forked from jpillora/ssh-tron
/
game.go
204 lines (179 loc) · 4.01 KB
/
game.go
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package tron
import (
"log"
"os"
"os/signal"
"time"
)
type ID uint16
type Game struct {
maxplayers, maxdeaths int // settings
speed, delay time.Duration // game speed and respawn delay
w, h, bw, bh int // total score+board size
server *Server // ssh server
sidebar *sidebar // state
board Board
idPool chan ID
playerID ID
players map[ID]*Player
logf func(format string, args ...interface{})
}
// NewGame returns an initialized Game according to the input arguments.
// The main() function should call the Play() method on this Game.
func NewGame(port, width, height, maxplayers, maxdeaths int, speed, delay time.Duration) (*Game, error) {
// create an id pool
idPool := make(chan ID, maxplayers)
for id := 1; id <= maxplayers; id++ {
idPool <- ID(id)
}
board, err := NewBoard(uint8(width), uint8(height))
if err != nil {
return nil, err
}
server, err := NewServer(port, idPool)
if err != nil {
return nil, err
}
g := &Game{
maxplayers: maxplayers,
maxdeaths: maxdeaths,
speed: speed,
delay: delay,
w: width + sidebarWidth,
h: height / 2,
bw: width,
bh: height,
server: server,
sidebar: nil,
board: board,
idPool: idPool,
playerID: 0,
players: make(map[ID]*Player),
logf: log.New(os.Stdout, "tron: ", 0).Printf,
}
// sidebar height - top and bottom rows are borders
h := g.h - 2
g.sidebar = &sidebar{
g: g,
height: h,
runes: make([][]rune, h),
}
return g, nil
}
func (g *Game) Play() {
// build walls
for w := 0; w < g.bw; w++ {
g.board[w][0] = wall
g.board[w][g.bh-1] = wall
}
for h := 0; h < g.bh; h++ {
g.board[0][h] = wall
g.board[g.bw-1][h] = wall
}
// start the game ticker!
go g.tick()
// ready for players!
g.logf("game started (#%d player slots)", len(g.idPool))
// watch signals (catch Ctrl+C and gracefully shutdown)
c := make(chan os.Signal, 1)
signal.Notify(c, os.Interrupt)
go g.watch(c)
// start the ssh server
go g.server.start()
// handle incoming players
for p := range g.server.newPlayers {
go g.handle(p)
}
}
func (g *Game) watch(c chan os.Signal) {
<-c
for _, p := range g.players {
p.teardown()
}
g.logf("game ending...")
time.Sleep(300 * time.Millisecond)
os.Exit(0)
}
func (g *Game) handle(p *Player) {
// connected with a valid id
// set game and id then play (blocking)
p.g = g
g.players[p.id] = p
p.play()
// disconnected
delete(g.players, p.id)
g.death(p)
// reinsert back into pool
g.idPool <- p.id
}
func (g *Game) death(p *Player) {
p.waiting = true
p.deaths++
p.tdeath = time.Now()
// leave player on board for [delay]
time.Sleep(g.delay)
// clear!
for w := 0; w < g.bw; w++ {
for h := 0; h < g.bh; h++ {
if g.board[w][h] == p.id {
g.board[w][h] = blank
}
}
}
p.waiting = false
// maximum deaths! kick!
if p.deaths == g.maxdeaths {
p.teardown()
}
}
func (g *Game) tick() {
// loop forever
for {
// move each player 1 square
for _, p := range g.players {
// skip this player
if p.dead {
continue
}
// move player in [d]irection
p.d = p.nextd
switch p.d {
case dup:
p.y--
case ddown:
p.y++
case dleft:
p.x--
case dright:
p.x++
}
// player is in a wall
if g.board[p.x][p.y] != blank {
// is it another player's wall? kills++
id := g.board[p.x][p.y]
if other, ok := g.players[id]; ok && other != p {
other.kills++
other.logf("killed %s", p.cname)
}
// this player dies...
p.dead = true
go g.death(p)
continue
}
// place a player square
g.board[p.x][p.y] = p.id
}
// render the sidebar (and potentially flip the changed flag)
g.sidebar.render()
// send delta updates to each player
for _, p := range g.players {
if p.ready {
p.update()
}
}
// mark update sent to all
g.sidebar.changed = false
// sleep
time.Sleep(g.speed)
}
}