"use strict";
/*
* jstanks: A forf/tanks implementation in javascript, based on the C version.
* Copyright (C) 2014 Alyssa Milburn
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
/*
* Disclaimer: I warned you all that I don't know javascript.
*
* TODO:
* - memory functions
* - peer at the arithmetic FIXMEs
* - overflow/underflow checks
* - do the substacks properly, not as a parse-time hack
* - type checking
* (one of those two should stop '{ dup 1 exch if } dup 1 exch if' from working)
*
* - tests
* - catch/show exceptions
* - save/load state from cookie
* - stack visualisation
* - display live desired/current speed, turret angle, etc
* - show live sensor state in the Sensors box too?
* - scoreboard
* - apply simultaneous fire fixes and/or other upstream changes
*/
var TAU = 2 * Math.PI;
var mod = function(a, b) { return a % b; };
var sq = function(a) { return a * a; };
var rad2deg = function(r) { return Math.floor(360*(r)/TAU); };
var deg2rad = function(r) { return (r*TAU)/360; };
/* Some in-game constants */
var TANK_MAX_SENSORS = 10;
var TANK_RADIUS = 7.5;
var TANK_SENSOR_RANGE = 100;
var TANK_CANNON_RECHARGE = 20; /* Turns to recharge cannon */
var TANK_CANNON_RANGE = (TANK_SENSOR_RANGE / 2);
var TANK_MAX_ACCEL = 35;
var TANK_MAX_TURRET_ROT = (TAU/8);
var TANK_TOP_SPEED = 7;
/* (tank radius + tank radius)^2 */
var TANK_COLLISION_ADJ2 = ((TANK_RADIUS + TANK_RADIUS) * (TANK_RADIUS + TANK_RADIUS));
/* (Sensor range + tank radius)^2
* If the distance^2 to the center of a tank <= TANK_SENSOR_ADJ2,
* that tank is within sensor range. */
var TANK_SENSOR_ADJ2 = ((TANK_SENSOR_RANGE + TANK_RADIUS) * (TANK_SENSOR_RANGE + TANK_RADIUS));
var TANK_CANNON_ADJ2 = ((TANK_CANNON_RANGE + TANK_RADIUS) * (TANK_CANNON_RANGE + TANK_RADIUS));
// initial game grid spacing
var SPACING = 150;
var Forf = function() {
this.datastack = [];
this.cmdstack = [];
this.builtins = new Object();
this.builtins["debug!"] = function(myforf) { document.getElementById('debug').innerHTML = myforf.datastack.pop(); };
var unfunc = function(func) {
return function(myforf) {
var a = myforf.datastack.pop();
myforf.datastack.push(~~func(a)); // truncate, FIXME
};
};
var binfunc = function(func) {
return function(myforf) {
var a = myforf.datastack.pop();
var b = myforf.datastack.pop();
myforf.datastack.push(~~func(b,a)); // truncate?, FIXME
};
};
this.builtins["~"] = unfunc(function(a) { return ~a; });
this.builtins["!"] = unfunc(function(a) { return !a; });
this.builtins["+"] = binfunc(function(a, b) { return a+b; });
this.builtins["-"] = binfunc(function(a, b) { return a-b; });
this.builtins["/"] = binfunc(function(a, b) {
if (b === 0) { throw "division by zero"; }
return a/b;
});
this.builtins["%"] = binfunc(function(a, b) {
if (b === 0) { throw "division by zero"; }
return mod(a,b);
});
this.builtins["*"] = binfunc(function(a, b) { return a*b; });
this.builtins["&"] = binfunc(function(a, b) { return a&b; });
this.builtins["|"] = binfunc(function(a, b) { return a|b; });
this.builtins["^"] = binfunc(function(a, b) { return a^b; });
this.builtins["<<"] = binfunc(function(a, b) { return a<>"] = binfunc(function(a, b) { return a>>b; });
this.builtins[">"] = binfunc(function(a, b) { return a>b; });
this.builtins[">="] = binfunc(function(a, b) { return a>=b; });
this.builtins["<"] = binfunc(function(a, b) { return a"] = binfunc(function(a, b) { return a!==b; });
this.builtins["abs"] = unfunc(function(a) { return Math.abs(a); });
// FIXME: the three following functions can only manipulate numbers in cforf
this.builtins["dup"] = function(myforf) {
var val = myforf.datastack.pop();
myforf.datastack.push(val);
myforf.datastack.push(val);
};
this.builtins["pop"] = function(myforf) {
myforf.datastack.pop();
};
this.builtins["exch"] = function(myforf) {
var a = myforf.datastack.pop();
var b = myforf.datastack.pop();
myforf.datastack.push(a);
myforf.datastack.push(b);
};
this.builtins["if"] = function(myforf) {
var ifclause = myforf.datastack.pop();
var cond = myforf.datastack.pop();
if (cond) {
// TODO: make sure ifclause is a list
for (var i = 0; i < ifclause.length; i++) {
myforf.cmdstack.push(ifclause[i]);
}
}
};
this.builtins["ifelse"] = function(myforf) {
var elseclause = myforf.datastack.pop();
var ifclause = myforf.datastack.pop();
var cond = myforf.datastack.pop();
if (!cond) {
ifclause = elseclause;
}
// TODO: make sure ifclause is a list
for (var i = 0; i < ifclause.length; i++) {
myforf.cmdstack.push(ifclause[i]);
}
};
// TODO: mset
// TODO: mget
};
Forf.prototype.init = function(code) {
this.code = code;
};
Forf.prototype.parse = function() {
// 'parse' the input
this.code = this.code.replace(/\([^)]*\)/g, "");
var splitCode = this.code.split(/([{}])/).join(" ");
var tokens = splitCode.split(/\s+/).filter(Boolean); // filter to deal with newlines etc
// FIXME: this is a hack right now because ugh stacks
var parseTokensAt = function(i, stack) {
var val = tokens[i];
if (val === "{") {
var dststack = [];
i = i + 1;
while (i < tokens.length) {
if (tokens[i] === "}") {
break;
}
i = parseTokensAt(i, dststack);
}
stack.push(dststack.reverse());
} else {
// replace numbers with actual numbers
var n = parseInt(val);
if (String(n) === val) {
stack.push(n);
} else {
stack.push(val);
}
}
return i + 1;
};
var i = 0;
while (i < tokens.length) {
i = parseTokensAt(i, this.cmdstack);
}
// The first thing we read should be the first thing we do.
this.cmdstack = this.cmdstack.reverse();
};
Forf.prototype.run = function() {
var running = true;
while (running && this.cmdstack.length) {
var val = this.cmdstack.pop();
if (typeof(val) == "string") {
var func = this.builtins[val];
if (val in this.builtins) {
func(this);
} else {
throw "no such function " + val;
}
} else {
this.datastack.push(val);
}
}
};
var gameSize = [0, 0];
var ForfTank = function() {
// http://www.paulirish.com/2009/random-hex-color-code-snippets/
this.color = '#'+(4473924+Math.floor(Math.random()*12303291)).toString(16);
this.sensors = [];
this.position = [0, 0];
this.angle = 0;
this.speed = new Object;
this.speed.desired = [0, 0];
this.speed.current = [0, 0];
this.turret = new Object;
this.turret.current = 0;
this.turret.desired = 0;
this.turret.firing = 0;
this.turret.recharge = 0;
this.led = 0;
this.killer = null;
this.cause_death = "";
this.builtins["fire-ready?"] = function(myforf) {
myforf.datastack.push(myforf.fireReady());
};
this.builtins["fire!"] = function(myforf) {
myforf.fire();
};
this.builtins["set-speed!"] = function(myforf) {
var right = myforf.datastack.pop();
var left = myforf.datastack.pop();
myforf.setSpeed(left, right);
};
this.builtins["set-turret!"] = function(myforf) {
var angle = myforf.datastack.pop();
myforf.setTurret(deg2rad(angle));
};
this.builtins["get-turret"] = function(myforf) {
var angle = myforf.getTurret();
myforf.datastack.push(rad2deg(angle));
};
this.builtins["sensor?"] = function(myforf) {
var sensor_num = myforf.datastack.pop();
myforf.datastack.push(myforf.getSensor(sensor_num));
};
this.builtins["set-led!"] = function(myforf) {
var active = myforf.datastack.pop();
myforf.setLed(active);
};
this.builtins["random"] = function(myforf) {
var max = myforf.datastack.pop();
if (max < 1) {
myforf.datastack.push(0);
return;
}
myforf.datastack.push(Math.floor(Math.random() * max));
};
};
ForfTank.prototype = new Forf();
ForfTank.prototype.constructor = ForfTank;
ForfTank.prototype.addSensor = function(range, angle, width, turret) {
var sensor = new Object();
sensor.range = range;
sensor.angle = deg2rad(angle);
sensor.width = deg2rad(width);
sensor.turret = turret;
this.sensors.push(sensor);
};
ForfTank.prototype.fireReady = function() {
return !this.turret.recharge;
};
ForfTank.prototype.fire = function() {
this.turret.firing = this.fireReady();
};
ForfTank.prototype.setSpeed = function(left, right) {
this.speed.desired[0] = Math.min(Math.max(left, -100), 100);
this.speed.desired[1] = Math.min(Math.max(right, -100), 100);
};
ForfTank.prototype.getTurret = function() {
return this.turret.current;
};
ForfTank.prototype.setTurret = function(angle) {
this.turret.desired = mod(angle, TAU);
};
ForfTank.prototype.getSensor = function(sensor_num) {
if ((sensor_num < 0) || (sensor_num >= this.sensors.length)) {
return 0;
} else {
return this.sensors[sensor_num].triggered;
}
};
ForfTank.prototype.setLed = function(active) {
this.led = active;
};
ForfTank.prototype.move = function() {
var dir = 1;
var movement;
var angle;
/* Rotate the turret */
var rot_angle; /* Quickest way there */
/* Constrain rot_angle to between -PI and PI */
rot_angle = this.turret.desired - this.turret.current;
while (rot_angle < 0) {
rot_angle += TAU;
}
rot_angle = mod(Math.PI + rot_angle, TAU) - Math.PI;
rot_angle = Math.min(TANK_MAX_TURRET_ROT, rot_angle);
rot_angle = Math.max(-TANK_MAX_TURRET_ROT, rot_angle);
this.turret.current = mod(this.turret.current + rot_angle, TAU);
/* Fakey acceleration */
for (var i = 0; i < 2; i++) {
if (this.speed.current[i] === this.speed.desired[i]) {
/* Do nothing */
} else if (this.speed.current[i] < this.speed.desired[i]) {
this.speed.current[i] = Math.min(this.speed.current[i] + TANK_MAX_ACCEL,
this.speed.desired[i]);
} else {
this.speed.current[i] = Math.max(this.speed.current[i] - TANK_MAX_ACCEL,
this.speed.desired[i]);
}
}
/* The simple case */
if (this.speed.current[0] === this.speed.current[1]) {
movement = this.speed.current[0] * (TANK_TOP_SPEED / 100.0);
angle = 0;
} else {
/* pflarr's original comment:
*
* The tank drives around in a circle of radius r, which is some
* offset on a line perpendicular to the tank. The distance it
* travels around the circle varies with the speed of each tread,
* and is such that each side of the tank moves an equal angle
* around the circle.
*
* Sounds good to me. pflarr's calculations here are fantastico,
* there's nothing whatsoever to change. */
/* The first thing Paul's code does is find "friction", which seems
to be a penalty for having the treads go in opposite directions.
This probably plays hell with precisely-planned tanks, which I
find very ha ha. */
var friction = .75 * (Math.abs(this.speed.current[0] - this.speed.current[1]) / 200);
var v = [0, 0];
v[0] = this.speed.current[0] * (1 - friction) * (TANK_TOP_SPEED / 100.0);
v[1] = this.speed.current[1] * (1 - friction) * (TANK_TOP_SPEED / 100.0);
var Si;
var So;
/* Outside and inside speeds */
if (Math.abs(v[0]) > Math.abs(v[1])) {
Si = v[1];
So = v[0];
dir = 1;
} else {
Si = v[0];
So = v[1];
dir = -1;
}
/* Radius of circle to outside tread (use similar triangles) */
var r = So * (TANK_RADIUS * 2) / (So - Si);
/* pflarr:
The fraction of the circle traveled is equal to the speed
of the outer tread over the circumference of the circle:
Ft = So/(tau*r)
The angle traveled is:
theta = Ft * tau
This reduces to a simple
theta = So/r
We multiply it by dir to adjust for the direction of rotation
*/
var theta = So/r * dir;
movement = r * Math.tan(theta);
angle = theta;
}
/* Now move the tank */
this.angle = mod(this.angle + angle + TAU, TAU);
var m = [0, 0];
m[0] = Math.cos(this.angle) * movement * dir;
m[1] = Math.sin(this.angle) * movement * dir;
for (var i = 0; i < 2; i++) {
this.position[i] = mod(this.position[i] + m[i] + gameSize[i], gameSize[i]);
}
};
var ftanks = [];
var tanks = [];
var interval = null;
var initTanks = function(tanks) {
var ntanks = tanks.length;
// Calculate the size of the game board.
var x = 1;
while (x * x < ntanks) {
x = x + 1;
}
var y = Math.floor(ntanks / x);
if (ntanks % x) {
y = y + 1;
}
gameSize[0] = x * SPACING;
gameSize[1] = y * SPACING;
// Shuffle the order we place things on the game board.
var order = [];
for (var i = 0; i < ntanks; i++) {
order.push(i);
}
for (var i = 0; i < ntanks; i++) {
var j = Math.floor(Math.random() * ntanks);
var n = order[j];
order[j] = order[i];
order[i] = n;
}
// Position tanks.
x = SPACING / 2;
y = SPACING / 2;
for (var i = 0; i < ntanks; i++) {
tanks[order[i]].position[0] = x;
tanks[order[i]].position[1] = y;
// TODO: Move to constructor?
tanks[order[i]].angle = Math.random() * TAU;
tanks[order[i]].turret.current = Math.random() * TAU;
tanks[order[i]].turret.desired = tanks[order[i]].turret.current;
x = x + SPACING;
if (x > gameSize[0]) {
x = x % gameSize[0];
y = y + SPACING;
}
}
};
var rotate_point = function(angle, point) {
var cos_ = Math.cos(angle);
var sin_ = Math.sin(angle);
var newp = [0, 0];
newp[0] = point[0]*cos_ - point[1]*sin_;
newp[1] = point[0]*sin_ + point[1]*cos_;
point[0] = newp[0];
point[1] = newp[1];
};
ForfTank.prototype.fireCannon = function(that, vector, dist2) {
/* If someone's a crater, this is easy */
if ((this.killer && this.killer !== that) || that.killer) {
return;
}
/* Did they collide? */
if ((!this.killer) && dist2 < TANK_COLLISION_ADJ2) {
this.killer = that;
this.cause_death = "collision";
that.killer = this;
that.cause_death = "collision";
return;
}
/* No need to check if it's not even firing */
if (! this.turret.firing) {
return;
}
/* Also no need to check if it's outside cannon range */
if (dist2 > TANK_CANNON_ADJ2) {
return;
}
var theta = this.angle + this.turret.current;
/* Did this shoot that? Rotate point by turret degrees, and if |y| <
TANK_RADIUS, we have a hit. */
var rpos = [vector[0], vector[1]];
rotate_point(-theta, rpos);
if ((rpos[0] > 0) && (Math.abs(rpos[1]) < TANK_RADIUS)) {
that.killer = this;
that.cause_death = "shot";
}
};
ForfTank.prototype.sensorCalc = function(that, vector, dist2) {
/* If someone's a crater, this is easy */
if (this.killer || that.killer) {
return;
}
/* If they're not inside the max sensor, just skip it */
if (dist2 > TANK_SENSOR_ADJ2) {
return;
}
/* Calculate sensors */
for (var i = 0; i < this.sensors.length; i++) {
if (0 === this.sensors[i].range) {
/* Sensor doesn't exist */
continue;
}
/* No need to re-check this sensor if it's already firing */
if (this.sensors[i].triggered) {
continue;
}
/* If the tank is out of range, don't bother */
if (dist2 > sq(this.sensors[i].range + TANK_RADIUS)) {
continue;
}
/* What is the angle of our sensor? */
var theta = this.angle + this.sensors[i].angle;
if (this.sensors[i].turret) {
theta += this.turret.current;
}
/* Rotate their position by theta */
var rpos = [vector[0], vector[1]];
rotate_point(-theta, rpos);
/* Sensor is symmetrical, we can consider only top quadrants */
rpos[1] = Math.abs(rpos[1]);
/* Compute inverse slopes to tank and of our sensor */
var m_s = 1 / Math.tan(this.sensors[i].width / 2);
var m_r = rpos[0] / rpos[1];
/* If our inverse slope is less than theirs, they're inside the arc */
if (m_r >= m_s) {
this.sensors[i].triggered = 1;
continue;
}
/* Now check if the edge of the arc intersects the tank. Do this
just like with firing. */
rotate_point(this.sensors[i].width / -2, rpos);
if ((rpos[0] > 0) && (Math.abs(rpos[1]) < TANK_RADIUS)) {
this.sensors[i].triggered = 1;
}
}
};
var compute_vector = function(vector, _this, that) {
/* Establish shortest vector from center of this to center of that,
* taking wrapping into account */
for (var i = 0; i < 2; i += 1) {
var halfsize = gameSize[i] / 2;
vector[i] = that.position[i] - _this.position[i];
if (vector[i] > halfsize) {
vector[i] = vector[i] - gameSize[i];
} else if (vector[i] < -halfsize) {
vector[i] = gameSize[i] + vector[i];
}
}
/* Compute distance^2 for range comparisons */
return sq(vector[0]) + sq(vector[1]);
};
var updateTanks = function(tanks) {
/* Charge cannons and reset sensors */
for (var i = 0; i < tanks.length; i++) {
if (tanks[i].turret.firing) {
tanks[i].turret.firing = 0;
tanks[i].turret.recharge = TANK_CANNON_RECHARGE;
}
if (tanks[i].killer) {
continue;
}
if (tanks[i].turret.recharge) {
tanks[i].turret.recharge -= 1;
}
for (var j = 0; j < tanks[i].sensors.length; j += 1) {
tanks[i].sensors[j].triggered = 0;
}
}
/* Move tanks */
for (var i = 0; i < tanks.length; i++) {
if (tanks[i].killer) {
continue;
}
tanks[i].move();
}
/* Probe sensors */
for (var i = 0; i < tanks.length; i++) {
if (tanks[i].killer) {
continue;
}
for (var j = i + 1; j < tanks.length; j += 1) {
var _this = tanks[i];
var that = tanks[j];
var vector = [0, 0];
var dist2 = compute_vector(vector, _this, that);
_this.sensorCalc(that, vector, dist2);
vector[0] = -vector[0];
vector[1] = -vector[1];
that.sensorCalc(_this, vector, dist2);
}
}
/* Run programs */
for (var i = 0; i < tanks.length; i++) {
if (tanks[i].killer) {
continue;
}
tanks[i].parse(tanks[i].code);
tanks[i].run();
}
/* Fire cannons and check for crashes */
for (var i = 0; i < tanks.length; i++) {
if (tanks[i].killer) {
continue;
}
for (var j = i + 1; j < tanks.length; j += 1) {
var _this = tanks[i];
var that = tanks[j];
var vector = [0, 0];
var dist2 = compute_vector(vector, _this, that);
_this.fireCannon(that, vector, dist2);
vector[0] = -vector[0];
vector[1] = -vector[1];
that.fireCannon(_this, vector, dist2);
}
}
};
var addBerzerker = function() {
var tank = new ForfTank();
tank.init("2 random 0 = { 50 100 set-speed! } { 100 50 set-speed! } ifelse 4 random 0 = { 360 random set-turret! } if 30 random 0 = { fire! } if");
ftanks.push(tank);
};
var resetTanks = function() {
if (interval) {
clearInterval(interval);
}
tanks = [];
ftanks = [];
var tank;
// add the user's tank
tank = new ForfTank();
tank.color = document.getElementsByName('color')[0].value;
for (var i = 0; i < 10; i++) {
var range = 1*document.getElementsByName('s'+i+'r')[0].value;
var angle = (1*document.getElementsByName('s'+i+'a')[0].value) % 360;
var width = (1*document.getElementsByName('s'+i+'w')[0].value) % 360;
var turret = 1*document.getElementsByName('s'+i+'t')[0].checked;
if (range) {
tank.addSensor(range, angle, width, turret);
}
}
var code = document.getElementById('program').value;
tank.init(code);
ftanks.push(tank);
var n = 6 + Math.floor(Math.random()*3);
for (var i = 0; i < n; i++) {
addBerzerker();
}
initTanks(ftanks);
var canvas = document.getElementById('battlefield');
canvas.width = gameSize[0];
canvas.height = gameSize[1];
var ctx = canvas.getContext('2d');
for (var i = 0; i < ftanks.length; i++) {
var sensors = [];
for (var j = 0; j < ftanks[i].sensors.length; j++) {
var s = ftanks[i].sensors[j];
var sensor = [s.range, s.angle, s.width, s.turret];
sensors.push(sensor);
}
tank = new Tank(ctx, canvas.width, canvas.height, ftanks[i].color, sensors);
tanks.push(tank);
}
function update() {
updateTanks(ftanks);
// clear
canvas.width = canvas.width;
var activeTanks = 0;
for (var i = 0; i < ftanks.length; i++) {
if (ftanks[i].killer) {
tanks[i].draw_crater();
} else {
activeTanks++;
}
}
if (activeTanks < 2) {
clearInterval(interval);
interval = null;
}
for (var i = 0; i < ftanks.length; i++) {
if (ftanks[i].killer) {
continue;
}
var flags = 0;
if (ftanks[i].turret.firing) {
flags |= 1;
}
if (ftanks[i].led) {
flags |= 2;
}
var sensor_state = 0;
for (var j = 0; j < ftanks[i].sensors.length; j++) {
if (ftanks[i].sensors[j].triggered) {
sensor_state |= (1 << j);
}
}
tanks[i].set_state(ftanks[i].position[0], ftanks[i].position[1], ftanks[i].angle, ftanks[i].turret.current, flags, sensor_state);
tanks[i].draw_wrap_sensors();
}
for (var i = 0; i < tanks.length; i++) {
if (ftanks[i].killer) {
continue;
}
tanks[i].draw_tank();
}
}
interval = setInterval(update, 100 /*66*/);
};