moved a bunch of logic out of run and into functions of the game, for a cleaner separation of functionality.

Also, removed a bunch of overly verbose logging
This commit is contained in:
Fraser Graham
2013-10-20 21:15:23 -07:00
parent 776a7eee98
commit 200afffa7f
6 changed files with 84 additions and 87 deletions
+73 -70
View File
@@ -104,6 +104,75 @@ func NewGame(id string, width, height float32) *game {
return g
}
func (g *game) tick(payload *Boardstate) int {
robots_remaining := 0
// Update Players
for p := range g.players {
if p.Robot.Health > 0 {
robots_remaining++
p.Tick(g)
}
payload.Robots = append(payload.Robots, p.Robot)
}
// Update Projectiles
for pr := range g.projectiles {
pr.Tick(g)
}
// We do this here, because the tick calls can alter g.projectiles
for pr := range g.projectiles {
payload.Projectiles = append(payload.Projectiles, *pr)
}
// Update Splosions
for s := range g.splosions {
s.Tick()
if !s.Alive() {
delete(g.splosions, s)
}
payload.Splosions = append(payload.Splosions, *s)
}
return robots_remaining
}
func (g *game) send_update(payload *Boardstate) {
// Ensure that the robots are always sent in a consistent order
sort.Sort(RobotSorter{Robots: payload.Robots})
for p := range g.players {
// Copy the payload but only add the robots in scanner range
player_payload := NewBoardstate()
player_payload.Projectiles = payload.Projectiles
player_payload.Splosions = payload.Splosions
player_payload.Turn = payload.Turn
player_payload.Reset = payload.Reset
player_payload.Robots = append(player_payload.Robots, p.Robot)
if p.Robot.Health > 0 {
for player := range g.players {
for _, scan_entry := range p.Robot.Scanners {
if player.Robot.Id == scan_entry.Id {
player_payload.Robots = append(player_payload.Robots, player.Robot)
}
}
}
} else {
player_payload.Robots = payload.Robots
}
// x, _ := json.Marshal(player_payload)
// log.Printf("%v", string(x))
p.send <- player_payload
}
for s := range g.spectators {
s.send <- payload
}
}
func (g *game) run() {
var t0, t1 time.Time
ticker := time.NewTicker(time.Duration(*tick) * time.Millisecond)
@@ -129,13 +198,11 @@ func (g *game) run() {
delete(g.spectators, s)
close(s.send)
case <-ticker.C:
t0 = time.Now()
payload := NewBoardstate()
g.turn++
payload.Turn = g.turn
t0 = time.Now()
if *verbose {
log.Printf("\033[2JTurn: %v", g.turn)
log.Printf("Players: %v", len(g.players))
@@ -143,39 +210,10 @@ func (g *game) run() {
log.Printf("Explosions: %v", len(g.splosions))
}
robots_remaining := 0
// UPDATE GAME STATE
for p := range g.players {
if p.Robot.Health > 0 {
robots_remaining++
// TODO: measure if this would be better to go and wait ...
p.scan(g.players)
p.nudge(g)
if p.Robot.FireAt != nil {
proj := p.fire(g.projectiles, g.turn)
if proj != nil {
g.projectiles[proj] = true
}
}
}
payload.Robots = append(payload.Robots, p.Robot)
}
sort.Sort(RobotSorter{Robots: payload.Robots})
g.nudgeProjectiles()
for p := range g.projectiles {
payload.Projectiles = append(payload.Projectiles, *p)
}
for s := range g.splosions {
s.Tick()
if !s.Alive() {
delete(g.splosions, s)
}
payload.Splosions = append(payload.Splosions, *s)
}
robots_remaining := g.tick(payload)
// Determine end game?
if robots_remaining <= 1 && len(g.players) > 1 {
for p := range g.players {
if p.Robot.Health > 0 {
@@ -195,34 +233,7 @@ func (g *game) run() {
}
// SEND THE UPDATE TO EACH PLAYER
for p := range g.players {
// Copy the payload but only add the robots in scanner range
player_payload := NewBoardstate()
player_payload.Projectiles = payload.Projectiles
player_payload.Splosions = payload.Splosions
player_payload.Turn = payload.Turn
player_payload.Reset = payload.Reset
player_payload.Robots = append(player_payload.Robots, p.Robot)
if p.Robot.Health > 0 {
for player := range g.players {
for _, scan_entry := range p.Robot.Scanners {
if player.Robot.Id == scan_entry.Id {
player_payload.Robots = append(player_payload.Robots, player.Robot)
}
}
}
} else {
player_payload.Robots = payload.Robots
}
// x, _ := json.Marshal(player_payload)
// log.Printf("%v", string(x))
p.send <- player_payload
}
for s := range g.spectators {
s.send <- payload
}
g.send_update(payload)
t1 = time.Now()
if *verbose {
@@ -231,11 +242,3 @@ func (g *game) run() {
}
}
}
func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
rprojectiles = make([]Projectile, 0)
for p := range g.projectiles {
p.Tick(g)
}
return
}