
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} else {
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return fmt.Errorf("no rover matching id")
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}
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}
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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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w.worldMutex.Lock()
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defer w.worldMutex.Unlock()
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if i, ok := w.Rovers[id]; ok {
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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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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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}
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i.Attributes.Pos = pos
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w.Rovers[id] = i
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return nil
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} else {
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return fmt.Errorf("no rover matching id")
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}
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}
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// SetPosition sets an rovers position
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func (w *World) MoveRover(id uuid.UUID, bearing Direction) (RoverAttributes, error) {
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w.worldMutex.Lock()
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defer w.worldMutex.Unlock()
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if i, ok := w.Rovers[id]; ok {
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// Calculate the distance
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distance := i.Attributes.Speed
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// Calculate the full movement based on the bearing
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move := bearing.Vector().Multiplied(distance)
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// Try the new move position
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newPos := i.Attributes.Pos.Added(move)
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// Get the tile and verify it's empty
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if tile, err := w.Atlas.GetTile(newPos); err != nil {
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return i.Attributes, fmt.Errorf("couldn't get tile for new position: %s", err)
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} else if tile == TileEmpty {
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// Set the world tiles
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// TODO: Make this (and other things) transactional
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if err := w.Atlas.SetTile(newPos, TileRover); err != nil {
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return i.Attributes, 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 i.Attributes, fmt.Errorf("coudln't clear old rover tile: %s", err)
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}
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// Perform the move
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i.Attributes.Pos = newPos
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w.Rovers[id] = i
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}
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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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// RadarFromRover can be used to query what a rover can currently see
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func (w *World) RadarFromRover(id uuid.UUID) ([]Tile, error) {
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w.worldMutex.RLock()
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defer w.worldMutex.RUnlock()
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if r, ok := w.Rovers[id]; ok {
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// The radar should span in range direction on each axis, plus the row/column the rover is currently on
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radarSpan := (r.Attributes.Range * 2) + 1
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roverPos := r.Attributes.Pos
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// Get the radar min and max values
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radarMin := Vector{
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X: roverPos.X - r.Attributes.Range,
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Y: roverPos.Y - r.Attributes.Range,
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}
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radarMax := Vector{
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X: roverPos.X + r.Attributes.Range,
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Y: roverPos.Y + r.Attributes.Range,
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}
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// Make sure we only query within the actual world
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worldMin, worldMax := w.Atlas.GetWorldExtents()
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scanMin := Vector{
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X: Max(radarMin.X, worldMin.X),
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Y: Max(radarMin.Y, worldMin.Y),
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}
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scanMax := Vector{
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X: Min(radarMax.X, worldMax.X),
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Y: Min(radarMax.Y, worldMax.Y),
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}
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// Gather up all tiles within the range
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var radar = make([]Tile, radarSpan*radarSpan)
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for j := scanMin.Y; j <= scanMax.Y; j++ {
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for i := scanMin.X; i <= scanMax.X; i++ {
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q := Vector{i, j}
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if tile, err := w.Atlas.GetTile(q); err != nil {
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return nil, fmt.Errorf("failed to query tile: %s", err)
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} else {
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// Get the position relative to the bottom left of the radar
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relative := q.Added(radarMin.Negated())
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index := relative.X + relative.Y*radarSpan
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radar[index] = tile
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}
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}
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}
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return radar, nil
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} else {
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return nil, fmt.Errorf("no rover matching id")
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}
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}
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// Enqueue will queue the commands given
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func (w *World) Enqueue(rover uuid.UUID, commands ...Command) error {
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// First validate the commands
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for _, c := range commands {
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switch c.Command {
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case "move":
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if _, err := DirectionFromString(c.Bearing); err != nil {
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return fmt.Errorf("unknown direction: %s", c.Bearing)
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}
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default:
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return fmt.Errorf("unknown command: %s", c.Command)
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}
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}
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// Lock our commands edit
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w.cmdMutex.Lock()
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defer w.cmdMutex.Unlock()
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// Append the commands to the current set
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cmds := w.CommandQueue[rover]
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w.CommandQueue[rover] = append(cmds, commands...)
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return nil
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}
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// Execute will execute any commands in the current command queue
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func (w *World) ExecuteCommandQueues() {
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w.cmdMutex.Lock()
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defer w.cmdMutex.Unlock()
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// Iterate through all commands
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for rover, cmds := range w.CommandQueue {
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if len(cmds) != 0 {
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// Extract the first command in the queue
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c := cmds[0]
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// Execute the command and clear up if requested
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if done, err := w.ExecuteCommand(&c, rover); err != nil {
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w.CommandQueue[rover] = cmds[1:]
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fmt.Println(err)
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} else if done {
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w.CommandQueue[rover] = cmds[1:]
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} else {
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w.CommandQueue[rover][0] = c
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}
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// If there was an error
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} else {
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// Clean out the empty entry
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delete(w.CommandQueue, rover)
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}
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}
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}
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// ExecuteCommand will execute a single command
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func (w *World) ExecuteCommand(c *Command, rover uuid.UUID) (finished bool, err error) {
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fmt.Printf("Executing command: %+v\n", *c)
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switch c.Command {
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case "move":
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if dir, err := DirectionFromString(c.Bearing); err != nil {
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return true, fmt.Errorf("unknown direction in command %+v, skipping: %s\n", c, err)
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} else if _, err := w.MoveRover(rover, dir); err != nil {
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return true, fmt.Errorf("error moving rover in command %+v, skipping: %s\n", c, err)
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} else {
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// If we've successfully moved, reduce the duration by 1
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c.Duration -= 1
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// If we've used up the full duration, remove it, otherwise update
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if c.Duration == 0 {
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finished = true
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}
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}
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default:
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return true, fmt.Errorf("unknown command: %s", c.Command)
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}
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return
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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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w.cmdMutex.RLock()
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}
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// RUnlock read unlocks the world
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func (w *World) RUnlock() {
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w.worldMutex.RUnlock()
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w.cmdMutex.RUnlock()
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}
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// Lock locks the world
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func (w *World) Lock() {
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w.worldMutex.Lock()
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w.cmdMutex.Lock()
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}
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// Unlock unlocks the world
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func (w *World) Unlock() {
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w.worldMutex.Unlock()
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w.cmdMutex.Unlock()
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}
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