bandwidth reduction, filtering explosions and sending objects as [4]int

This commit is contained in:
Fraser Graham
2013-11-16 23:13:03 -08:00
parent 5a2651d0dd
commit 58c084c7ab
4 changed files with 49 additions and 12 deletions
+23 -11
View File
@@ -93,7 +93,7 @@ func NewGame(id string, width, height float32, obstacles, tick int) *game {
func (g *game) tick(payload *Boardstate) {
g.players_remaining = 0
payload.Obstacles = g.obstacles
payload.Objects = MinifyObstacles(g.obstacles)
// Update Players
for p := range g.players {
@@ -156,24 +156,25 @@ func (g *game) sendUpdate(payload *Boardstate) {
// Copy the payload but only add the robots in scanner range
player_payload := NewBoardstate()
player_payload.Messages = payload.Messages
player_payload.Splosions = payload.Splosions
player_payload.Obstacles = payload.Obstacles
player_payload.AllBots = payload.AllBots
player_payload.Turn = payload.Turn
for _, r := range p.Robots {
player_payload.MyRobots = append(player_payload.MyRobots, *r)
player_payload.OtherRobots = append(
player_payload.OtherRobots,
r.GetTruncatedDetails())
// player_payload.OtherRobots = append(
// player_payload.OtherRobots,
// r.GetTruncatedDetails())
}
player_payload.Objects = [][4]int{}
player_payload.Splosions = []Splosion{}
player_payload.Projectiles = []Projectile{}
player_payload.Obstacles = []Obstacle{}
living_robots := 0
for _, r := range p.Robots {
if r.Health > 0 {
living_robots++
// Filter robots by scanner
for player := range g.players {
for _, scan_entry := range r.Scanners {
@@ -205,12 +206,22 @@ func (g *game) sendUpdate(payload *Boardstate) {
}
}
// Filter splosions
for splo := range g.splosions {
for _, scan_entry := range r.Scanners {
if splo.Id == scan_entry.Id {
player_payload.Splosions = append(
player_payload.Splosions,
*splo)
}
}
}
// Filter objects
for _, ob := range g.obstacles {
if ob.distance_from_point(r.Position) < float32(r.Stats.ScannerRadius)+r.ScanCounter {
player_payload.Obstacles = append(
player_payload.Obstacles,
ob)
player_payload.Objects = append(
player_payload.Objects, ob.minify())
}
}
}
@@ -219,7 +230,8 @@ func (g *game) sendUpdate(payload *Boardstate) {
if living_robots == 0 {
player_payload.OtherRobots = payload.OtherRobots
player_payload.Projectiles = payload.Projectiles
player_payload.Obstacles = payload.Obstacles
player_payload.Splosions = payload.Splosions
player_payload.Objects = payload.Objects
}
p.send <- player_payload