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4bfb5af362
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2
go.mod
2
go.mod
@ -3,7 +3,7 @@ module goonscape
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go 1.23.0
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require (
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011122434-4bd5303cfd46
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b
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github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe
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google.golang.org/protobuf v1.35.1
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)
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4
go.sum
4
go.sum
@ -1,5 +1,5 @@
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011122434-4bd5303cfd46 h1:T2D4QcmvBqzGoHO0VJGNUd1k2lLmUcyg6Rc/vN4/Im8=
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011122434-4bd5303cfd46/go.mod h1:inR1bKrr/vcTba+G1KzmmY6vssMq9oGNOk836VwPa4c=
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b h1:hdhCZH0YGqCsnSl6ru+8I7rxvCyOj5pCtf92urwyruA=
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gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b/go.mod h1:inR1bKrr/vcTba+G1KzmmY6vssMq9oGNOk836VwPa4c=
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github.com/ebitengine/purego v0.8.0 h1:JbqvnEzRvPpxhCJzJJ2y0RbiZ8nyjccVUrSM3q+GvvE=
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github.com/ebitengine/purego v0.8.0/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
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github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe h1:mInjrbJkUglTM7tBmXG+epnPCE744aj15J7vjJwM4gs=
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143
main.go
143
main.go
@ -25,6 +25,7 @@ var (
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cameraDistance = float32(20.0)
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cameraYaw = float32(145.0)
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cameraPitch = float32(45.0) // Adjusted for a more overhead view
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mapGrid = InitMap()
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)
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type Tile struct {
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@ -52,6 +53,7 @@ type Player struct {
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ActionQueue []Action // Queue for player actions
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Model rl.Model
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Texture rl.Texture2D
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ID int32
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}
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// Initialize the map with some height data
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@ -71,7 +73,7 @@ func InitMap() [][]Tile {
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return mapGrid
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}
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func DrawMap(mapGrid [][]Tile) {
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func DrawMap() {
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for x := 0; x < MapWidth; x++ {
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for y := 0; y < MapHeight; y++ {
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tile := mapGrid[x][y]
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@ -99,15 +101,15 @@ func DrawMap(mapGrid [][]Tile) {
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}
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}
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func DrawPlayer(player Player, model *rl.Model, mapGrid [][]Tile) {
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func DrawPlayer(player Player, model rl.Model) {
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// Draw the player based on its actual position (PosActual) and current tile height
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height*TileHeight + 16.0,
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Z: player.PosActual.Z,
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}
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// rl.DrawCube(playerPos, 16, 16, 16, rl.Green) // Draw player cube
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rl.DrawModel(*model, playerPos, 16, rl.White)
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Draw highlight around target tile
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if len(player.TargetPath) > 0 {
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@ -170,7 +172,7 @@ func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
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return true
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}
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func GetTileAtMouse(mapGrid [][]Tile, camera *rl.Camera3D) (Tile, bool) {
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func GetTileAtMouse(camera *rl.Camera3D) (Tile, bool) {
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if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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return Tile{}, false
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}
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@ -196,7 +198,7 @@ func GetTileAtMouse(mapGrid [][]Tile, camera *rl.Camera3D) (Tile, bool) {
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return Tile{}, false
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}
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func (player *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
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func (player *Player) MoveTowards(target Tile, deltaTime float32) {
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// Calculate the direction vector to the target tile
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targetPos := rl.Vector3{
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X: float32(target.X * TileSize),
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@ -222,10 +224,10 @@ func (player *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Ti
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}
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}
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func HandleInput(player *Player, mapGrid [][]Tile, camera *rl.Camera) {
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clickedTile, clicked := GetTileAtMouse(mapGrid, camera)
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func HandleInput(player *Player, camera *rl.Camera) {
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clickedTile, clicked := GetTileAtMouse(camera)
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if clicked {
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path := FindPath(mapGrid, mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
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path := FindPath(mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
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if path != nil {
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// Exclude the first tile (current position)
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if len(path) > 1 {
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@ -289,8 +291,6 @@ func main() {
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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mapGrid := InitMap()
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player := Player{
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PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
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PosTile: mapGrid[5][5],
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@ -311,9 +311,12 @@ func main() {
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log.Fatalf("Failed to connect to server: %v", err)
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}
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log.Printf("Player ID: %d", playerID)
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player.ID = playerID
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defer conn.Close()
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go HandleServerCommunication(conn, playerID, &player)
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otherPlayers := make(map[int32]*Player)
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go HandleServerCommunication(conn, playerID, &player, otherPlayers)
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goonerModel := rl.LoadModel("resources/models/goonion.obj")
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defer rl.UnloadModel(goonerModel)
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@ -362,11 +365,11 @@ func main() {
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deltaTime := rl.GetFrameTime()
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// Handle input
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HandleInput(&player, mapGrid, &camera)
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HandleInput(&player, &camera)
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// Update player
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if len(player.TargetPath) > 0 {
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player.MoveTowards(player.TargetPath[0], deltaTime, mapGrid)
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player.MoveTowards(player.TargetPath[0], deltaTime)
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}
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// Update camera
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@ -376,12 +379,15 @@ func main() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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DrawMap(mapGrid)
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DrawPlayer(player, &player.Model, mapGrid)
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DrawMap()
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DrawPlayer(player, player.Model)
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rl.DrawFPS(10, 10)
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for id, other := range otherPlayers {
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DrawPlayer(*other, models[int(id)%len(models)].Model)
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}
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rl.EndMode3D()
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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}
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}
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@ -416,39 +422,76 @@ func ConnectToServer() (net.Conn, int32, error) {
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return conn, playerID, nil
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}
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func HandleServerCommunication(conn net.Conn, playerID int32, player *Player) {
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func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
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// Goroutine to handle sending player's actions to the server
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go func() {
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for {
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if len(player.ActionQueue) > 0 {
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// Process the first action in the queue
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actionData := player.ActionQueue[0]
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action := &pb.Action{
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PlayerId: playerID,
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Type: pb.Action_MOVE,
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X: int32(actionData.X),
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Y: int32(actionData.Y),
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}
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// Serialize the action
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data, err := proto.Marshal(action)
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if err != nil {
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log.Printf("Failed to marshal action: %v", err)
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continue
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}
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// Send action to server
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_, err = conn.Write(data)
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if err != nil {
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log.Printf("Failed to send action to server: %v", err)
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return
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}
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// Remove the action from the queue once it's sent
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player.ActionQueue = player.ActionQueue[1:]
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}
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// Add a delay to match the server's tick rate
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time.Sleep(TickRate)
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}
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}()
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// Main loop to handle receiving updates from the server
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for {
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// Check if there are actions in the player's queue
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if len(player.ActionQueue) > 0 {
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// Process the first action in the queue
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actionData := player.ActionQueue[0]
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action := &pb.Action{
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PlayerId: playerID,
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Type: pb.Action_MOVE,
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X: int32(actionData.X),
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Y: int32(actionData.Y),
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}
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// Serialize the action
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data, err := proto.Marshal(action)
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if err != nil {
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log.Printf("Failed to marshal action: %v", err)
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continue
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}
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// Send action to server
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_, err = conn.Write(data)
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if err != nil {
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log.Printf("Failed to send action to server: %v", err)
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return
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}
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// Remove the action from the queue once it's sent
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player.ActionQueue = player.ActionQueue[1:]
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buf := make([]byte, 4096)
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n, err := conn.Read(buf)
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if err != nil {
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log.Printf("Failed to read from server: %v", err)
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return
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}
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// Add a delay based on the server's tick rate
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time.Sleep(TickRate)
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var serverMessage pb.ServerMessage
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if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
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log.Printf("Failed to unmarshal server message: %v", err)
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continue
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}
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// Update other players' states
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for _, state := range serverMessage.Players {
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if state.PlayerId != playerID {
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if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
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otherPlayer.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
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} else {
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otherPlayers[state.PlayerId] = &Player{
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PosTile: Tile{X: int(state.X), Y: int(state.Y)},
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PosActual: rl.Vector3{
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X: float32(state.X * TileSize),
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Y: float32(state.Y * TileHeight),
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Z: float32(state.Y * TileSize),
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},
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ID: state.PlayerId,
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}
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}
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}
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}
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}
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}
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@ -459,7 +502,7 @@ type Node struct {
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G, H, F float32
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}
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func FindPath(mapGrid [][]Tile, start, end Tile) []Tile {
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func FindPath(start, end Tile) []Tile {
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openList := []*Node{}
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closedList := make(map[[2]int]bool)
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@ -495,7 +538,7 @@ func FindPath(mapGrid [][]Tile, start, end Tile) []Tile {
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}
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// Generate neighbors
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neighbors := GetNeighbors(mapGrid, current.Tile)
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neighbors := GetNeighbors(current.Tile)
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for _, neighbor := range neighbors {
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if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
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continue
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@ -542,7 +585,7 @@ func distance(a, b Tile) float32 {
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return 1.0 //uniform cost for now
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}
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func GetNeighbors(mapGrid [][]Tile, tile Tile) []Tile {
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func GetNeighbors(tile Tile) []Tile {
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directions := [][2]int{
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{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
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