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index.js
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227 lines (190 loc) · 5.46 KB
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var port = "8003";
port = parseInt(process.argv[3], 10) || port
var url = 'http://localhost:' + port;
var socketio = require('socket.io-client');
var socket = socketio(url);
var command; //socket to send commands on
var initData;
var selectedPlayer;
var connected = false;
var playerSelection;
if (process.argv[2] ||process.argv[2] === 0 ) {
playerSelection = parseInt(process.argv[2], 10);
} else {
console.error("usage: node index.js <player-number> <port>")
process.exit(1)
}
var enemyBases = [];
var myTanks = [];
var allBases = [];
socket.on("init", function(initD) {
if (connected) {
return false;
}
socket.on("disconnect", function() {
//process.exit(1);
});
connected = true;
initData = initD;
selectedPlayer = initData.players[playerSelection];
command = socketio(url + "/" + selectedPlayer.namespace);
enemyBases = initData.players.filter(function(p) {
return selectedPlayer.playerColor !== p.playerColor;
});
allBases = initData.players;
var serverTanks = initData.tanks.filter(function(t) {
return selectedPlayer.playerColor === t.color;
});
for (var i = 0; i < serverTanks.length; i++) {
myTanks.push(new Tank(i));
}
setTimeout(function() {
startInterval();
}, 2000);
});
/*** AI logic goes after here ***/
/** send back to server **/
function startInterval() {
setInterval(function() {
sendBackCommands();
}, 500);
setInterval(function() {
fire();
}, 500);
}
function sendBackCommands() {
//add up all calculations
var speed, angleVel, orders;
for (var i = 0; i < myTanks.length; i++) {
speed = myTanks[i].goal.speed * 1;
angleVel = myTanks[i].goal.angleVel * 1;
orders = {
tankNumbers: [myTanks[i].tankNumber], //an array of numbers e.g. [0,1,2,3]
speed: speed, //speed of tank value of -1 to 1, numbers outside of this range will default to -1 or 1, whichever is closer.
angleVel: angleVel //turning speed of tank positive turns right, negative turns left
}
command.emit("move", orders);
}
}
function fire() {
var orders = {
tankNumbers: [0,1,2,3]
}
command.emit("fire", orders);
}
/** recieve from server **/
socket.on("refresh", function(gameState) {
var myTanksNewPosition = gameState.tanks.filter(function(t) {
return selectedPlayer.playerColor === t.color;
});
updateMyTanks(myTanksNewPosition);
calculateGoal();
// if (gameState.boundaries.length > 0) {
// //calculateObstacle(gameState.boundaries);
// }
});
function updateMyTanks (myTanksNewPosition) {
for (var i = 0; i < myTanks.length; i++) {
for (var j = 0; j < myTanksNewPosition.length; j++) {
if (myTanks[i].tankNumber === myTanksNewPosition[j].tankNumber) {
myTanks[i].position = myTanksNewPosition[j].position;
myTanks[i].angle = myTanksNewPosition[j].angle;
}
}
}
}
function calculateGoal() {
var distance = 0;
var angle = 0;
var degrees = 0;
var relativeX = 0;
var relativeY = 0;
var angleDifference = 0;
for (var i = 0; i < myTanks.length; i++) {
if (myTanks[i].hasTarget()) {
goal = myTanks[i].getTarget();
} else {
goal = myTanks[i].generateTarget();
}
//find distance to goal
distance = round(Math.sqrt(Math.pow(( goal.x - myTanks[i].position.x ), 2) + Math.pow(( goal.y - myTanks[i].position.y ), 2)), 4);
//find angle difference to face goal
relativeX = goal.x - myTanks[i].position.x;
relativeY = goal.y - myTanks[i].position.y;
angle = round(Math.atan2(-(relativeY), relativeX), 4);
degrees = round(angle * (180 / Math.PI), 4); //convert from radians to degrees
degrees = -(degrees); // tank degrees ascends clockwise. atan2 ascends counter clockwise. this fixes that difference
//turn in the direction whichever is closer
if (degrees < 0) {
degrees = (degrees + 360) % 360;
}
angleDifference = myTanks[i].angle - degrees;
if (angleDifference > 0) {
if (angleDifference < 180) {
myTanks[i].goal.angleVel = -1;
} else {
myTanks[i].goal.angleVel = 1;
}
} else {
if (angleDifference > -180) {
myTanks[i].goal.angleVel = 1;
} else {
myTanks[i].goal.angleVel = -1;
}
}
//set speed
if (distance >= 10) {
myTanks[i].goal.speed = 1;
} else {
//myTanks[i].goal.speed = 0;
myTanks[i].missionAccomplished();
}
}
}
// function calculateObstacle(obstacles) {
// }
/*** TANK ***/
var Tank = function(tankNumber) {
this.tankNumber = tankNumber;
this.tankColor = selectedPlayer.playerColor;
this.position = {x: 0, y: 0};
this.angle;
this.goal = {
speed: 0,
angleVel: 0
};
this.avoidObstacle = {
speed: 0,
angleVel: 0
};
this.target = {x: 100, y: 100};
this.hasATarget = false;
};
Tank.prototype = {
getTarget: function() {
return this.target;
},
hasTarget: function() {
return this.hasATarget;
},
generateTarget: function() {
/* //wander between enemy bases
var randomNumber = Math.floor(Math.random() * 10 % enemyBases.length); //random num between 0 and enemyBases.length
//var randomNumber = 1;
//console.log(randomNumber, enemyBases[randomNumber].base);
this.target = enemyBases[randomNumber].base.position;
*/
//wander between all bases
var randomNumber = Math.floor(Math.random() * 10 % allBases.length); //random num between 0 and enemyBases.length
this.target = allBases[randomNumber].base.position;
this.hasATarget = true;
return this.target;
},
missionAccomplished: function() {
this.hasATarget = false;
}
};
//rounds number (value) to specified number of decimals
function round(value, decimals) {
return Number(Math.round(value+'e'+decimals)+'e-'+decimals);
}