Add networking
This commit is contained in:
@@ -1,38 +1,44 @@
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package main
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import "github.com/veandco/go-sdl2/sdl"
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import (
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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)
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type Base struct {
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owner *Player
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ownerID uint32
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openingWidth int32
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gameObject *GameObject
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}
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func (base *Base) tick(players *[]*Player) {
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for _, player := range *players {
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func (base *Base) tick(players map[uint32]*Player) {
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for playerID, player := range players {
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if player.gameObject.baseRect.HasIntersection(&base.gameObject.baseRect) {
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if player.rechargeCooldown == 0 && player.energy < MaxEnergy {
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if MaxEnergy-player.energy < 4 {
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if player.rechargeCooldown == 0 && player.energy < serverConfig.MaxEnergy {
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if serverConfig.MaxEnergy-player.energy < 4 {
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player.energy++
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} else {
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player.energy += 4
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}
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if player == base.owner {
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player.rechargeCooldown = RechargeCooldownOwn
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if playerID == base.ownerID {
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player.rechargeCooldown = serverConfig.RechargeCooldownOwn
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} else {
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player.rechargeCooldown = RechargeCooldownOpponent
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player.rechargeCooldown = serverConfig.RechargeCooldownOpponent
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}
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}
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if player == base.owner && player.repairCooldown == 0 && player.shields < MaxShields {
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if playerID == base.ownerID && player.repairCooldown == 0 && player.shields < serverConfig.MaxShields {
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player.shields++
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player.repairCooldown = RepairCooldown
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player.repairCooldown = serverConfig.RepairCooldown
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}
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}
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}
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}
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func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface) {
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func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface, bases map[uint32]*Base) {
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base.gameObject.render(camera, surface)
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if !base.gameObject.inView && !config.Server {
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delete(bases, base.ownerID)
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}
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}
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func (base *Base) build(gameMap *GameMap) {
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@@ -44,10 +50,10 @@ func (base *Base) build(gameMap *GameMap) {
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if base.gameObject.baseRect.H < 9 {
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panic("Bad border height")
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}
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if gameMap.width-base.gameObject.baseRect.X-base.gameObject.baseRect.W <= 0 {
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if gameMap.width-uint32(base.gameObject.baseRect.X)-uint32(base.gameObject.baseRect.W) <= 0 {
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panic("Bad base x location")
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}
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if gameMap.height-base.gameObject.baseRect.Y-base.gameObject.baseRect.H <= 0 {
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if gameMap.height-uint32(base.gameObject.baseRect.Y)-uint32(base.gameObject.baseRect.H) <= 0 {
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panic("Bad base y location")
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}
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if base.gameObject.baseRect.X < 0 || base.gameObject.baseRect.Y < 0 {
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@@ -72,41 +78,59 @@ func (base *Base) build(gameMap *GameMap) {
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}
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}
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func createBases(players *[]*Player, gameMap *GameMap) *[]*Base {
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bases := &[]*Base{}
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func createBase(gameMap *GameMap, baseColor color.Color, posX, posY, ownerID, openingWidth uint32) *Base {
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gameObject := &GameObject{}
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gameObject.baseRect = sdl.Rect{
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X: int32(posX),
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Y: int32(posY),
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W: 35,
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H: 35,
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}
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if openingWidth%2 == 0 {
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openingWidth++
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}
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for ownerID, player := range *players {
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gameObject := &GameObject{}
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gameObject.baseRect = sdl.Rect{
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X: player.gameObject.baseRect.X - 14,
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Y: player.gameObject.baseRect.Y - 14,
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W: 35,
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H: 35,
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}
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openingWidth := int32(float64(player.gameObject.baseRect.W) * 1.5)
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if openingWidth%2 == 0 {
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openingWidth++
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}
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borderWidth := gameObject.baseRect.W - int32(openingWidth)
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borderWidthA := borderWidth / 2
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borderWidthB := borderWidth - borderWidthA + 1
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if borderWidth < 0 {
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panic("Bad border width")
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}
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gameObject.addColor(baseColor)
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gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(0, 0, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+int32(openingWidth), 0, borderWidthB, 1, 0)
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gameObject.addColoredRect(0, gameObject.baseRect.H, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+int32(openingWidth), gameObject.baseRect.H, borderWidthB, 1, 0)
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base := &Base{
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gameObject: gameObject,
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ownerID: ownerID,
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openingWidth: int32(openingWidth),
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}
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base.build(gameMap)
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return base
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}
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borderWidth := gameObject.baseRect.W - openingWidth
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borderWidthA := borderWidth / 2
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borderWidthB := borderWidth - borderWidthA + 1
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if borderWidth < 0 {
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panic("Bad border width")
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func (base *Base) delete(bases map[uint32]*Base) {
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H+1; y++ {
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gameMap.tiles[x][y] = 0
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}
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gameObject.addColor((*player).playerColors.body)
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gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(0, 0, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+openingWidth, 0, borderWidthB, 1, 0)
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gameObject.addColoredRect(0, gameObject.baseRect.H, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+openingWidth, gameObject.baseRect.H, borderWidthB, 1, 0)
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*bases = append(*bases, &Base{
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gameObject: gameObject,
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owner: (*players)[ownerID],
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openingWidth: openingWidth,
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})
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(*bases)[ownerID].build(gameMap)
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}
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delete(bases, base.ownerID)
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}
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func createBases(players map[uint32]*Player, gameMap *GameMap) map[uint32]*Base {
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bases := map[uint32]*Base{}
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for ownerID, player := range players {
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bases[ownerID] = createBase(gameMap,
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player.playerColors.body,
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uint32(player.gameObject.baseRect.X-14),
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uint32(player.gameObject.baseRect.Y-14),
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ownerID,
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uint32(float64(player.gameObject.baseRect.W)*1.5),
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)
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}
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return bases
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}
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