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package main
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import (
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"fmt"
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"strings"
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"time"
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)
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type Bomb struct {
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profile *Connection
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origin *System
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target *System
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start time.Time
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done bool
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fti int64 // frames to impact
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}
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func NewBomb(conn *Connection, from, to *System) *Bomb {
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dist := from.DistanceTo(to)
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fti := int64(dist / (options.lightSpeed * options.bombSpeed))
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eta := time.Duration(fti) * time.Second / time.Duration(options.frameRate)
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log_info("bomb from: %v to: %v ETA: %v", from, to, eta)
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return &Bomb{
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profile: conn,
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origin: from,
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target: to,
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fti: fti,
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start: time.Now(),
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}
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}
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func (b *Bomb) Dead() bool {
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return b.done
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}
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func (b *Bomb) Tick(game *Game) {
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b.fti -= 1
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if b.fti <= 0 {
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b.target.Bombed(b.profile, game.frame)
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b.done = true
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log_info("bomb went off on %v", b.target)
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}
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}
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func (b *Bomb) String() string {
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return fmt.Sprintf("[bomb from: %v to: %v lived: %s]", b.origin, b.target, time.Since(b.start))
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}
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type MakeBombState struct {
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CommandSuite
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*System
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start int64
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}
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func MakeBomb(s *System) ConnectionState {
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m := &MakeBombState{System: s}
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m.CommandSuite = CommandSet{
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balCommand,
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BroadcastCommand(s),
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NearbyCommand(s),
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playersCommand,
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}
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return m
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}
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func (m *MakeBombState) Enter(c *Connection) {
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c.Printf("Making a bomb...\n")
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c.money -= options.bombCost
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}
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func (m *MakeBombState) Tick(c *Connection, frame int64) ConnectionState {
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if m.start == 0 {
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m.start = frame
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}
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if framesToDur(frame-m.start) >= options.makeBombTime {
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return Idle(m.System)
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}
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return m
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}
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func (MakeBombState) String() string { return "Making a Bomb" }
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func (m *MakeBombState) Exit(c *Connection) {
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c.bombs += 1
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c.Printf("Done! You now have %v bombs.\n", c.bombs)
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}
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func (m *MakeBombState) FillStatus(c *Connection, s *status) {
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elapsedFrames := c.game.frame - m.start
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elapsedDur := framesToDur(elapsedFrames)
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desc := fmt.Sprintf(`
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Currently making a bomb!
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Build time elapsed: %v
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Build time remaining: %v
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`, elapsedDur, options.makeBombTime-elapsedDur)
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s.Description = strings.TrimSpace(desc)
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s.Location = m.System.String()
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}
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