Files
football/internal/game/world.go
2026-05-12 10:54:09 +03:00

259 lines
6.5 KiB
Go

package game
import (
"math"
"github.com/soer/football/internal/entities"
)
const (
Friction = 0.99
Restitution = 0.8
StopThreshold = 0.1
WorldWidth = 1280.0
WorldHeight = 720.0
WorldCenterX = 640.0
WorldCenterY = 360.0
ZoneWidth = WorldWidth / 3
GoalieMaxDistance = 80.0
GoalieDeadzone = 1.0
)
var (
GoalLeft = entities.Vector2{X: 50, Y: WorldCenterY}
GoalRight = entities.Vector2{X: 1230, Y: WorldCenterY}
)
type World struct {
Puck *entities.Puck
Players []*entities.Player
Width float64
Height float64
}
func NewWorld() *World {
return &World{
Puck: entities.NewPuck(WorldCenterX, WorldCenterY),
Width: WorldWidth,
Height: WorldHeight,
Players: []*entities.Player{
entities.NewPlayer(200, WorldCenterY, entities.TeamRed, entities.RoleDefender),
entities.NewPlayer(400, WorldCenterY, entities.TeamRed, entities.RoleStriker),
entities.NewPlayer(GoalLeft.X, GoalLeft.Y, entities.TeamRed, entities.RoleGoalie),
entities.NewPlayer(1080, WorldCenterY, entities.TeamBlue, entities.RoleDefender),
entities.NewPlayer(880, WorldCenterY, entities.TeamBlue, entities.RoleStriker),
entities.NewPlayer(GoalRight.X, GoalRight.Y, entities.TeamBlue, entities.RoleGoalie),
},
}
}
func (w *World) CheckGoal() (entities.Team, bool) {
if w.Puck.Position.X < 0 {
return entities.TeamBlue, true
}
if w.Puck.Position.X > w.Width {
return entities.TeamRed, true
}
return entities.TeamRed, false
}
func (w *World) ResetPositions() {
w.Puck.Position = entities.Vector2{X: WorldCenterX, Y: WorldCenterY}
w.Puck.Velocity = entities.Vector2{X: 0, Y: 0}
for _, p := range w.Players {
p.Position = p.HomePosition
p.Velocity = entities.Vector2{X: 0, Y: 0}
}
}
func (w *World) Update() {
// 1. Update Puck
w.Puck.Velocity.X *= Friction
w.Puck.Velocity.Y *= Friction
if (w.Puck.Velocity.X*w.Puck.Velocity.X + w.Puck.Velocity.Y*w.Puck.Velocity.Y) < StopThreshold*StopThreshold {
w.Puck.Velocity.X = 0
w.Puck.Velocity.Y = 0
}
w.Puck.Position.X += w.Puck.Velocity.X
w.Puck.Position.Y += w.Puck.Velocity.Y
if w.Puck.Position.X < w.Puck.Radius {
w.Puck.Position.X = w.Puck.Radius
w.Puck.Velocity.X *= -Restitution
} else if w.Puck.Position.X > w.Width-w.Puck.Radius {
w.Puck.Position.X = w.Width - w.Puck.Radius
w.Puck.Velocity.X *= -Restitution
}
if w.Puck.Position.Y < w.Puck.Radius {
w.Puck.Position.Y = w.Puck.Radius
w.Puck.Velocity.Y *= -Restitution
} else if w.Puck.Position.Y > w.Height-w.Puck.Radius {
w.Puck.Position.Y = w.Height - w.Puck.Radius
w.Puck.Velocity.Y *= -Restitution
}
// 2. Update Players
for _, p := range w.Players {
// AI Target
target := w.calculateTarget(p, w.Puck.Position)
w.applySteering(p, target)
// Anti-clumping (repulsion from teammates)
for _, other := range w.Players {
if p == other || p.Team != other.Team {
continue
}
dx := p.Position.X - other.Position.X
dy := p.Position.Y - other.Position.Y
distSq := dx*dx + dy*dy
if distSq < 40*40 && distSq > 0.01 {
dist := math.Sqrt(distSq)
p.Velocity.X += (dx / dist) * 0.1
p.Velocity.Y += (dy / dist) * 0.1
}
}
// Apply movement
p.Position.X += p.Velocity.X
p.Position.Y += p.Velocity.Y
// Boundary clamping
if p.Position.X < 0 {
p.Position.X = 0
} else if p.Position.X > w.Width {
p.Position.X = w.Width
}
if p.Position.Y < 0 {
p.Position.Y = 0
} else if p.Position.Y > w.Height {
p.Position.Y = w.Height
}
}
}
func (w *World) applySteering(p *entities.Player, target entities.Vector2) {
dx := target.X - p.Position.X
dy := target.Y - p.Position.Y
dist := math.Sqrt(dx*dx + dy*dy)
// Dead zone
if dist < 1.0 {
p.Velocity.X = 0
p.Velocity.Y = 0
return
}
// Desired velocity
desiredX := (dx / dist) * p.MaxSpeed
desiredY := (dy / dist) * p.MaxSpeed
// Steering force
steeringX := desiredX - p.Velocity.X
steeringY := desiredY - p.Velocity.Y
steeringDist := math.Sqrt(steeringX*steeringX + steeringY*steeringY)
if steeringDist > p.Acceleration {
steeringX = (steeringX / steeringDist) * p.Acceleration
steeringY = (steeringY / steeringDist) * p.Acceleration
}
p.Velocity.X += steeringX
p.Velocity.Y += steeringY
// Cap final velocity
speed := math.Sqrt(p.Velocity.X*p.Velocity.X + p.Velocity.Y*p.Velocity.Y)
if speed > p.MaxSpeed {
p.Velocity.X = (p.Velocity.X / speed) * p.MaxSpeed
p.Velocity.Y = (p.Velocity.Y / speed) * p.MaxSpeed
}
}
func (w *World) getPuckZone(team entities.Team, puckPos entities.Vector2) int {
// 0: Defensive, 1: Middle, 2: Offensive
if team == entities.TeamRed {
if puckPos.X < ZoneWidth {
return 0
}
if puckPos.X < 2*ZoneWidth {
return 1
}
return 2
} else {
if puckPos.X > WorldWidth-ZoneWidth {
return 0
}
if puckPos.X > WorldWidth-2*ZoneWidth {
return 1
}
return 2
}
}
func (w *World) calculateTarget(p *entities.Player, puckPos entities.Vector2) entities.Vector2 {
zone := w.getPuckZone(p.Team, puckPos)
goalPos := GoalLeft
if p.Team == entities.TeamBlue {
goalPos = GoalRight
}
switch p.Role {
case entities.RoleDefender:
switch zone {
case 0: // Defensive: Intercept puck
return entities.Vector2{
X: (puckPos.X + goalPos.X) / 2,
Y: (puckPos.Y + goalPos.Y) / 2,
}
case 1: // Middle: Move towards puck but stay slightly behind it
return entities.Vector2{
X: puckPos.X + (goalPos.X-puckPos.X)*0.2,
Y: puckPos.Y + (goalPos.Y-puckPos.Y)*0.2,
}
case 2: // Offensive: Return to Middle Zone
return p.HomePosition
}
case entities.RoleStriker:
switch zone {
case 2: // Offensive: Aggressively pursue puck
return puckPos
case 1: // Middle: Pursue puck
return puckPos
case 0: // Defensive: Return to Middle Zone
return entities.Vector2{X: WorldCenterX, Y: WorldCenterY}
}
case entities.RoleGoalie:
return w.updateGoalieAI(p, puckPos)
}
return p.HomePosition
}
func (w *World) updateGoalieAI(p *entities.Player, puckPos entities.Vector2) entities.Vector2 {
goalCenter := GoalLeft
if p.Team == entities.TeamBlue {
goalCenter = GoalRight
}
// Check if puck is behind the goal
if (p.Team == entities.TeamRed && puckPos.X < goalCenter.X) || (p.Team == entities.TeamBlue && puckPos.X > goalCenter.X) {
return goalCenter
}
dx := puckPos.X - goalCenter.X
dy := puckPos.Y - goalCenter.Y
dist := math.Sqrt(dx*dx + dy*dy)
if dist < GoalieDeadzone {
return goalCenter
}
moveDist := math.Min(dist, GoalieMaxDistance)
return entities.Vector2{
X: goalCenter.X + (dx/dist)*moveDist,
Y: goalCenter.Y + (dy/dist)*moveDist,
}
}