Exemplo n.º 1
0
func (ms *ManaSource) GobDecode(data []byte) error {
	base.Log().Printf("GobDecode")
	dec := gob.NewDecoder(bytes.NewBuffer(data))
	err := dec.Decode(&ms.options)
	var d1, d2 int
	if err == nil {
		var d uint32
		err = dec.Decode(&d)
		ms.thinks = int(d)
		base.Log().Printf("Decoded %d", d)
	}
	if err == nil {
		var d uint32
		err = dec.Decode(&d)
		d1 = int(d)
		base.Log().Printf("Decoded %d", d1)
	}
	if err == nil {
		var d uint32
		err = dec.Decode(&d)
		d2 = int(d)
		base.Log().Printf("Decoded %d", d2)
	}
	if err == nil {
		err = dec.Decode(&ms.rawNodes)
	}
	if err == nil {
		ms.nodes = make([][]node, d1)
		for i := range ms.nodes {
			ms.nodes[i] = ms.rawNodes[i*d2 : (i+1)*d2]
		}
	}
	return err
}
Exemplo n.º 2
0
func (camera *cameraInfo) doArchitectFocusRegion(g *Game, sys system.System) {
	if camera.limit.mid.X == 0 && camera.limit.mid.Y == 0 {
		// On the very first frame the limit midpoint will be (0,0), which should
		// never happen after the game begins.  We use this as an opportunity to
		// init the data now that we know the region we're working with.
		rdx := float64(g.Levels[GidInvadersStart].Room.Dx)
		rdy := float64(g.Levels[GidInvadersStart].Room.Dy)
		if camera.regionDims.X/camera.regionDims.Y > rdx/rdy {
			camera.limit.dims.Y = rdy
			camera.limit.dims.X = rdy * camera.regionDims.X / camera.regionDims.Y
		} else {
			camera.limit.dims.X = rdx
			camera.limit.dims.Y = rdx * camera.regionDims.Y / camera.regionDims.X
		}
		camera.limit.mid.X = rdx / 2
		camera.limit.mid.Y = rdy / 2
		camera.current = camera.limit
		camera.zoom = 0
		base.Log().Printf("Region Dims: %2.2v", camera.regionDims)
		base.Log().Printf("Room Dims: %2.2v %2.2v", rdx, rdy)
		base.Log().Printf("Limit Dims: %2.2v", camera.limit.dims)
	}
	wheel := gin.In().GetKeyFlat(gin.MouseWheelVertical, gin.DeviceTypeAny, gin.DeviceIndexAny)
	camera.zoom += wheel.FramePressAmt() / 500
	if camera.zoom < 0 {
		camera.zoom = 0
	}
	if camera.zoom > 2 {
		camera.zoom = 2
	}
	zoom := 1 / math.Exp(camera.zoom)
	camera.current.dims = camera.limit.dims.Scale(zoom)
	if gin.In().GetKey(gin.AnySpace).CurPressAmt() > 0 {
		if !camera.cursorHidden {
			sys.HideCursor(true)
			camera.cursorHidden = true
		}
		x := gin.In().GetKey(gin.AnyMouseXAxis).FramePressAmt()
		y := gin.In().GetKey(gin.AnyMouseYAxis).FramePressAmt()
		camera.current.mid.X -= float64(x) * 2
		camera.current.mid.Y -= float64(y) * 2
	} else {
		if camera.cursorHidden {
			sys.HideCursor(false)
			camera.cursorHidden = false
		}
	}
}
Exemplo n.º 3
0
func (l *LocalData) activateAbility(abs *personalAbilities, gid Gid, n int, keyPress bool) {
	if len(abs.abilities) <= n {
		return
	}
	activeAbility := abs.activeAbility
	abs.activeAbility = nil

	events, active := abs.abilities[n].Activate(gid, keyPress)
	for _, event := range events {
		l.engine.ApplyEvent(event)
	}

	if active && activeAbility != nil && activeAbility != abs.abilities[n] {
		base.Log().Printf("Deactivate on keypress")
		events := activeAbility.Deactivate(gid)
		for _, event := range events {
			l.engine.ApplyEvent(event)
		}
		if activeAbility == abs.abilities[n] {
			return
		}
	}
	if active {
		abs.activeAbility = abs.abilities[n]
	}
	if abs.activeAbility == nil {
		abs.activeAbility = activeAbility
	}
}
Exemplo n.º 4
0
func (l *LocalData) thinkAbility(g *Game, abs *personalAbilities, gid Gid) {
	if abs.activeAbility == nil {
		return
	}
	var mouse linear.Vec2
	if l.mode == LocalModeArchitect {
		mx, my := l.sys.GetCursorPos()
		mouse.X = float64(mx)
		mouse.Y = float64(my)
		mouse = mouse.Sub(l.architect.camera.regionPos)
		mouse.X /= l.architect.camera.regionDims.X
		mouse.Y /= l.architect.camera.regionDims.Y
		mouse.X *= l.architect.camera.current.dims.X
		mouse.Y *= l.architect.camera.current.dims.Y
		mouse = mouse.Sub(l.architect.camera.current.dims.Scale(0.5))
		mouse = mouse.Add(l.architect.camera.current.mid)
	}
	events, die := abs.activeAbility.Think(gid, g, mouse)
	for _, event := range events {
		l.engine.ApplyEvent(event)
	}
	if die {
		base.Log().Printf("Deactivate on die")
		more_events := abs.activeAbility.Deactivate(gid)
		abs.activeAbility = nil
		for _, event := range more_events {
			l.engine.ApplyEvent(event)
		}
	}
}
Exemplo n.º 5
0
func (ms *ManaSource) GobEncode() ([]byte, error) {
	base.Log().Printf("GobEncode")
	buf := bytes.NewBuffer(nil)
	enc := gob.NewEncoder(buf)
	err := enc.Encode(ms.options)
	if err == nil {
		err = enc.Encode(uint32(ms.thinks))
		base.Log().Printf("Encode thinks: %d", ms.thinks)
	}
	if err == nil {
		err = enc.Encode(uint32(len(ms.nodes)))
		base.Log().Printf("Encode dx: %d", len(ms.nodes))
	}
	if err == nil {
		err = enc.Encode(uint32(len(ms.nodes[0])))
		base.Log().Printf("Encode dy: %d", len(ms.nodes[0]))
	}
	if err == nil {
		err = enc.Encode(ms.rawNodes)
	}
	return buf.Bytes(), err
}
Exemplo n.º 6
0
func init() {
	runtime.LockOSThread()
	sys = system.Make(gos.GetSystemInterface())

	datadir = filepath.Join(os.Args[0], "..", "..")
	base.SetDatadir(datadir)
	base.Log().Printf("Setting datadir: %s", datadir)
	wdx = 1024
	wdy = 768
	var key_binds base.KeyBinds
	base.LoadJson(filepath.Join(datadir, "key_binds.json"), &key_binds)
	fmt.Printf("Prething: %v\n", key_binds)
	key_map = key_binds.MakeKeyMap()
	base.SetDefaultKeyMap(key_map)
}
Exemplo n.º 7
0
func setupSound() {
	soundInit.Do(func() {
		var err error
		// fmodSys, err = fmod.CreateSystem()
		if err != nil {
			// base.Error().Fatalf("Unable to initialize fmod: %v", err)
		}
		// err = fmodSys.Init(2, 0, nil)
		if err != nil {
			// base.Error().Fatalf("Unable to initialize fmod: %v", err)
		}
		target := filepath.Join(base.GetDataDir(), "sound/ping.wav")
		base.Log().Printf("Trying to load ", target)
		// sound, err = fmodSys.CreateSound_FromFilename(target, fmod.MODE_DEFAULT)
		if err != nil {
			base.Error().Fatalf("Unable to load sound: %v", err)
		}
	})
}
Exemplo n.º 8
0
func (p *pullProcess) Draw(player_id int, g *game.Game) {
	gl.Color4d(1, 1, 1, 1)
	gl.Disable(gl.TEXTURE_2D)
	player := g.GetEnt(player_id).(*game.Player)
	v1 := player.Pos()
	v2 := v1.Add(linear.Vec2{1000, 0})
	v3 := v2.RotateAround(v1, player.Angle-p.Angle/2)
	v4 := v2.RotateAround(v1, player.Angle+p.Angle/2)
	gl.Begin(gl.LINES)
	vs := []linear.Vec2{v3, v4, linear.Vec2{player.X, player.Y}}
	for i := range vs {
		gl.Vertex2d(gl.Double(vs[i].X), gl.Double(vs[i].Y))
		gl.Vertex2d(gl.Double(vs[(i+1)%len(vs)].X), gl.Double(vs[(i+1)%len(vs)].Y))
	}
	gl.End()
	s := fmt.Sprintf("%.2f", p.supplied)
	base.Log().Printf("'%s'", s)
	if true {
		base.GetDictionary("luxisr").RenderString(s, 10, 10, 0, 50, gin.Left)
	}
}
Exemplo n.º 9
0
func (g *Game) AddPest(pos linear.Vec2) Ent {
	var p Pest
	err := json.NewDecoder(bytes.NewBuffer([]byte(`
      {
        "Base": {
          "Mass": 100,
          "Health": 100
        },
        "Dynamic": {
          "Health": 100
        }
      }
    `))).Decode(&p.BaseEnt.StatsInst)
	if err != nil {
		base.Log().Fatalf("%v", err)
	}
	p.Position = pos
	p.Gid = g.NextGid()
	p.Processes = make(map[int]Process)
	g.Ents[p.Gid] = &p
	return &p
}
Exemplo n.º 10
0
func mainLoop(engine *cgf.Engine, local *game.LocalData, mode string) {
	defer engine.Kill()
	var profile_output *os.File
	var contention_output *os.File
	var num_mem_profiles int
	// ui.AddChild(base.MakeConsole())

	ticker := time.Tick(time.Millisecond * 17)
	ui := g2.Make(0, 0, wdx, wdy)
	ui.AddChild(&game.GameWindow{Engine: engine, Local: local, Dims: g2.Dims{wdx, wdy}}, g2.AnchorDeadCenter)
	ui.AddChild(g2.MakeConsole(wdx, wdy), g2.AnchorDeadCenter)
	side0Index := gin.In().BindDerivedKeyFamily("Side0", gin.In().MakeBindingFamily(gin.Key1, []gin.KeyIndex{gin.EitherControl}, []bool{true}))
	side1Index := gin.In().BindDerivedKeyFamily("Side1", gin.In().MakeBindingFamily(gin.Key2, []gin.KeyIndex{gin.EitherControl}, []bool{true}))
	side2Index := gin.In().BindDerivedKeyFamily("Side2", gin.In().MakeBindingFamily(gin.Key3, []gin.KeyIndex{gin.EitherControl}, []bool{true}))
	side0Key := gin.In().GetKeyFlat(side0Index, gin.DeviceTypeAny, gin.DeviceIndexAny)
	side1Key := gin.In().GetKeyFlat(side1Index, gin.DeviceTypeAny, gin.DeviceIndexAny)
	side2Key := gin.In().GetKeyFlat(side2Index, gin.DeviceTypeAny, gin.DeviceIndexAny)
	defer ui.StopEventListening()
	for {
		<-ticker
		if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 {
			return
		}
		if mode == "moba" {
			if side0Key.FramePressCount() > 0 {
				local.DebugCyclePlayers()
			}
			// if side0Key.FramePressCount() > 0 {
			// 	local.DebugSetSide(0)
			// }
			// if side1Key.FramePressCount() > 0 {
			// 	local.DebugSetSide(1)
			// }
		}
		if mode == "standard" {
			if side0Key.FramePressCount() > 0 {
				local.DebugChangeMode(game.LocalModeInvaders)
			}
			if side1Key.FramePressCount() > 0 {
				local.DebugChangeMode(game.LocalModeArchitect)
			}
			if side2Key.FramePressCount() > 0 {
				local.DebugChangeMode(game.LocalModeEditor)
			}
		}
		sys.Think()
		render.Queue(func() {
			ui.Draw()
		})
		render.Queue(func() {
			sys.SwapBuffers()
		})
		render.Purge()
		// TODO: Replace the 'P' key with an appropriate keybind
		var err error
		if gin.In().GetKey(gin.AnyKeyP).FramePressCount() > 0 {
			if profile_output == nil {
				profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof"))
				if err == nil {
					err = pprof.StartCPUProfile(profile_output)
					if err != nil {
						base.Log().Printf("Unable to start CPU profile: %v\n", err)
						profile_output.Close()
						profile_output = nil
					}
					base.Log().Printf("cpu prof: %v\n", profile_output)
				} else {
					base.Log().Printf("Unable to start CPU profile: %v\n", err)
				}
			} else {
				pprof.StopCPUProfile()
				profile_output.Close()
				profile_output = nil
			}
		}

		if gin.In().GetKey(gin.AnyKeyL).FramePressCount() > 0 {
			if contention_output == nil {
				contention_output, err = os.Create(filepath.Join(datadir, "contention.prof"))
				if err == nil {
					runtime.SetBlockProfileRate(1)
					base.Log().Printf("contention prof: %v\n", contention_output)
				} else {
					base.Log().Printf("Unable to start contention profile: %v\n", err)
				}
			} else {
				pprof.Lookup("block").WriteTo(contention_output, 0)
				contention_output.Close()
				contention_output = nil
			}
		}

		// TODO: Replace the 'M' key with an appropriate keybind
		if gin.In().GetKey(gin.AnyKeyM).FramePressCount() > 0 {
			f, err := os.Create(filepath.Join(datadir, fmt.Sprintf("mem.%d.prof", num_mem_profiles)))
			if err != nil {
				base.Error().Printf("Unable to write mem profile: %v", err)
			}
			pprof.WriteHeapProfile(f)
			f.Close()
			num_mem_profiles++
		}
	}
}
Exemplo n.º 11
0
func debugHookup(version string) (*cgf.Engine, *game.LocalData) {
	// if version != "standard" && version != "moba" && version != "host" && version != "client" {
	// 	base.Log().Fatalf("Unable to handle Version() == '%s'", Version())
	// }

	for false && len(sys.GetActiveDevices()[gin.DeviceTypeController]) < 2 {
		time.Sleep(time.Millisecond * 100)
		sys.Think()
	}

	var engine *cgf.Engine
	var room game.Room
	generated := generator.GenerateRoom(1024, 1024, 100, 64, 64522029961391019)
	data, err := json.Marshal(generated)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	err = json.Unmarshal(data, &room)
	// err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	var players []game.Gid
	var localData *game.LocalData
	var g *game.Game
	if version != "host" {
		res, err := cgf.SearchLANForHosts(20007, 20002, 500)
		if err != nil || len(res) == 0 {
			base.Log().Printf("Unable to connect: %v", err)
			base.Error().Fatalf("%v", err.Error())
		}
		engine, err = cgf.NewClientEngine(17, res[0].Ip, 20007, base.EmailCrashReport, base.Log())
		if err != nil {
			base.Log().Printf("Unable to connect: %v", err)
			base.Error().Fatalf("%v", err.Error())
		}
		localData = game.NewLocalDataArchitect(engine, sys)
		g = engine.GetState().(*game.Game)
		for _, ent := range g.Ents {
			if _, ok := ent.(*game.PlayerEnt); ok {
				players = append(players, ent.Id())
			}
		}
	} else {
		sys.Think()
		g = game.MakeGame()
		if version == "host" {
			engine, err = cgf.NewHostEngine(g, 17, "", 20007, base.EmailCrashReport, base.Log())
			if err != nil {
				panic(err)
			}
			err = cgf.Host(20007, "thunderball")
			if err != nil {
				panic(err)
			}
		} else {
			engine, err = cgf.NewLocalEngine(g, 17, base.EmailCrashReport, base.Log())
		}
		if err != nil {
			base.Error().Fatalf("%v", err.Error())
		}
	}
	localData = game.NewLocalDataMoba(engine, gin.DeviceIndexAny, sys)
	// localData = game.NewLocalDataInvaders(engine, sys)

	// Hook the players up regardless of in we're architect or not, since we can
	// switch between the two in debug mode.
	// d := sys.GetActiveDevices()
	// n := 0
	// for _, index := range d[gin.DeviceTypeController] {
	// 	localData.SetLocalPlayer(g.Ents[players[n]], index)
	// 	n++
	// 	if n > len(players) {
	// 		break
	// 	}
	// }
	// if len(d[gin.DeviceTypeController]) == 0 {
	// 	localData.SetLocalPlayer(g.Ents[players[0]], 0)
	// }

	base.Log().Printf("Engine Id: %v", engine.Id())
	base.Log().Printf("All Ids: %v", engine.Ids())
	return engine, localData
}
Exemplo n.º 12
0
func main() {
	fmt.Printf("%v\n", key_map)
	sys.Startup()
	err := gl.Init()
	if err != nil {
		panic(err)
	}

	render.Init()
	render.Queue(func() {
		sys.CreateWindow(10, 10, wdx, wdy)
		sys.EnableVSync(true)
		err := gl.Init()
		if err != nil {
			panic(err)
		}
	})
	base.InitShaders()
	runtime.GOMAXPROCS(2)
	ui, err = gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "skia.ttf"))
	if err != nil {
		panic(err)
	}
	sys.Think()
	for false && len(sys.GetActiveDevices()[gin.DeviceTypeController]) < 2 {
		time.Sleep(time.Millisecond * 100)
		sys.Think()
	}

	var ids []int
	var engine *cgf.Engine
	var room game.Room
	err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		panic(err)
	}
	if IsHost() {
		sys.Think()
		var g game.Game
		g.Rng = cmwc.MakeGoodCmwc()
		g.Rng.SeedWithDevRand()
		g.Dx = 900
		g.Dy = 600
		g.Friction = 0.97
		g.Friction_lava = 0.85
		g.Room = room
		var p game.Player
		p.Color.R = 255
		err := json.NewDecoder(bytes.NewBuffer([]byte(`
      {
        "Base": {
          "Max_turn": 0.07,
          "Max_acc": 0.2,
          "Mass": 750,
          "Max_rate": 10,
          "Influence": 75,
          "Health": 1000
        },
        "Dynamic": {
          "Health": 1000
        }
      }
    `))).Decode(&p.Stats)
		if err != nil {
			panic(err)
		}
		Nx := 2
		Ny := 1
		p.X = float64(g.Dx-Nx)/2 - 200
		p.Y = float64(g.Dy-Ny)/2 - 200
		for x := 0; x < Nx; x++ {
			for y := 0; y < Ny; y++ {
				p.X += float64(x * 25)
				p.Y += float64(y * 25)
				p.Gid++
				// p.Mass += float64(x+y) * 150
				p.Processes = make(map[int]game.Process)
				temp := p
				ids = append(ids, g.AddEnt(&temp))

				// p.Mass -= float64(x+y) * 150
				p.X -= float64(x * 25)
				p.Y -= float64(y * 25)
			}
		}
		g.Ents[0].(*game.Player).X = 500
		g.Ents[0].(*game.Player).Y = 300
		g.Ents[1].(*game.Player).X = 550
		g.Ents[1].(*game.Player).Y = 300
		g.SetLocalData()
		d := sys.GetActiveDevices()
		base.Log().Printf("%v\n", d)
		n := 0
		base.Log().Printf("%v\n", d[gin.DeviceTypeController])
		for _, index := range d[gin.DeviceTypeController] {
			// panic("ASD")
			g.SetLocalPlayer(g.Ents[n].(*game.Player), index)
			n++
			if n > 2 {
				break
			}
		}
		if len(d[gin.DeviceTypeController]) == 0 {
			g.SetLocalPlayer(g.Ents[0].(*game.Player), 0)
		}
		// g.Ents[0], g.Ents[(N*N)/2+(1-N%2)*N/2] = g.Ents[(N*N)/2+(1-N%2)*N/2], g.Ents[0]
		g.Init()
		// engine, err = cgf.NewLocalEngine(&g, 17, base.Log())
		engine, err = cgf.NewHostEngine(&g, 17, "", 1231, base.Log())
		if err != nil {
			panic(err.Error())
		}
		g.SetEngine(engine)
	} else {
		engine, err = cgf.NewClientEngine(17, "", 1231, base.Log())
		if err != nil {
			panic(err.Error())
		}
		engine.CopyState().(*game.Game).SetEngine(engine)
	}

	anchor := gui.MakeAnchorBox(gui.Dims{wdx, wdy})
	ui.AddChild(anchor)
	anchor.AddChild(&game.GameWindow{Engine: engine}, gui.Anchor{0.5, 0.5, 0.5, 0.5})
	var v float64
	var profile_output *os.File
	var num_mem_profiles int
	// ui.AddChild(base.MakeConsole())

	base.LoadAllDictionaries()

	for gin.In().GetKey(gin.AnyEscape).FramePressCount() == 0 {
		sys.Think()
		render.Queue(func() {
			ui.Draw()
		})
		render.Queue(func() {
			sys.SwapBuffers()
		})
		render.Purge()
		game.LocalThink()

		if IsHost() {
			for i := 0; i <= 0; i++ {
				// down_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Positive+1, gin.DeviceTypeController, gin.DeviceIndexAny)
				// up_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Negative+1, gin.DeviceTypeController, gin.DeviceIndexAny)
				// right_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Positive, gin.DeviceTypeController, gin.DeviceIndexAny)
				// left_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Negative, gin.DeviceTypeController, gin.DeviceIndexAny)
				// up := key_map[fmt.Sprintf("%dup", i)].FramePressAvg()
				// down := key_map[fmt.Sprintf("%ddown", i)].FramePressAvg()
				// left := key_map[fmt.Sprintf("%dleft", i)].FramePressAvg()
				// right := key_map[fmt.Sprintf("%dright", i)].FramePressAvg()
				// up = axisControl(up_axis.FramePressAmt())
				// down = axisControl(down_axis.FramePressAmt())
				// left = axisControl(left_axis.FramePressAmt())
				// right = axisControl(right_axis.FramePressAmt())
				// if up-down != 0 {
				// 	engine.ApplyEvent(game.Accelerate{ids[i], 2 * (up - down)})
				// }
				// if left-right != 0 {
				// 	engine.ApplyEvent(game.Turn{ids[i], (left - right)})
				// }

				// if key_map[fmt.Sprintf("%d-1", i)].FramePressCount() > 0 {
				// 	engine.ApplyEvent(game.Pull{ids[i], 0, 20000})
				// }
				// if key_map[fmt.Sprintf("%d-2", i)].FramePressCount() > 0 {
				// 	engine.ApplyEvent(game.MoonFire{ids[i], 1, 50, 50})
				// }
				// if gin.In().GetKeyFlat(gin.ControllerButton0, gin.DeviceTypeController, gin.DeviceTypeAny).FramePressCount() > 0 {
				// if key_map[fmt.Sprintf("%d-3", i)].FramePressCount() > 0 {
				// engine.ApplyEvent(game.Burst{ids[i], 2, 3, 100000})
				// }
			}
		}

		// TODO: Replace the 'P' key with an appropriate keybind
		if gin.In().GetKey(gin.AnyKeyP).FramePressCount() > 0 {
			if profile_output == nil {
				profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof"))
				if err == nil {
					err = pprof.StartCPUProfile(profile_output)
					if err != nil {
						fmt.Printf("Unable to start CPU profile: %v\n", err)
						profile_output.Close()
						profile_output = nil
					}
					fmt.Printf("profout: %v\n", profile_output)
				} else {
					fmt.Printf("Unable to start CPU profile: %v\n", err)
				}
			} else {
				pprof.StopCPUProfile()
				profile_output.Close()
				profile_output = nil
			}
		}

		// TODO: Replace the 'M' key with an appropriate keybind
		if gin.In().GetKey(gin.AnyKeyM).FramePressCount() > 0 {
			f, err := os.Create(filepath.Join(datadir, fmt.Sprintf("mem.%d.prof", num_mem_profiles)))
			if err != nil {
				base.Error().Printf("Unable to write mem profile: %v", err)
			}
			pprof.WriteHeapProfile(f)
			f.Close()
			num_mem_profiles++
		}

		v += 0.01
	}
}
Exemplo n.º 13
0
func (mc *massCondition) ModifyBase(b stats.Base) stats.Base {
	b.Mass *= 1.5
	base.Log().Printf("Returning mass %v", b.Mass)
	return b
}
Exemplo n.º 14
0
func (u SetupComplete) Apply(_g interface{}) {
	g := _g.(*Game)
	if g.Setup == nil {
		return
	}

	g.Engines = make(map[int64]*PlayerData)
	for _, id := range g.Setup.EngineIds {
		g.Engines[id] = &PlayerData{
			PlayerGid: Gid(fmt.Sprintf("Engine:%d", id)),
			Side:      g.Setup.Sides[id].Side,
		}
	}

	// Add a single Ai player to side 0
	g.Engines[123123] = &PlayerData{
		PlayerGid: Gid(fmt.Sprintf("Engine:%d", 123123)),
		Side:      0,
		Ai:        &AiPlayerData{},
	}
	g.Setup.Sides[123123] = &SetupSideData{
		Champ: 0,
		Side:  0,
	}

	var room Room
	dx, dy := 1024, 1024
	generated := generator.GenerateRoom(float64(dx), float64(dy), 100, 64, u.Seed)
	data, err := json.Marshal(generated)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	err = json.Unmarshal(data, &room)
	// err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	g.Levels = make(map[Gid]*Level)
	g.Levels[GidInvadersStart] = &Level{}
	g.Levels[GidInvadersStart].Room = room
	g.Rng = cmwc.MakeGoodCmwc()
	g.Rng.Seed(12313131)
	g.Ents = make(map[Gid]Ent)
	g.Friction = 0.97
	// g.Standard = &GameModeStandard{}
	g.Moba = &GameModeMoba{
		Sides: make(map[int]*GameModeMobaSideData),
	}
	sides := make(map[int][]int64)
	for id, data := range g.Engines {
		sides[data.Side] = append(sides[data.Side], id)
	}
	for _, players := range sides {
		var ids []int64
		for _, id := range players {
			ids = append(ids, id)
		}
		side := g.Setup.Sides[ids[0]].Side
		gids := g.AddPlayers(ids, side)
		g.Moba.Sides[side] = &GameModeMobaSideData{}
		for i := range ids {
			player := g.Ents[gids[i]].(*PlayerEnt)
			player.Champ = g.Setup.Sides[ids[i]].Champ
		}
	}
	g.Moba.losCache = makeLosCache(dx, dy)

	g.MakeControlPoints()
	g.Init()
	base.Log().Printf("Nillifying g.Setup()")
	g.Setup = nil
}
Exemplo n.º 15
0
func (g *Game) Think() {
	g.GameThinks++
	if g.Setup != nil {
		return
	}
	defer base.StackCatcher()

	// cache wall data
	if g.temp.AllWalls == nil || g.temp.AllWallsDirty {
		g.temp.AllWalls = make(map[Gid][]linear.Seg2)
		g.temp.WallCache = make(map[Gid]*wallCache)
		g.temp.VisibleWallCache = make(map[Gid]*wallCache)
		for gid := range g.Levels {
			var allWalls []linear.Seg2
			base.DoOrdered(g.Levels[gid].Room.Walls, func(a, b string) bool { return a < b }, func(_ string, walls linear.Poly) {
				for i := range walls {
					allWalls = append(allWalls, walls.Seg(i))
				}
			})
			// g.DoForEnts(func(entGid Gid, ent Ent) {
			// 	if ent.Level() == gid {
			// 		for _, walls := range ent.Walls() {
			// 			for i := range walls {
			// 				allWalls = append(allWalls, walls.Seg(i))
			// 			}
			// 		}
			// 	}
			// })
			g.temp.AllWalls[gid] = allWalls
			g.temp.WallCache[gid] = &wallCache{}
			g.temp.WallCache[gid].SetWalls(g.Levels[gid].Room.Dx, g.Levels[gid].Room.Dy, allWalls, 100)
			g.temp.VisibleWallCache[gid] = &wallCache{}
			g.temp.VisibleWallCache[gid].SetWalls(g.Levels[gid].Room.Dx, g.Levels[gid].Room.Dy, allWalls, stats.LosPlayerHorizon)
			base.Log().Printf("WallCache: %v", g.temp.WallCache)
		}
		g.Moba.losCache.SetWallCache(g.temp.VisibleWallCache[GidInvadersStart])
	}

	// cache ent data
	for _, ent := range g.temp.AllEnts {
		if ent.Dead() {
			if _, ok := ent.(*PlayerEnt); ok {
				var id int64
				_, err := fmt.Sscanf(string(ent.Id()), "Engine:%d", &id)
				if err != nil {
					base.Error().Printf("Unable to parse player id '%v'", ent.Id())
				} else {
					if engineData, ok := g.Engines[id]; ok {
						if !ok {
							base.Error().Printf("Unable to find engine %d for player %v", id, ent.Id())
						} else {
							engineData.CountdownFrames = 60 * 10
						}
					}
				}
			}
			ent.OnDeath(g)
			g.RemoveEnt(ent.Id())
		}
	}

	// Death countdown
	for engineId, engineData := range g.Engines {
		if engineData.CountdownFrames > 0 {
			engineData.CountdownFrames--
			if engineData.CountdownFrames == 0 {
				// TODO: It's a bit janky to do it like this, right?
				g.AddPlayers([]int64{engineId}, engineData.Side)
			}
		}
	}

	if g.temp.AllEnts == nil || g.temp.AllEntsDirty {
		g.temp.AllEnts = g.temp.AllEnts[0:0]
		g.DoForEnts(func(gid Gid, ent Ent) {
			g.temp.AllEnts = append(g.temp.AllEnts, ent)
		})
		g.temp.AllEntsDirty = false
	}

	for _, proc := range g.Processes {
		proc.Think(g)
	}
	algorithm.Choose(&g.Processes, func(proc Process) bool { return proc.Phase() != PhaseComplete })

	// Advance players, check for collisions, add segments
	for _, ent := range g.temp.AllEnts {
		ent.Think(g)
		pos := ent.Pos()
		eps := 1.0e-3
		pos.X = clamp(pos.X, eps, float64(g.Levels[ent.Level()].Room.Dx)-eps)
		pos.Y = clamp(pos.Y, eps, float64(g.Levels[ent.Level()].Room.Dy)-eps)
		ent.SetPos(pos)
	}

	for i := 0; i < len(g.temp.AllEnts); i++ {
		for j := i + 1; j < len(g.temp.AllEnts); j++ {
			outerEnt := g.temp.AllEnts[i]
			innerEnt := g.temp.AllEnts[j]
			distSq := outerEnt.Pos().Sub(innerEnt.Pos()).Mag2()
			colDist := outerEnt.Stats().Size() + innerEnt.Stats().Size()
			if distSq > colDist*colDist {
				continue
			}
			if distSq < 0.0001 {
				continue
			}
			if distSq <= 0.25 {
				distSq = 0.25
			}
			dist := math.Sqrt(distSq)
			force := 50.0 * (colDist - dist)
			outerEnt.ApplyForce(outerEnt.Pos().Sub(innerEnt.Pos()).Scale(force / dist))
			innerEnt.ApplyForce(innerEnt.Pos().Sub(outerEnt.Pos()).Scale(force / dist))
		}
	}

	switch {
	case g.Moba != nil:
		g.ThinkMoba()
	case g.Standard != nil:
		panic("Thinkgs aren't implemented, like thinking on mana sources")
		// Do standard thinking
	default:
		panic("Game mode not set")
	}
}
Exemplo n.º 16
0
func (s *Sludge) Terminated() bool {
	base.Log().Printf("Checking terminated")
	return *s <= 0
}
Exemplo n.º 17
0
func GenerateRoom(dx, dy, radius float64, grid int, seed int64) Room {
	var room Room
	room.Walls = make(map[string]linear.Poly)
	nextIdInt = 0
	room.Dx = int(dx)
	room.Dy = int(dy)
	c := cmwc.MakeGoodCmwc()
	if seed == 0 {
		c.SeedWithDevRand()
		n := c.Int63()
		c = cmwc.MakeGoodCmwc()
		base.Log().Printf("SEED: %v", n)
		c.Seed(n)
	} else {
		c.Seed(seed)
	}
	sanity := int(math.Sqrt(dx * dy))
	r := rand.New(c)
	var poss []linear.Vec2
	for sanity > 0 {
		pos := linear.Vec2{r.Float64() * (dx - radius + 1), r.Float64() * (dy - radius + 1)}
		good := true
		for _, p := range poss {
			if p.Sub(pos).Mag() < 2*(2*radius) {
				good = false
				break
			}
		}
		if !good {
			sanity--
			continue
		}
		poss = append(poss, pos)
	}

	// Find the pair of points that maximizes distance
	maxDist := 0.0
	for i := range poss {
		for j := range poss {
			dist := poss[i].Sub(poss[j]).Mag()
			if dist > maxDist {
				maxDist = dist
			}
		}
	}
	var a, b int
	minDist := maxDist * 3 / 4
	hits := 1.0
	for i := range poss {
		for j := range poss {
			if i == j {
				continue
			}
			dist := poss[i].Sub(poss[j]).Mag()
			if dist > minDist && r.Float64() < 1.0/hits {
				a, b = i, j
				hits = hits + 1
			}
		}
	}

	room.Starts = []linear.Vec2{poss[a], poss[b]}
	for _, start := range room.Starts {
		var data mobaRoomSideData
		data.Base = start
		room.Moba.SideData = append(room.Moba.SideData, data)
	}
	var data mobaRoomSideData
	for i, pos := range poss {
		if i == a || i == b {
			continue
		}
		data.Towers = append(data.Towers, pos)
	}
	room.Moba.SideData = append(room.Moba.SideData, data)

	sanity = int(math.Pow(dx*dy, 0.20))
	var segs []linear.Seg2
	for sanity > 0 {
		a := linear.Vec2{r.Float64() * (dx), r.Float64() * (dy)}
		length := gridify(r.Float64()*radius+(radius), grid)
		angle := float64(r.Intn(4)) * 3.1415926535 / 2
		ray := (linear.Vec2{1, 0}).Rotate(angle)
		seg := linear.Seg2{a, a.Add(ray.Scale(length))}
		seg.P.X = gridify(seg.P.X, grid)
		seg.P.Y = gridify(seg.P.Y, grid)
		seg.Q.X = gridify(seg.Q.X, grid)
		seg.Q.Y = gridify(seg.Q.Y, grid)
		good := true
		if seg.P.X <= 0 || seg.P.X >= dx || seg.P.Y <= 0 || seg.P.Y >= dy {
			good = false
		}
		if seg.Q.X <= 0 || seg.Q.X >= dx || seg.Q.Y <= 0 || seg.Q.Y >= dy {
			good = false
		}
		if seg.P.X == seg.Q.X && seg.P.Y == seg.Q.Y {
			good = false
		}
		// Can't get too close to a circle
		for _, p := range poss {
			if distFromPointToSeg(p, seg) < radius/2 {
				good = false
				break
			}
		}

		// Check to make sure this segment isn't coincident with any othe segment.
		// To avoid annoying degeneracies we'll rotate the segment slightly.
		rot := linear.Seg2{seg.P, seg.Ray().Rotate(0.01).Add(seg.P)}
		for _, cur := range segs {
			if rot.DoesIsect(cur) {
				good = false
				break
			}
		}

		if !good {
			sanity--
			continue
		}
		segs = append(segs, seg)
	}

	for _, s := range segs {
		right := s.Ray().Cross().Norm().Scale(-float64(grid))
		s2 := linear.Seg2{s.Q.Add(right), s.P.Add(right)}
		room.Walls[nextId()] = linear.Poly{s.P, s.Q, s2.P, s2.Q}
	}
	room.Walls[nextId()] = linear.Poly{
		linear.Vec2{0, 0},
		linear.Vec2{dx, 0},
		linear.Vec2{dx, dy},
		linear.Vec2{0, dy},
	}
	room.NextId = nextIdInt
	return room
}
Exemplo n.º 18
0
func standardHookup() {
	g := g2.Make(0, 0, wdx, wdy)
	var tm g2.ThunderMenu
	tm.Subs = make(map[string]*g2.ThunderSubMenu)
	triggers := map[gin.KeyId]struct{}{
		gin.AnyReturn: struct{}{},
		gin.In().GetKeyFlat(gin.ControllerButton0+2, gin.DeviceTypeController, gin.DeviceIndexAny).Id(): struct{}{},
	}
	action := ""
	tm.Subs[""] = g2.MakeThunderSubMenu(
		[]g2.Widget{
			&g2.Button{Size: 50, Triggers: triggers, Name: "Debug", Callback: func() { tm.Push("debug") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Host LAN game", Callback: func() { base.Log().Printf("HOST"); print("HOST\n") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Join LAN game", Callback: func() { base.Log().Printf("JOIN"); print("JOIN\n") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Quit", Callback: func() { action = "Quit" }},
		})

	tm.Subs["debug"] = g2.MakeThunderSubMenu(
		[]g2.Widget{
			&g2.Button{Size: 50, Triggers: triggers, Name: "Standard", Callback: func() { action = "standard" }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Moba", Callback: func() { action = "moba" }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Back", Callback: func() { tm.Pop() }},
		})

	tm.Start(500)
	g.AddChild(&tm, g2.AnchorDeadCenter)
	g.AddChild(g2.MakeConsole(wdx, wdy), g2.AnchorDeadCenter)

	t := texture.LoadFromPath(filepath.Join(base.GetDataDir(), "background/buttons1.jpg"))
	for {
		sys.Think()
		if action == "Quit" {
			return
		}
		if action == "standard" || action == "moba" {
			g.StopEventListening()
			engine, local := debugHookup(action)
			mainLoop(engine, local, action)
			g.RestartEventListening()
			action = ""
		}
		render.Queue(func() {
			gl.ClearColor(0, 0, 0, 1)
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
			if true {
				ratio := float64(wdx) / float64(wdy)
				t.RenderAdvanced(-1+(1-1/ratio), -1, 2/ratio, 2, 0, false)
			}
			gl.Disable(gl.TEXTURE_2D)
			base.GetDictionary("luxisr").RenderString("INvASioN!!!", 0, 0.5, 0, 0.03, gui.Center)
		})
		render.Queue(func() {
			g.Draw()
			sys.SwapBuffers()
		})
		render.Purge()
	}
	// 1 Start with a title screen
	// 2 Option to host or join
	// 3a If host then wait for a connection
	// 3b If join then ping and connect
	// 4 Once joined up the 'game' will handle choosing sides and whatnot
}
Exemplo n.º 19
0
func (s *Sludge) CauseDamage() stats.Damage {
	base.Log().Printf("Sludge at %v", *s)
	(*s)--
	return stats.Damage{}
}