Documentation ¶
Index ¶
- Constants
- Variables
- type Ability
- type Agent
- type Agent0
- func (a0 *Agent0) Cooldown(ability Ability) float64
- func (b *Agent0) GetAngle() float64
- func (b *Agent0) GetGrounded() bool
- func (b *Agent0) GetHeard() bool
- func (b *Agent0) GetIntent() geom.Vec3
- func (b *Agent0) GetJumpingTicks() uint64
- func (b *Agent0) GetPosition() geom.Vec3
- func (b *Agent0) GetState() State
- func (b *Agent0) GetYVelocity() float64
- func (a0 *Agent0) HasAbility(ability Ability) bool
- func (b *Agent0) SetGrounded(grounded bool)
- func (b *Agent0) SetHeard()
- func (b *Agent0) SetPosition(position geom.Vec3)
- func (b *Agent0) SetYVelocity(v float64)
- func (a0 *Agent0) Update(env *Env)
- type Env
- type Player
- func (p *Player) Cooldown(ability Ability) float64
- func (b *Player) GetAngle() float64
- func (b *Player) GetGrounded() bool
- func (b *Player) GetHeard() bool
- func (b *Player) GetIntent() geom.Vec3
- func (b *Player) GetJumpingTicks() uint64
- func (b *Player) GetPosition() geom.Vec3
- func (b *Player) GetState() State
- func (b *Player) GetYVelocity() float64
- func (p *Player) HasAbility(ability Ability) bool
- func (b *Player) SetGrounded(grounded bool)
- func (b *Player) SetHeard()
- func (b *Player) SetPosition(position geom.Vec3)
- func (b *Player) SetYVelocity(v float64)
- func (p *Player) Update(env *Env)
- type State
Constants ¶
View Source
const ( TasingTicks = logic.TPS TasingCooldown = logic.TPS * 5 TasingRadius = 10 ScanningTicks = logic.TPS * 5 ScanningCoolDown = logic.TPS * 20 )
Properties
View Source
const ( PlayerVisibilityRadius = 50 AgentDefaultMS = 0.1 AgentRunMSMultiplier = 3 AgentRunMS = AgentDefaultMS * AgentRunMSMultiplier JumpingTicks = logic.TPS / 6 HeardForTicks = logic.TPS * 2 CheatVisionTicks = logic.TPS * 15 )
Variables ¶
View Source
var (
DescriptionsByLevel = []string{
0: "Passives:\n- Noob\n\nAbilities: none",
1: "Passives:\n- More agile\n\nAbilities:\n- Can turn invisible for 5 seconds (30 seconds cooldown)\n- Can turn the lights off for 10 seconds (once per game)",
2: "Passives:\n- Noob\n\nAbilities: none",
3: "Passives:\n- Noob\n\nAbilities: none",
}
)
Functions ¶
This section is empty.
Types ¶
type Agent ¶
type Agent interface { Update(env *Env) GetState() State GetAngle() float64 GetPosition() geom.Vec3 SetPosition(position geom.Vec3) GetIntent() geom.Vec3 GetGrounded() bool SetGrounded(grounded bool) GetYVelocity() float64 SetYVelocity(v float64) GetJumpingTicks() uint64 GetHeard() bool SetHeard() HasAbility(ability Ability) bool Cooldown(ability Ability) float64 }
func NewAgentByLevel ¶
type Agent0 ¶
type Agent0 struct { CurrentPath []geom.Vec3 PathIndex int EscapingTicks uint64 Solved bool // contains filtered or unexported fields }
func (*Agent0) GetGrounded ¶
func (b *Agent0) GetGrounded() bool
func (*Agent0) GetJumpingTicks ¶
func (b *Agent0) GetJumpingTicks() uint64
func (*Agent0) GetPosition ¶
func (*Agent0) GetYVelocity ¶
func (b *Agent0) GetYVelocity() float64
func (*Agent0) HasAbility ¶
func (*Agent0) SetGrounded ¶
func (b *Agent0) SetGrounded(grounded bool)
func (*Agent0) SetPosition ¶
func (*Agent0) SetYVelocity ¶
func (b *Agent0) SetYVelocity(v float64)
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
func (*Player) GetGrounded ¶
func (b *Player) GetGrounded() bool
func (*Player) GetJumpingTicks ¶
func (b *Player) GetJumpingTicks() uint64
func (*Player) GetPosition ¶
func (*Player) GetYVelocity ¶
func (b *Player) GetYVelocity() float64
func (*Player) HasAbility ¶
func (*Player) SetGrounded ¶
func (b *Player) SetGrounded(grounded bool)
func (*Player) SetPosition ¶
func (*Player) SetYVelocity ¶
func (b *Player) SetYVelocity(v float64)
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