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package main
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import (
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"database/sql"
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"fmt"
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"math"
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"math/rand"
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"time"
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)
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var (
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index map[int]*System
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nameIndex map[string]*System
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)
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type System struct {
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*Shield
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id int
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x, y, z float64
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planets int
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name string
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players map[*Connection]bool
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colonizedBy *Connection
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distances []Ray
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money int64
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}
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func (s *System) Tick(game *Game) {
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if s.colonizedBy != nil && s.money > 0 {
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s.colonizedBy.Deposit(1)
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s.money -= 1
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}
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if s.Shield != nil {
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s.Shield.Tick()
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}
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}
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func (s *System) Dead() bool {
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return false
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}
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func (s *System) Reset() {
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s.players = make(map[*Connection]bool, 32)
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s.colonizedBy = nil
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}
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func (s *System) Arrive(conn *Connection) {
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if s.players[conn] {
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return
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}
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log_info("player %s has arrived at system %v", conn.Name(), s)
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if s.players == nil {
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s.players = make(map[*Connection]bool, 8)
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}
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s.players[conn] = true
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if s.planets == 1 {
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conn.Printf("you are in the system %v. There is %d planet here.\n", s, s.planets)
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} else {
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conn.Printf("you are in the system %v. There are %d planets here.\n", s, s.planets)
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}
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}
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func (s *System) Leave(p *Connection) {
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delete(s.players, p)
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// p.location = nil
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}
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func (s *System) NotifyInhabitants(template string, args ...interface{}) {
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s.EachConn(func(conn *Connection) {
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conn.Printf(template, args...)
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})
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}
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func (s *System) EachConn(fn func(*Connection)) {
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if s.players == nil {
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return
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}
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for conn, _ := range s.players {
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fn(conn)
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}
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}
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func (s *System) NumInhabitants() int {
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if s.players == nil {
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return 0
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}
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return len(s.players)
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}
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func (e System) Store(db *sql.DB) {
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_, err := db.Exec(`
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insert into planets
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(name, x, y, z, planets)
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values
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(?, ?, ?, ?, ?)
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;`, e.name, e.x, e.y, e.z, e.planets)
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if err != nil {
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log_error("unable to store system: %v", err)
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}
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}
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func (s *System) DistanceTo(other *System) float64 {
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return dist3d(s.x, s.y, s.z, other.x, other.y, other.z)
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}
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func (s *System) LightTimeTo(other *System) time.Duration {
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return time.Duration(int64(s.DistanceTo(other) * 100000000))
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}
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func (s *System) BombTimeTo(other *System) time.Duration {
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return time.Duration(int64(s.DistanceTo(other) * 110000000))
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}
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func (s *System) TravelTimeTo(other *System) time.Duration {
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return time.Duration(int64(s.DistanceTo(other) * 125000000))
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}
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type Ray struct {
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s *System
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dist float64 // distance in parsecs
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}
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func (s *System) Bombed(bomber *Connection, frame int64) {
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if s.Shield != nil {
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if s.Shield.Hit() {
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s.EachConn(func(conn *Connection) {
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conn.Printf("A bomb has hit %v but it was stopped by the system's shield.\n", s)
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conn.Printf("Shield remaining: %v.\n", s.energy)
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conn.Printf("Shield is recharing....\n")
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})
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return
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}
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}
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s.EachConn(func(conn *Connection) {
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conn.Die(frame)
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s.Leave(conn)
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bomber.MadeKill(conn)
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})
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if s.colonizedBy != nil {
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s.colonizedBy.Printf("your mining colony on %s has been destroyed!\n", s.name)
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s.colonizedBy = nil
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}
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for id, _ := range index {
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if id == s.id {
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continue
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}
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delay := s.LightTimeTo(index[id])
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id2 := id
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time.AfterFunc(delay, func() {
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bombNotice(id2, s.id)
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})
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}
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}
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func bombNotice(to_id, from_id int) {
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to := index[to_id]
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from := index[from_id]
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to.EachConn(func(conn *Connection) {
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conn.Printf("a bombing has been observed on %s\n", from.name)
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})
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}
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func (s System) String() string {
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return fmt.Sprintf("%s (id: %v)", s.name, s.id)
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}
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type Neighborhood []Neighbor
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func (n Neighborhood) Len() int { return len(n) }
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func (n Neighborhood) Less(i, j int) bool { return n[i].distance < n[j].distance }
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func (n Neighborhood) Swap(i, j int) { n[i], n[j] = n[j], n[i] }
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type Neighbor struct {
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id int
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distance float64
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}
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func countSystems() (int, error) {
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row := db.QueryRow(`select count(*) from planets`)
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var n int
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err := row.Scan(&n)
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return n, err
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}
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func sq(x float64) float64 {
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return x * x
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}
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func dist3d(x1, y1, z1, x2, y2, z2 float64) float64 {
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return math.Sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2))
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}
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func indexSystems() map[int]*System {
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rows, err := db.Query(`select * from planets`)
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if err != nil {
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log_error("unable to select all planets: %v", err)
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return nil
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}
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defer rows.Close()
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index = make(map[int]*System, 551)
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nameIndex = make(map[string]*System, 551)
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for rows.Next() {
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p := System{}
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if err := rows.Scan(&p.id, &p.name, &p.x, &p.y, &p.z, &p.planets); err != nil {
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log_info("unable to scan planet row: %v", err)
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continue
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}
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index[p.id] = &p
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nameIndex[p.name] = &p
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p.money = int64(rand.NormFloat64()*options.moneySigma + options.moneyMean)
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// log_info("seeded system %v with %v monies", p, p.money)
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}
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return index
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}
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