mirror of https://github.com/dirtbags/moth.git
Smaller results files
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7b406ce67d
commit
50656d2da3
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@ -1,6 +0,0 @@
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VAR = "/opt/ctf/var"
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WWW = "/opt/ctf/www"
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LIB = "/opt/ctf/lib"
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BIN = "/opt/ctf/bin"
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SBIN = "/opt/ctf/sbin"
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BASE_URL = "/"
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@ -30,17 +30,16 @@ class Pflanzarr:
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tmpPlayers = os.listdir(self._playerDir)
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players = []
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for p in tmpPlayers:
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p = unquote(p)
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AIs = {}
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for fn in tmpPlayers:
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p = unquote(fn)
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print (p, fn)
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if (not (p.startswith('.')
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or p.endswith('#')
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or p.endswith('~'))
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and teams.exists(p)):
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players.append(p)
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AIs = {}
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for player in players:
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AIs[player] = open(os.path.join(self._playerDir, player)).read()
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AIs[p] = open(os.path.join(self._playerDir, fn)).read()
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defaultAIs = self._getDefaultAIs(dir)
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if len(players) < 1:
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@ -48,16 +47,10 @@ class Pflanzarr:
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# The one is added to ensure that there is at least one house
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# bot.
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cols = math.sqrt(len(players) + 1)
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if int(cols) != cols:
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cols = cols + 1
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cols = int(cols)
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cols = int(math.ceil(math.sqrt(len(players) + 1)))
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cols = max(cols, 2)
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rows = len(players)/cols
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if len(players) % cols != 0:
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rows = rows + 1
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rows = int(math.ceil(len(players)/float(cols)))
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rows = max(rows, 2)
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self._board = (cols*self.SPACING, rows*self.SPACING)
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@ -96,8 +89,13 @@ class Pflanzarr:
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hdr = StringIO()
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hdr.write('<script type="application/javascript" src="../tanks.js"></script>\n'
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'<script type="application/javascript">\n')
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hdr.write('turns = [\n')
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hdr.write('turns = [%d, %d,[\n' % self._board)
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# Describe tanks
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for tank in self._tanks:
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tank.describe(hdr)
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hdr.write('],\n')
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hdr.write('[\n')
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turn = 0
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lastTurns = 3
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while ((maxTurns is None) or turn < maxTurns) and lastTurns > 0:
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@ -105,8 +103,6 @@ class Pflanzarr:
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lastTurns = lastTurns - 1
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near = self._getNear()
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deadThisTurn = set()
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liveTanks = set(self._tanks).difference(self._deadTanks)
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for tank in liveTanks:
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@ -122,16 +118,8 @@ class Pflanzarr:
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self._killTanks(dead, 'Collision')
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hdr.write(' [\n')
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# Draw the explosions
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for tank in self._deadTanks:
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for tank in self._tanks:
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tank.draw(hdr)
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# Draw the live tanks.
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for tank in self._tanksByX:
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# Have the tank run its program, move, etc.
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tank.draw(hdr)
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hdr.write(' ],\n')
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# Have the live tanks do their turns
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@ -148,7 +136,7 @@ class Pflanzarr:
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for tank in self._tanks:
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self._outputErrors(tank)
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hdr.write('];\n')
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hdr.write(']];\n')
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hdr.write('</script>\n')
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# Decide on the winner
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@ -433,6 +433,16 @@ class Tank(object):
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while self._angle > math.pi * 2:
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self._angle = self._angle - math.pi * 2
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def describe(self, f):
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"""Output a description of this tank"""
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f.write(' ["%s",[' % self.color)
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for i in range(len(self._sensors)):
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dist, sensorAngle, width, tSens = self._sensors[i]
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f.write('[%d,%.2f,%.2f,%d],' % (dist, sensorAngle, width, tSens))
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f.write(']],\n')
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def draw(self, f):
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"""Output this tank's state as JSON.
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@ -440,40 +450,16 @@ class Tank(object):
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"""
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f.write(' [')
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f.write(str(int(self.isDead)));
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f.write(',')
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f.write(repr(self.color))
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f.write(',')
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f.write('%d' % self.pos[0])
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f.write(',')
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f.write('%d' % self.pos[1])
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f.write(',')
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f.write('%.2f' % self._angle)
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f.write(',')
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f.write('%.2f' % self._tAngle)
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f.write(',')
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f.write(str(int(self.led)))
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f.write(',')
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f.write('%d' % (self._fired and self.FIRE_RANGE) or 0)
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if not self.isDead:
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f.write(',[')
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for i in range(len(self._sensors)):
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dist, sensorAngle, width, tSens = self._sensors[i]
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# If the angle is tied to the turret, add that.
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if tSens:
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sensorAngle = sensorAngle + self._tAngle
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f.write('[')
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f.write(str(int(dist)))
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f.write(',')
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f.write('%.2f' % (sensorAngle - width/2));
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f.write(',')
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f.write('%.2f' % (sensorAngle + width/2));
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f.write(',')
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f.write(str(int(self._sensorState[i])))
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f.write('],')
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f.write(']')
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f.write('],\n')
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if self.isDead:
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f.write(' 0,\n')
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else:
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flags = (self._fired << 0) | (self.led << 1)
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sensors = 0
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for i in range(len(self._sensorState)):
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sensors |= self._sensorState[i] << i
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f.write(' [%d,%d,%.2f,%.2f,%d,%d],\n' % (self.pos[0],
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self.pos[1],
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self._angle,
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self._tAngle,
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flags,
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sensors))
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@ -1,3 +1,8 @@
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function dbg(o) {
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e = document.getElementById("debug");
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e.innerHTML = o;
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}
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function torgba(color, alpha) {
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var r = parseInt(color.substring(1,3), 16);
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var g = parseInt(color.substring(3,5), 16);
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@ -6,22 +11,50 @@ function torgba(color, alpha) {
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return "rgba(" + r + "," + g + "," + b + "," + alpha + ")";
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}
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function start(turns) {
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var canvas = document.getElementById('battlefield');
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var ctx = canvas.getContext('2d');
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var loop_id;
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function Tank(ctx, color, sensors) {
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var craterStroke = torgba(color, 0.5);
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var craterFill = torgba(color, 0.2);
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var sensorStroke = torgba(color, 0.4);
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this.x = 0;
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this.y = 0;
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this.rotation = 0;
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this.turret = 0;
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function crater(color, x, y, rotation) {
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// Do all the yucky math up front
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this.sensors = new Array();
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for (i in sensors) {
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s = sensors[i];
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// r, angle, width, turret
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this.sensors[i] = new Array();
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this.sensors[i][0] = s[0];
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this.sensors[i][1] = s[1] - (s[2]/2);
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this.sensors[i][2] = s[1] + (s[2]/2);
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this.sensors[i][3] = s[3]?1:0;
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}
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// Set up our state, for later interleaved draw requests
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this.set_state = function(x, y, rotation, turret, flags, sensor_state) {
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this.x = x;
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this.y = y;
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this.rotation = rotation;
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this.turret = turret;
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this.fire = flags & 1;
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this.led = flags & 2;
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this.sensor_state = sensor_state;
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}
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this.draw_crater = function() {
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var points = 7;
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var angle = Math.PI / points;
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ctx.save();
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ctx.translate(x, y);
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ctx.rotate(rotation);
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.lineWidth = 2;
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ctx.strokeStyle = torgba(color, 0.5);
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ctx.fillStyle = torgba(color, 0.2);
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ctx.strokeStyle = craterStroke;
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ctx.fillStyle = craterFill;
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ctx.beginPath();
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ctx.moveTo(12, 0);
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for (i = 0; i < points; i += 1) {
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ctx.closePath()
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ctx.stroke();
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ctx.fill();
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ctx.restore();
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}
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function sensors(color, x, y, rotation, sensors) {
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var sensor_color = torgba(color, 0.4);
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this.draw_sensors = function() {
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ctx.save();
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ctx.translate(x, y);
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ctx.rotate(rotation);
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.lineWidth = 1;
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for (i in sensors) {
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s = sensors[i];
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if (s[3]) {
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for (i in this.sensors) {
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var s = this.sensors[i];
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var adj = this.turret * s[3];
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if (self.sensor_state & (1 << i)) {
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// Sensor is triggered
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ctx.strokeStyle = "#000";
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} else {
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ctx.strokeStyle = sensor_color;
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ctx.strokeStyle = sensorStroke;
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}
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ctx.beginPath();
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ctx.moveTo(0, 0);
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ctx.arc(0, 0, s[0], s[1], s[2], false);
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ctx.arc(0, 0, s[0], s[1] + adj, s[2] + adj, false);
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ctx.closePath();
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ctx.stroke();
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}
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ctx.restore();
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}
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function tank(color, x, y, rotation, turret, led, fire) {
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this.draw_tank = function() {
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ctx.save();
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.fillStyle = color;
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ctx.translate(x, y);
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ctx.rotate(rotation);
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ctx.fillRect(-5, -4, 10, 8);
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ctx.fillStyle = "#777777";
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ctx.fillStyle = "#777";
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ctx.fillRect(-7, -9, 15, 5);
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ctx.fillRect(-7, 4, 15, 5);
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ctx.rotate(turret);
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if (fire) {
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ctx.rotate(this.turret);
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if (this.fire) {
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ctx.fillStyle = color;
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ctx.fillRect(0, -1, fire, 2);
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ctx.fillRect(0, -1, 45, 2);
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} else {
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if (led) {
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ctx.fillStyle = "#ff0000";
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if (this.led) {
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ctx.fillStyle = "#f00";
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} else {
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ctx.fillStyle = "#000000";
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ctx.fillStyle = "#000";
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}
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ctx.fillRect(0, -1, 10, 2);
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}
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ctx.restore();
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}
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}
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function start(game) {
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var canvas = document.getElementById('battlefield');
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var ctx = canvas.getContext('2d');
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var loop_id;
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canvas.width = game[0];
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canvas.height = game[1];
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// game[2] is tank descriptions
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var turns = game[3];
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// Set up tanks
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var tanks = new Array();
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for (i in game[2]) {
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var desc = game[2][i];
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tanks[i] = new Tank(ctx, desc[0], desc[1]);
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}
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var frame = 0;
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var lastframe = 0;
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var fps = document.getElementById('fps');
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function update_fps() {
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fps.innerHTML = (frame - lastframe);
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lastframe = frame;
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}
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function update() {
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var idx = frame % (turns.length + 20);
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var idx = frame % (turns.length + 0);
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var turn;
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frame += 1;
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if (idx >= turns.length) {
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@ -103,23 +164,24 @@ function start(turns) {
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// Draw craters first
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for (i in turn) {
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t = turn[i];
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if (t[0]) {
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crater(t[1], t[2], t[3], t[4]);
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if (! t) {
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tanks[i].draw_crater();
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}
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}
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// Then sensors
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for (i in turn) {
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t = turn[i];
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if (! t[0]) {
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sensors(t[1], t[2], t[3], t[4], t[8]);
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if (t) {
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// Surely there's a better way to do this.
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tanks[i].set_state(t[0], t[1], t[2], t[3], t[4], t[5]);
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tanks[i].draw_sensors();
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}
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}
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// Then tanks
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for (i in turn) {
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t = turn[i];
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if (! t[0]) {
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// Surely there's a better way. CBA right now.
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tank(t[1], t[2], t[3], t[4], t[5], t[6], t[7]);
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if (t) {
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tanks[i].draw_tank()
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}
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}
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}
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