Add server-side linear bullet integrator
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parent
ef9cfcfab5
commit
8654b46338
3 changed files with 102 additions and 6 deletions
33
server/bullets.go
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33
server/bullets.go
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@ -0,0 +1,33 @@
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package main
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const (
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BULLET_LINEAR = iota
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)
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const (
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STAGE_WIDTH float64 = 90.0
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STAGE_HEIGHT float64 = 160.0
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BULLET_KILL_BUFFER_WIDTH float64 = 16.0
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)
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type Bullet struct {
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Class int
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SpawnTime int64
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SpawnX float64
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SpawnY float64
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Parameters []float64
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}
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func (b Bullet) GetCurrentPos(tick int64) (float64, float64) {
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switch b.Class {
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case BULLET_LINEAR:
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return b.SpawnX + (b.Parameters[0] * float64(tick-b.SpawnTime)), b.SpawnY + (b.Parameters[1] * float64(tick-b.SpawnTime))
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default:
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return b.SpawnX, b.SpawnY
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}
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}
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func (b Bullet) BeyondKillBoundary(tick int64) bool {
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x, y := b.GetCurrentPos(tick)
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return (x < 0.0-BULLET_KILL_BUFFER_WIDTH) || (x > STAGE_WIDTH+BULLET_KILL_BUFFER_WIDTH) || (y < 0.0-BULLET_KILL_BUFFER_WIDTH) || (y > STAGE_HEIGHT+BULLET_KILL_BUFFER_WIDTH)
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}
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1
server/collision.go
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1
server/collision.go
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@ -0,0 +1 @@
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package main
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@ -3,26 +3,51 @@ package main
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import (
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"context"
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"database/sql"
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"encoding/json"
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"math/rand"
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"slices"
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"github.com/heroiclabs/nakama-common/runtime"
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)
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const (
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MATCH_LOADING = iota
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MATCH_START
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SPAWN_BULLET
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MATCH_END
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)
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// Interface for registering match handlers
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type BattleRoyaleMatch struct{}
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type PlayerStageState struct {
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xPos float64
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yPos float64
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bullets []Bullet
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}
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type PresenceState struct { // present time! hahahahahahahah!
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presence runtime.Presence
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stageState PlayerStageState
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}
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// In-memory game state
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type BattleRoyaleMatchState struct {
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presences map[string]runtime.Presence
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emptyTicks int
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tickRate int
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currentMatchPhase int
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presences map[string]*PresenceState
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emptyTicks int
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}
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// Run on match start, initializes game state and sets tick rate
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func (m *BattleRoyaleMatch) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
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tickRate := 20 // MatchLoop invocations per second
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state := &BattleRoyaleMatchState{
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presences: map[string]runtime.Presence{},
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emptyTicks: 0,
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tickRate: tickRate,
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presences: map[string]*PresenceState{},
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emptyTicks: 0,
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currentMatchPhase: MATCH_LOADING,
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}
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tickRate := 1 // MatchLoop invocations per second
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label := ""
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return state, tickRate, label
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}
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@ -49,7 +74,14 @@ func (m *BattleRoyaleMatch) MatchJoin(ctx context.Context, logger runtime.Logger
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}
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for i := 0; i < len(presences); i++ {
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lobbyState.presences[presences[i].GetSessionId()] = presences[i]
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lobbyState.presences[presences[i].GetSessionId()] = &PresenceState{
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presence: presences[i],
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stageState: PlayerStageState{
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xPos: STAGE_WIDTH * 0.5,
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yPos: STAGE_HEIGHT - STAGE_HEIGHT*0.1,
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bullets: []Bullet{},
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},
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}
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}
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return lobbyState
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@ -111,6 +143,36 @@ func (m *BattleRoyaleMatch) MatchLoop(ctx context.Context, logger runtime.Logger
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return nil
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}
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// Test bullet spawning
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if tick%20 == 0 {
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for _, v := range lobbyState.presences {
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vel := rand.Float64()*(STAGE_WIDTH/float64(lobbyState.tickRate)) + 1.0
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bullet := Bullet{
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BULLET_LINEAR,
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tick,
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STAGE_WIDTH * rand.Float64(),
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STAGE_HEIGHT * rand.Float64(),
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[]float64{vel, vel},
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}
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data, err := json.Marshal(bullet)
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if err != nil {
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logger.Error("Error marshalling bullet data", err)
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} else {
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v.stageState.bullets = append(v.stageState.bullets, bullet)
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reliable := true
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dispatcher.BroadcastMessage(SPAWN_BULLET, data, nil, nil, reliable)
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}
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}
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}
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// Bullet cleanup
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for _, v := range lobbyState.presences {
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v.stageState.bullets = slices.DeleteFunc(v.stageState.bullets, func(b Bullet) bool {
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return b.BeyondKillBoundary(tick)
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})
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}
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return lobbyState
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}
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