285 lines
6.6 KiB
Go
285 lines
6.6 KiB
Go
package game
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import (
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"fmt"
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"sync"
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"github.com/google/uuid"
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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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// 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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// 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 int `json:"speed"`
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// Range represents the distance the unit's radar can see
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Range int `json:"range"`
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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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Id uuid.UUID `json:"id"`
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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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// 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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func NewWorld() *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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}
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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 {
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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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// 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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Range: 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[rover.Id] = rover
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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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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 _, ok := w.Rovers[id]; ok {
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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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// 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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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.Pos, nil
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} else {
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return Vector{}, 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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i.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) (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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// 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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// 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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return Vector{}, fmt.Errorf("no rover matching id")
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}
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}
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// RadarDescription describes what a rover can see
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type RadarDescription struct {
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// Rovers is the set of rovers that this radar can see
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Rovers []Vector `json:"rovers"`
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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) (RadarDescription, error) {
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w.worldMutex.RLock()
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defer w.worldMutex.RUnlock()
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if r1, ok := w.Rovers[id]; ok {
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var desc RadarDescription
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// Gather nearby rovers within the range
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for _, r2 := range w.Rovers {
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if r1.Id != r2.Id && r1.Pos.Distance(r2.Pos) < float64(r1.Attributes.Range) {
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desc.Rovers = append(desc.Rovers, r2.Pos)
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}
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}
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return desc, nil
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} else {
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return RadarDescription{}, 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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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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