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race.go
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race.go
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package main
import (
"bufio"
"encoding/json"
"flag"
"fmt"
"github.com/pkg/errors"
"log"
"math/rand"
"net"
"os"
"sort"
"strings"
"time"
)
const road_width = 40
const road_lenght = 20
const car_width = 14
const car_lenght = 7
const result_width = 76
const max_players_in_top = 10
const speed_factor = 10500
const border_width = 15
const total_width = road_width + 2*border_width
type Config struct {
Log *log.Logger
AcidPath, ScorePath string
}
type Point struct {
X, Y int
}
type GameData struct {
Roads [][]byte
Car, Clear, Splash []byte
Top []Player
}
type RoundData struct {
player Player
CarPosition, bombPosition, bonusPosition Point
BombFactor, BonusFactor, Speed int
GameOver []byte
}
type Player struct {
Name string
Score int64
}
type Players []Player
func (p Players) Len() int { return len(p) }
func (p Players) Swap(i, j int) { p[i], p[j] = p[j], p[i] }
func (p Players) Less(i, j int) bool { return p[i].Score > p[j].Score }
func generateRoads(size int) [][]byte {
roads := make([][]byte, size)
for offset := 0; offset < size; offset++ {
roads[offset] = make([]byte, total_width*road_lenght)
for row := 0; row < road_lenght; row++ {
for column := 0; column < total_width; column++ {
var symbol byte
if column == border_width || column == total_width-border_width-2 {
symbol = byte('|')
} else if column == total_width-1 {
symbol = byte('\n')
} else if column == total_width/2-1 {
if (row-offset)%size == 0 {
symbol = byte('|')
} else {
symbol = byte(' ')
}
} else {
symbol = byte(' ')
}
roads[offset][row*total_width+column] = symbol
}
}
}
return roads
}
func getAcid(conf *Config, fileName string) ([]byte, error) {
fileStat, err := os.Stat(conf.AcidPath + "/" + fileName)
if err != nil {
conf.Log.Printf("Acid %s does not exist: %v\n", fileName, err)
return []byte{}, err
}
acid := make([]byte, fileStat.Size())
f, err := os.OpenFile(conf.AcidPath+"/"+fileName, os.O_RDONLY, os.ModePerm)
if err != nil {
conf.Log.Printf("Error while opening %s: %v\n", fileName, err)
os.Exit(1)
}
defer f.Close()
f.Read(acid)
return acid, nil
}
func updatePosition(conn net.Conn, position *Point) {
for {
direction := make([]byte, 1)
_, err := conn.Read(direction)
if err != nil {
return
}
switch direction[0] {
case 68:
// Left
position.X--
case 67:
// Right
position.X++
case 65:
// Up
position.Y--
case 66:
// Down
position.Y++
}
}
}
func updateScore(roundData *RoundData) {
for {
roundData.player.Score++
time.Sleep(time.Duration(roundData.Speed) * time.Millisecond)
}
}
func readName(conf *Config, conn net.Conn, gameData *GameData) (string, error) {
conn.Write(gameData.Splash)
io := bufio.NewReader(conn)
line, err := io.ReadString('\n')
if err != nil {
conf.Log.Println("Error while name reading", err)
return "", err
}
name := strings.Replace(line, "\n", "", -1)
if name == "" {
conf.Log.Println("Empty name")
return "", errors.New("Empty name")
}
if len(name) > result_width/2 {
conf.Log.Println("Too long name")
return "", errors.New("Too long name")
}
return name, nil
}
func gameOver(conf *Config, conn net.Conn, roundData *RoundData, gameData *GameData) {
conn.Write(gameData.Clear)
// First we print current player result:
// Score
scoreStr := fmt.Sprintf("%d", roundData.player.Score)
for i, char := range scoreStr {
roundData.GameOver[i] = byte(char)
}
//:
roundData.GameOver[result_width/2] = byte(':')
//Name
for i, char := range []byte(roundData.player.Name) {
roundData.GameOver[result_width-1-len(roundData.player.Name)+i] = byte(char)
}
// Then we check on which place is current player
inserted := false
for _, player := range gameData.Top {
if roundData.player.Score >= player.Score {
// Protection from fair bots
if strings.Contains(roundData.player.Name, "BOT") {
for i, player := range gameData.Top {
if roundData.player.Name == player.Name {
gameData.Top[i].Score = roundData.player.Score
inserted = true
break
}
}
}
// Insert new record to the end of slice
if !inserted {
gameData.Top = append(gameData.Top, roundData.player)
}
// Resort the slice
sort.Sort(Players(gameData.Top))
// Remove slowest user if top is full
if len(gameData.Top) >= max_players_in_top {
gameData.Top = gameData.Top[:max_players_in_top]
}
break
}
}
//TOP
copy(roundData.GameOver[1*result_width+result_width/2-1:2*result_width+result_width/2+2], []byte("TOP"))
// Then print new top
for place, player := range gameData.Top {
// Score
scoreStr := fmt.Sprintf("%d", player.Score)
for i, char := range scoreStr {
roundData.GameOver[(2+place)*result_width+i] = byte(char)
}
//:
roundData.GameOver[(2+place)*result_width+result_width/2] = byte(':')
//Name
for i, char := range []byte(player.Name) {
roundData.GameOver[(2+place)*result_width+result_width-1-len(player.Name)+i] = byte(char)
}
}
conn.Write(roundData.GameOver)
// We do not need to check for error because user should not care, but logs are written
saveScore(conf, gameData)
}
func saveScore(conf *Config, gameData *GameData) error {
b, err := json.Marshal(gameData.Top)
if err != nil {
conf.Log.Println(err)
return err
}
// Being sure file was not there
os.Remove(conf.ScorePath + "/score.json")
scoreFile, err := os.OpenFile(conf.ScorePath+"/score.json", os.O_RDWR|os.O_CREATE, 0600)
if err != nil {
conf.Log.Println(err)
return err
}
defer scoreFile.Close()
scoreFile.Write(b)
return nil
}
func checkComplexity(roundData *RoundData) {
// Checking and updating complexity
if roundData.player.Score >= 2000 {
roundData.Speed = 60
roundData.BonusFactor = 1
roundData.BombFactor = 20
} else if roundData.player.Score >= 1500 {
roundData.Speed = 70
roundData.BombFactor = 10
} else if roundData.player.Score >= 1000 {
roundData.Speed = 80
roundData.BombFactor = 5
} else if roundData.player.Score >= 600 {
roundData.BonusFactor = 100
roundData.BombFactor = 2
roundData.Speed = 90
} else if roundData.player.Score >= 200 {
roundData.BonusFactor = 10
roundData.BombFactor = 5
roundData.Speed = 100
} else if roundData.player.Score >= 50 {
roundData.Speed = 150
}
}
func checkPosition(conf *Config, conn net.Conn, roundData *RoundData, gameData *GameData) bool {
if roundData.CarPosition.X <= border_width || roundData.CarPosition.X >= border_width+road_width-car_width-1 || roundData.CarPosition.Y < 1 || roundData.CarPosition.Y > road_lenght-car_lenght-1 {
// Hit the wall
gameOver(conf, conn, roundData, gameData)
return false
} else if roundData.CarPosition.X <= roundData.bombPosition.X && roundData.CarPosition.X+car_width-1 > roundData.bombPosition.X &&
roundData.CarPosition.Y <= roundData.bombPosition.Y && roundData.CarPosition.Y+car_lenght-1 > roundData.bombPosition.Y {
// Hit the bomb
gameOver(conf, conn, roundData, gameData)
return false
} else if roundData.CarPosition.X <= roundData.bonusPosition.X && roundData.CarPosition.X+car_width-1 > roundData.bonusPosition.X &&
roundData.CarPosition.Y <= roundData.bonusPosition.Y && roundData.CarPosition.Y+car_lenght-1 > roundData.bonusPosition.Y {
// Get the bonus
roundData.player.Score += 10
roundData.bonusPosition = Point{road_width, road_lenght}
}
return true
}
func round(conf *Config, conn net.Conn, gameData *GameData) {
defer conn.Close()
roundData := RoundData{}
roundData.CarPosition = Point{total_width/2 - car_width/2, road_lenght - car_lenght - 1}
roundData.bombPosition = Point{total_width, road_lenght}
roundData.bonusPosition = Point{total_width, road_lenght}
roundData.GameOver, _ = getAcid(conf, "game_over.txt")
roundData.BombFactor = 10
roundData.BonusFactor = 10
roundData.Speed = 200
name, err := readName(conf, conn, gameData)
if err != nil {
return
}
roundData.player.Name = name
go updateScore(&roundData)
go updatePosition(conn, &roundData.CarPosition)
for {
if !checkPosition(conf, conn, &roundData, gameData) {
return
}
for i := range gameData.Roads {
data := make([]byte, len(gameData.Roads[i]))
copy(data, gameData.Roads[i])
// Moving cursor at the beginning
_, err := conn.Write(gameData.Clear)
if err != nil {
return
}
// Checking and updating complexity
checkComplexity(&roundData)
// Applying the bonus
if roundData.bonusPosition.Y < road_lenght {
data[roundData.bonusPosition.Y*total_width+roundData.bonusPosition.X] = byte('$')
roundData.bonusPosition.Y++
} else if rand.Int()%roundData.BonusFactor == 0 {
roundData.bonusPosition.X, roundData.bonusPosition.Y = rand.Intn(road_width-3)+1+border_width, 0
}
// Applying the bomb
if roundData.bombPosition.Y < road_lenght {
data[roundData.bombPosition.Y*total_width+roundData.bombPosition.X] = byte('X')
roundData.bombPosition.Y++
} else if rand.Int()%roundData.BombFactor == 0 {
roundData.bombPosition.X, roundData.bombPosition.Y = rand.Intn(road_width-3)+1+border_width, 0
}
// Applying the Car
for line := 0; line < car_lenght; line++ {
copy(data[((roundData.CarPosition.Y+line)*total_width+roundData.CarPosition.X):((roundData.CarPosition.Y+line)*total_width+roundData.CarPosition.X)+car_width-1],
gameData.Car[line*car_width:line*car_width+car_width-1])
}
// Applying the score
scoreStr := fmt.Sprintf("Score: %d", roundData.player.Score)
for i := range scoreStr {
data[(road_lenght-1)*total_width+i] = byte(scoreStr[i])
}
// Applying the speed
speedStr := fmt.Sprintf("Speed: %d km/h", speed_factor/roundData.Speed)
for i := range speedStr {
data[road_lenght*total_width-len(speedStr)-1+i] = byte(speedStr[i])
}
_, err = conn.Write(data)
if err != nil {
return
}
time.Sleep(time.Duration(roundData.Speed) * time.Millisecond)
}
}
}
func main() {
var logFile string
conf := &Config{}
flag.StringVar(&logFile, "l", "/var/log/race.log", "Log file")
flag.StringVar(&conf.AcidPath, "a", os.Getenv("HOME")+"/go/src/github.com/leoleovich/race/artifacts", "Artifacts location")
flag.StringVar(&conf.ScorePath, "s", os.Getenv("HOME")+"go/src/github.com/leoleovich/race/artifacts", "Score location")
flag.Parse()
logfile, err := os.OpenFile(logFile, os.O_RDWR|os.O_CREATE|os.O_APPEND, 0600)
conf.Log = log.New(logfile, "", log.Ldate|log.Lmicroseconds|log.Lshortfile)
l, err := net.Listen("tcp", ":4242")
if err != nil {
conf.Log.Println(err)
os.Exit(2)
}
defer l.Close()
gameData := GameData{}
gameData.Roads = generateRoads(2)
gameData.Car, _ = getAcid(conf, "car.txt")
gameData.Clear, _ = getAcid(conf, "clear.txt")
gameData.Splash, _ = getAcid(conf, "splash.txt")
scoreData, _ := getAcid(conf, "score.json")
err = json.Unmarshal(scoreData, &gameData.Top)
for {
conn, err := l.Accept()
if err != nil {
conf.Log.Println("Failed to accept request", err)
}
go round(conf, conn, &gameData)
}
}