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game.go
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game.go
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package main
import (
"context"
"errors"
"fmt"
"math"
"math/rand"
"strconv"
"sync"
"sync/atomic"
"time"
)
const GAME_START = 200
const GAME_END_WIN = 201
const GAME_END_LOSE = 202
var (
GameInProgressError = errors.New("game in progress")
NoSpawnPointError = errors.New("no spawn point")
NotAvailableSpawnPointError = errors.New("not available spawn point")
NoAvailableLocationManager = errors.New("location spawn required but no location manager")
)
type Game struct {
players []*Player
*SpawnManager
*ObservableObject
*Location
*EffectManager
*SoundManager
spawnPoints []*SpawnPoint
scenario *Scenario
spawnedPlayer, spawnedAi int64
inProgress bool
mutex, delay, aiCountMutex sync.Mutex
nextDelayedTaskExec time.Time
delayedSpawnRequest []*SpawnRequest
delayedSpawnRequestCnt int64
respawnTimer *time.Timer
ctxGame context.Context
ctxCancel context.CancelFunc
}
func (receiver *Game) AddPlayer(player *Player) error {
if receiver.inProgress {
return GameInProgressError
}
receiver.players = append(receiver.players, player)
return nil
}
func (receiver *Game) GetPlayers() []*Player {
return receiver.players
}
// MUST RUN async
func (receiver *Game) Run(scenario *Scenario) error {
receiver.mutex.Lock()
if receiver.inProgress || scenario == nil {
receiver.mutex.Unlock()
return GameInProgressError
}
receiver.inProgress = true
receiver.mutex.Unlock()
receiver.scenario = scenario
receiver.spawnedPlayer = 0
receiver.ctxGame, receiver.ctxCancel = context.WithCancel(context.TODO())
go scenarioDispatcher(game, scenario.GetEventChanel(), receiver.ctxGame)
go gameCmdDispatcher(game, game.SpawnManager.UnitEventChanel, receiver.ctxGame)
err := scenario.Enter("start")
if err != nil {
receiver.ctxCancel()
receiver.scenario = nil
receiver.SpawnManager.DeSpawnAll(nil)
receiver.inProgress = false
logger.Print(err)
return err
}
for pIndex, player := range receiver.players {
if (pIndex+1)%2 == 0 && scenario.player2Blueprint != "" {
player.Blueprint = scenario.player2Blueprint
} else if scenario.player1Blueprint != "" {
player.Blueprint = scenario.player1Blueprint
} else {
player.Blueprint = "player-tank"
}
//todo move to custom configurator to remove get info call
spawnPosition, err := receiver.NewSpawnPosition(player.Blueprint)
if err != nil {
logger.Println(fmt.Errorf("unable alloc new position for player %d: %w", pIndex+1, err))
spawnPosition = PosAuto
}
object, err := receiver.SpawnManager.SpawnPlayerTank(spawnPosition, player.Blueprint, player)
if err != nil {
logger.Println("at spawning player error: ", err)
}
receiver.spawnedPlayer++
if unit, ok := object.(*Unit); ok && unit.Gun != nil {
unit.Gun.Current.Name = getProjectilePlDescription(unit.Gun.Current.Projectile).Name
}
}
//timers block
everyFunc(time.Second/2, receiver.doDelayedSpawn, receiver.ctxGame)
receiver.playBackground("main")
//receiver.EffectManager.ApplyGlobalWeather("", 0.01, 0)
receiver.Trigger(Event{
EType: GAME_START,
Object: nil,
Payload: nil,
}, receiver, nil)
return nil
}
func (receiver *Game) onSpawnRequest(scenario *Scenario, payload *SpawnRequest) {
if payload.Count <= 0 {
payload.Count = 1
}
info, err := Info(payload.Blueprint)
if err != nil {
logger.Printf("unable to retrieve info about %s \n", payload.Blueprint)
}
payload.Info = info
for i := 0; i < payload.Count; i++ {
if info.Attributes.Type != "unit" {
err := receiver.doSpawn(scenario, payload)
if err != nil {
logger.Println(err)
}
} else if scenario.limits.AiUnits == 0 || scenario.limits.AiUnits > receiver.spawnedAi {
err := receiver.doSpawn(scenario, payload)
if err != nil {
logger.Println(err)
}
if err == nil || scenario.limits.AiUnits == 0 {
continue
}
} else {
receiver.delayedSpawnRequest = append(receiver.delayedSpawnRequest, payload)
atomic.AddInt64(&receiver.delayedSpawnRequestCnt, 1)
}
}
}
func (receiver *Game) doDelayedSpawn() {
needSpawn := scenario.limits.AiUnits - receiver.spawnedAi
if needSpawn <= 0 {
return
}
for idx, req := range receiver.delayedSpawnRequest {
if req == nil {
continue
}
err := receiver.doSpawn(receiver.scenario, req)
if err == nil {
atomic.AddInt64(&receiver.delayedSpawnRequestCnt, -1)
needSpawn--
receiver.delayedSpawnRequest[idx] = nil
} else {
logger.Print(err)
break
}
if needSpawn <= 0 {
break
}
}
}
func (receiver *Game) doSpawn(scenario *Scenario, payload *SpawnRequest) error {
//todo move to custom configurator to remove get info call
var spawnPosition Point = payload.Position
var err error
if payload.Location != ZoneAuto && payload.Position == PosAuto {
if receiver.Location != nil {
spawnPosition, err = receiver.Location.CoordinateByZone(payload.Location)
if err != nil {
return fmt.Errorf("unable to locate position by location: %w", err)
}
receiver.Location.CapturePoint(spawnPosition, payload.Info.Layer)
} else {
return NoAvailableLocationManager
}
}
if spawnPosition == PosAuto {
spawnPosition, err = receiver.NewSpawnPosition(payload.Blueprint)
if err != nil {
logger.Println(fmt.Errorf("unable alloc new position %s: %w", payload.Blueprint, err))
}
}
object, err := receiver.SpawnManager.Spawn(spawnPosition, payload.Blueprint, DefaultConfigurator, payload)
if err != nil {
return err
} else {
if object.HasTag("ai") {
atomic.AddInt64(&receiver.spawnedAi, 1)
}
if object.HasTag("spawnPoint") {
receiver.spawnPoints = append(receiver.spawnPoints, object.(*SpawnPoint))
}
}
return nil
}
func (receiver *Game) onUnitFire(object *Unit, payload interface{}) {
if object.Gun != nil && object.Gun.GetProjectile() != "" {
_, err := receiver.SpawnManager.SpawnProjectile(PosAuto, object.Gun.GetProjectile(), payload.(FireParams))
if err != nil {
logger.Printf("unable to fire %s due: %s \n", object.Gun.GetProjectile(), err)
} else {
err = receiver.playSound("fire")
if err != nil {
logger.Println(err)
}
}
} else {
logger.Printf("unable to fire due projectile or gun not found %s \n", object.Gun.GetProjectile())
}
}
func (receiver *Game) onUnitDamage(object ObjectInterface, payload interface{}) {
//todo add Damage to interface
//todo add isHeal flag
if object.HasTag("wall") || object.HasTag("ice") {
wall := object.(*Wall)
wallHp := int(math.Max(float64(wall.HP), 1))
if wall.FullHP/wallHp >= 2 {
wall.Enter("damage")
} else {
wall.Enter("normal")
}
}
if object.HasTag("highlights-damage") {
toState, _ := object.GetTagValue("highlights-damage", "moveToState", "receiveDamage")
returnToState, _ := object.GetTagValue("highlights-damage", "returnToState", ToDefaultState)
if toState == "" {
logger.Printf("highlights-damage: toState is empty")
} else {
object.(Stater).Enter(toState)
delayedEnterState(object.(Stater), returnToState, time.Millisecond*500)
}
}
if object.HasTag("tank") {
tank := object.(*Unit)
tankHp := int(math.Max(float64(tank.HP), 1))
if tank.FullHP/tankHp > 2 {
//wall.Enter("damage") //todo
}
}
if err := receiver.playSound("damage"); err != nil {
logger.Println(err)
}
}
func (receiver *Game) onUnitOnSight(object ObjectInterface, payload interface{}) {
if pObject, ok := payload.(ObjectInterface); ok {
if !pObject.HasTag("stealth") {
receiver.SpawnExplosion(PosAuto, "effect-onsight", pObject)
}
}
if unit, ok := payload.(*Unit); ok {
if unit.GetAttr().AI {
if bc, ok := unit.Control.(*BehaviorControl); ok {
bc.See(object.(*Unit))
}
}
}
}
func (receiver *Game) onUnitOffSight(object ObjectInterface, payload interface{}) {
if pObject, ok := payload.(ObjectInterface); ok {
if !pObject.HasTag("stealth") && !pObject.GetAttr().Destroyed {
receiver.SpawnExplosion(PosAuto, "effect-offsight", pObject)
}
}
if unit, ok := payload.(*Unit); ok {
if unit.GetAttr().AI {
if bc, ok := unit.Control.(*BehaviorControl); ok {
bc.UnSee(object.(*Unit))
}
}
}
}
func (receiver *Game) onObjectReset(object ObjectInterface, payload interface{}) {
/* if object.HasTag("highlights-appear") {
object.(Stater).Enter("appear")
delayedEnterState(object.(Stater), "normal", object.(Appearable).GetAppearDuration())
}*/
}
func (receiver *Game) onObjectSpawn(object ObjectInterface, payload interface{}) {
if object.HasTag("highlights-appear") {
toState, _ := object.GetTagValue("highlights-appear", "moveToState", "appear")
returnToState, _ := object.GetTagValue("highlights-appear", "returnToState", ToDefaultState)
durStr, _ := object.GetTagValue("highlights-appear", "duration", "8000000000")
duration, err := strconv.Atoi(durStr)
if err != nil || toState == "" {
logger.Printf("highlights-appear: invalid duration value %s or toState value %s", durStr, toState)
} else {
object.(Stater).Enter(toState)
delayedEnterState(object.(Stater), returnToState, time.Duration(duration))
}
}
}
func (receiver *Game) onObjectDestroy(object ObjectInterface, payload interface{}) {
var despawnNow = true
if object.HasTag("scored") && payload != nil {
nemesis := payload.(ObjectInterface)
if nemesis.HasTag("player") {
player := receiver.playerByUnit(nemesis)
if player != nil {
player.IncScore(int64(object.(Scored).GetScore()))
}
}
}
if payload != nil && payload.(ObjectInterface).HasTag("water") {
//EnvironmentDamage by water special case //todo make some better
_, err := receiver.SpawnManager.SpawnExplosion(PosAuto, "tank-base-sunk", object)
if err != nil {
logger.Printf("unable to spawn explosion[sunk]: %s \n", err)
}
if err := receiver.playSound("damage"); err != nil {
logger.Println(err)
}
} else if object.HasTag("explosive") {
bl, _ := object.GetTagValue("explosive", "blueprint", "tank-base-explosion")
_, err := receiver.SpawnManager.SpawnExplosion(PosAuto, bl, object)
if err != nil {
logger.Printf("unable to spawn explosion: %s \n", err)
} else {
if err = receiver.playSound("explosion"); err != nil {
logger.Println(err)
}
if err = receiver.EffectManager.ApplyGlobalShake(0.3, time.Second*1); err != nil {
logger.Println(err)
}
}
if err = receiver.playSound("explosion"); err != nil {
logger.Println(err)
}
} else {
if object.HasTag("obstacle") {
if err := receiver.playSound("damage"); err != nil {
logger.Println(err)
}
}
}
if object.HasTag("ice") {
bl, _ := object.GetTagValue("ice", "blueprint", "ice-water")
point := object.GetXY()
originalBl := object.GetAttr().Blueprint
originalTeam := object.(ObjectInterface).GetAttr().Team
newWaterObject, err := receiver.SpawnManager.Spawn(point, bl, DefaultConfigurator, &SpawnRequest{
Team: originalTeam,
})
if err != nil {
logger.Printf("unable to spawn water: %s \n", err)
}
time.AfterFunc(time.Second*time.Duration(30), func() { //time.AfterFunc(time.Second*time.Duration(rand.Intn(11)+25), func() {
if game.inProgress && !newWaterObject.GetAttr().Destroyed {
_, err := receiver.SpawnManager.Spawn(point, originalBl, func(object ObjectInterface, config interface{}) ObjectInterface {
DefaultConfigurator(object, config)
//probably not best way to do this, mb wait until spawned
object.(Vulnerable).ReciveDamage(&DamageProxy{Damage: object.(*Wall).FullHP - 1, Tags: &Tags{}, From: object})
return object
}, &SpawnRequest{
Team: originalTeam,
})
if err != nil {
logger.Printf("unable to respawn ice: %s \n", err)
} else {
receiver.SpawnManager.DeSpawn(newWaterObject)
}
}
})
}
if object.HasTag("fanout") {
if err := doFanoutSpawn(receiver, object); err != nil {
logger.Println(err)
}
}
if object.HasTag("highlights-disappear") {
despawnNow = false
toState, _ := object.GetTagValue("highlights-disappear", "moveToState", "disappear")
durStr, _ := object.GetTagValue("highlights-disappear", "duration", "1000000000")
duration, err := strconv.Atoi(durStr)
if err != nil || toState == "" {
logger.Printf("highlights-appear: invalid duration value %s or toState value %s", durStr, toState)
} else {
object.(Stater).Enter(toState)
time.AfterFunc(time.Duration(duration), func() {
if receiver.inProgress { //todo fix in game method
receiver.SpawnManager.DeSpawn(object)
}
})
}
}
if despawnNow {
receiver.SpawnManager.DeSpawn(object)
}
}
func (receiver *Game) onUnitCollect(object *Collectable, payload interface{}) {
//make Geschäft
unit := payload.(*Unit)
player := receiver.playerByUnit(unit)
if object.HasTag("opel") {
if player != nil {
player.IncScore(int64((rand.Intn(2) - 1) * rand.Intn(1000)))
}
if rand.Intn(4) > 3 {
unit.Gun.Downgrade()
} else {
unit.Gun.IncAmmoIfAcceptable(1)
}
}
if object.HasTag("gun") {
seed := rand.Intn(10)
if seed <= 3 {
unit.Gun.Current.ShotQueue += 2
}
if seed <= 8 && seed > 3 {
bl := GetConventionalProjectileName()
unit.Gun.Upgrade(&GunState{
Projectile: bl,
Name: getProjectilePlDescription(bl).Name,
Ammo: 10,
ShotQueue: 1,
PerShotQueueTime: time.Second / 5,
ReloadTime: 2 * time.Second,
lastShotTime: time.Time{},
})
}
if seed >= 9 {
unit.Gun.Upgrade(&GunState{
Projectile: "tank-base-projectile-apocalypse",
Name: getProjectilePlDescription("tank-base-projectile-apocalypse").Name,
Ammo: 1,
ShotQueue: 1,
PerShotQueueTime: time.Second / 2,
ReloadTime: 5 * time.Second,
})
}
unit.Gun.IncAmmoIfAcceptable(2)
if player != nil {
player.IncScore(100)
}
}
}
func (receiver *Game) onSpawnPointStatus(object *SpawnPoint, payload interface{}) {
//nope for now
}
func (receiver *Game) onObjectDeSpawn(object ObjectInterface, payload interface{}) {
if object.HasTag("base") {
receiver.End(GAME_END_LOSE)
}
if object.HasTag("player") {
for idx, player := range receiver.players {
if player.Unit == object {
left := player.DecrRetry(1)
logger.Printf("cycleId: %d, player %d have %d retry\n", CycleID, idx+1, left)
if left <= 0 {
if atomic.AddInt64(&receiver.spawnedPlayer, -1) == 0 {
time.AfterFunc(time.Second, func() { //small delay to improve experience
receiver.End(GAME_END_LOSE)
})
}
} else {
if receiver.inProgress {
//todo theoretical may cause game freeze due send signal on closed dispatcher
spawnPosition, err := receiver.NewSpawnPosition(player.Blueprint)
if err != nil {
logger.Println(fmt.Errorf("player %d: %w", idx+1, err))
spawnPosition = PosAuto //no position?
}
if _, err = receiver.SpawnManager.SpawnPlayerTank(spawnPosition, player.Blueprint, player); err != nil {
logger.Println("at respawning player error: ", err)
}
}
}
}
}
}
if object.HasTag("ai") {
//todo fix performance degradation if intn = 2 ie probability of spawn ~50%
if rand.Intn(5) <= 1 {
var bl string
switch rand.Intn(2) {
case 0:
bl = "opel"
case 1:
bl = "gun"
}
receiver.SpawnManager.SpawnCollectable(PosAuto, bl, object.(*Unit))
}
if v := receiver.DecrSpawnedAi(); v == 0 && receiver.delayedSpawnRequestCnt <= 0 {
receiver.End(GAME_END_WIN)
}
}
}
func (receiver *Game) DecrSpawnedAi() int64 {
return atomic.AddInt64(&receiver.spawnedAi, -1)
}
// async
func (receiver *Game) End(code int) {
if !receiver.inProgress {
return
}
receiver.mutex.Lock()
if !receiver.inProgress {
return
}
if DEBUG_SHUTDOWN {
logger.Println("starting of the END")
}
receiver.inProgress = false
receiver.EffectManager.CancelAllEffects()
receiver.stopBackground("main")
if DEBUG_SHUTDOWN {
logger.Println("begining despawn ALL")
}
receiver.SpawnManager.DeSpawnAll(func() {
//todo after despawn callback
if DEBUG_SHUTDOWN {
logger.Println("despawn ALL complete")
}
receiver.ctxCancel()
if DEBUG_SHUTDOWN {
logger.Println("dispatcher shutdown")
}
receiver.scenario = nil
receiver.mutex.Unlock()
if DEBUG_SHUTDOWN {
logger.Println("END complete, trigger event")
}
receiver.Trigger(Event{
EType: code,
Object: nil,
Payload: nil,
}, receiver, nil)
})
}
func (receiver *Game) NewSpawnPosition(blueprint string) (Point, error) {
info, err := Info(blueprint)
if err != nil {
return NoPos, err
}
if point, err := receiver.CaptureRandomSpawnPoint(blueprint); err == nil {
if receiver.location != nil {
receiver.Location.CapturePoint(point.GetXY(), info.Layer)
}
return point.GetXY(), nil
} else {
if !errors.Is(err, NoSpawnPointError) {
//return NoPos, err //todo check if allowed spawn point exist
}
if receiver.Location != nil {
return receiver.Location.Coordinate2Spawn(true, info.Layer)
} else {
//no need to capture this :(
return Point{}, nil
}
}
}
func (receiver *Game) CaptureRandomSpawnPoint(blueprint string) (*SpawnPoint, error) {
if len(receiver.spawnPoints) == 0 {
return nil, NoSpawnPointError
}
info, err := Info(blueprint)
if err != nil {
return nil, err
}
available := make([]*SpawnPoint, 0, len(receiver.spawnPoints))
for _, point := range receiver.spawnPoints {
if point.IsAvailable() && point.CanSpawn(info.Tags) {
available = append(available, point)
}
}
avlLen := len(available)
if avlLen == 0 {
return nil, NotAvailableSpawnPointError
}
start := rand.Intn(avlLen)
for i := start; i < avlLen; i++ {
if available[i].Capture() {
logger.Println("point captured", available[i].GetXY(), available[i].ID)
return available[i], nil
} else {
logger.Println("point already captured")
}
}
for i := start; i >= 0; i-- {
if available[i].Capture() {
logger.Println("point captured", available[i].GetXY(), available[i].ID)
return available[i], nil
} else {
logger.Println("point already captured")
}
}
return nil, NotAvailableSpawnPointError
}
func (receiver *Game) playSound(key string) error {
if receiver.SoundManager != nil {
return receiver.SoundManager.Play(key)
}
return nil
}
func (receiver *Game) playBackground(key string) {
if receiver.SoundManager != nil {
receiver.SoundManager.Play(key)
}
}
func (receiver *Game) stopBackground(key string) {
logger.Println("stopping of bg playing not implemented")
}
func NewGame(players []*Player, spm *SpawnManager) (*Game, error) {
game = &Game{
players: players,
SpawnManager: spm,
ObservableObject: &ObservableObject{
Owner: nil,
output: make(EventChanel),
},
spawnedPlayer: 0,
spawnedAi: 0,
}
game.ObservableObject.Owner = game
game.inProgress = false
return game, nil
}
func (receiver *Game) playerByUnit(unit ObjectInterface) *Player {
for _, player := range receiver.players {
if player.Unit == unit {
return player
}
}
return nil
}
func gameCmdDispatcher(instance *Game, unitEvent EventChanel, ctx context.Context) {
if instance == nil {
return
}
for {
select {
case <-ctx.Done():
return
case event, ok := <-unitEvent:
if !ok {
panic("chanel error")
return
}
if !instance.inProgress {
continue
}
if DEBUG_EVENT {
logger.Printf("receive Game event %d, %+v", event.EType, event.Object)
}
switch event.EType {
case UNIT_EVENT_FIRE:
go instance.onUnitFire(event.Object.(*Unit), event.Payload)
case UNIT_EVENT_DAMAGE:
go instance.onUnitDamage(event.Object.(ObjectInterface), event.Payload)
case UNIT_EVENT_ONSIGTH:
go instance.onUnitOnSight(event.Object.(ObjectInterface), event.Payload)
case UNIT_EVENT_OFFSIGTH:
go instance.onUnitOffSight(event.Object.(ObjectInterface), event.Payload)
case OBJECT_EVENT_DESTROY:
go instance.onObjectDestroy(event.Object.(ObjectInterface), event.Payload)
case OBJECT_EVENT_DESPAWN:
go instance.onObjectDeSpawn(event.Object.(ObjectInterface), event.Payload)
case OBJECT_EVENT_RESET:
go instance.onObjectReset(event.Object.(ObjectInterface), event.Payload)
case OBJECT_EVENT_SPAWN:
go instance.onObjectSpawn(event.Object.(ObjectInterface), event.Payload)
case COLLECT_EVENT_COLLECTED:
go instance.onUnitCollect(event.Object.(*Collectable), event.Payload)
case SPAWN_POINT_STATUS:
go instance.onSpawnPointStatus(event.Object.(*SpawnPoint), event.Payload)
}
}
}
}
func scenarioDispatcher(instance *Game, scenarioEvent EventChanel, ctx context.Context) {
if instance == nil {
return
}
for {
select {
case <-ctx.Done():
return
case event, ok := <-scenarioEvent:
if !ok {
return
}
if !instance.inProgress {
continue
}
if DEBUG_EVENT {
logger.Printf("receive scenario event %d, %+v", event.EType, event.Object)
}
switch event.EType {
case SPAWN_REQUEST:
//sync due t
instance.onSpawnRequest(event.Object.(*Scenario), event.Payload.(*SpawnRequest))
}
}
}
}
func delayedEnterState(object Stater, state string, delay time.Duration) {
time.AfterFunc(delay, func() {
object.Enter(state)
})
}
type fanoutConfig struct {
Owner ObjectInterface
Direction Point
SpeedScale float64
}
func doFanoutSpawn(instance *Game, object ObjectInterface) error {
var bl string
pos := object.GetXY()
coords := []Point{Point{X: -1, Y: -1}, Point{X: 0, Y: -1}, Point{X: 1, Y: -1},
Point{X: -1, Y: 0}, Point{X: 1, Y: 0},
Point{X: -1, Y: 1}, Point{X: 0, Y: 1}, Point{X: 1, Y: 1},
}
var sscale float64 = 1
var err error
for _, coord := range coords {
if coord.X == 0 || coord.Y == 0 {
sscale = .5
} else {
sscale = 1.0
}
bl, _ = object.GetTagValue("fanout", "blueprint", "projectile-sharp")
if err != nil {
break
}
_, err = instance.Spawn(pos, bl, FanoutProjectileConfigurator, &fanoutConfig{
Owner: object,
Direction: coord,
SpeedScale: sscale,
})
}
return err
}