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update.go
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196 lines (178 loc) · 4.76 KB
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package main
import (
"math/rand"
"time"
"github.com/benrhyshoward/termtron/model"
)
func update(game *model.Game) {
switch game.State {
case model.Menu:
case model.Countdown:
for i := CountdownLength; i > 0; i-- {
game.Countdown = i
time.Sleep(time.Second)
}
game.State = model.Playing
case model.Playing:
aiControl(game.Players)
iteratePlayerLocations(game.Players)
checkForWinner(game)
case model.Over:
}
}
func iteratePlayerLocations(players []*model.Player) {
for _, player := range players {
if player.Alive {
player.Step()
}
}
for _, player := range players {
if player.Alive == true {
head := player.Head()
tail := player.Tail()
if pointOutOfBounds(head) {
player.Alive = false
}
for _, otherPlayer := range players {
if otherPlayer.Id != player.Id {
//check if head intersects with any other players' body
for _, point := range otherPlayer.Body {
if head == point {
player.Alive = false
break
}
}
} else {
//check if head intersects with any part of its own tail
for _, point := range tail {
if head == point {
player.Alive = false
break
}
}
}
if player.Alive == false {
break
}
}
}
}
}
func checkForWinner(game *model.Game) {
survivors := 0
for _, player := range game.Players {
if player.Alive {
survivors++
}
}
if survivors <= 1 {
game.State = model.Over
}
}
//aiControl: AI deciding whether to make any direction changes this step
func aiControl(players []*model.Player) {
for _, player := range players {
if player.ControlScheme.Name == "AI" {
nextLocation := player.NextLocation()
//if we are about to hit a wall or another player, attempt to change direction
if !isPointSafeForPlayer(nextLocation, player, players) {
if player.Direction == model.Up || player.Direction == model.Down {
leftSafe := isPointSafeForPlayer(model.Point{
X: player.Head().X - 1,
Y: player.Head().Y,
}, player, players)
rightSafe := isPointSafeForPlayer(model.Point{
X: player.Head().X + 1,
Y: player.Head().Y,
}, player, players)
if leftSafe && rightSafe {
//randomly go Left or Right
player.Direction = model.Direction(rand.Intn(2) + 2)
} else if rightSafe {
player.Direction = model.Right
} else if leftSafe {
player.Direction = model.Left
} else {
//nowhere is safe, do nothing
}
} else {
upSafe := isPointSafeForPlayer(model.Point{
X: player.Head().X,
Y: player.Head().Y - 1,
}, player, players)
downSafe := isPointSafeForPlayer(model.Point{
X: player.Head().X,
Y: player.Head().Y + 1,
}, player, players)
if upSafe && downSafe {
//randomly go Up or Down
player.Direction = model.Direction(rand.Intn(2))
} else if upSafe {
player.Direction = model.Up
} else if downSafe {
player.Direction = model.Down
} else {
//nowhere is safe, do nothing
}
}
} else {
//occasionally attempt to make a random direction change, helps stop the AI from just hugging walls
//only makes the direction change if it's safe
if rand.Intn(AverageAIDirectionChangePeriod) == 0 {
newDirection := model.Direction(rand.Intn(4))
switch newDirection {
case model.Up:
if isPointSafeForPlayer(model.Point{
X: player.Head().X,
Y: player.Head().Y - 1,
}, player, players) {
player.Direction = newDirection
}
case model.Down:
if isPointSafeForPlayer(model.Point{
X: player.Head().X,
Y: player.Head().Y + 1,
}, player, players) {
player.Direction = newDirection
}
case model.Left:
if isPointSafeForPlayer(model.Point{
X: player.Head().X - 1,
Y: player.Head().Y,
}, player, players) {
player.Direction = newDirection
}
case model.Right:
if isPointSafeForPlayer(model.Point{
X: player.Head().X + 1,
Y: player.Head().Y,
}, player, players) {
player.Direction = newDirection
}
}
}
}
}
}
}
func isPointSafeForPlayer(point model.Point, player *model.Player, players []*model.Player) bool {
if pointOutOfBounds(point) {
return false
}
for _, otherPlayer := range players {
//check if point intersects with any player's body (including itself)
for _, bodyPart := range otherPlayer.Body {
if bodyPart == point {
return false
}
}
//check if point intersects with any other player's next location
if otherPlayer.Id != player.Id && point == otherPlayer.NextLocation() {
return false
}
}
return true
}
func pointOutOfBounds(point model.Point) bool {
return point.X < 0 || point.X >= ScaledTerminalWidth || point.Y < 0 || point.Y >= ScaledTerminalHeight
}