bandwidth reduction, filtering explosions and sending objects as [4]int
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@@ -93,7 +93,7 @@ func NewGame(id string, width, height float32, obstacles, tick int) *game {
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func (g *game) tick(payload *Boardstate) {
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g.players_remaining = 0
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payload.Obstacles = g.obstacles
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payload.Objects = MinifyObstacles(g.obstacles)
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// Update Players
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for p := range g.players {
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@@ -156,24 +156,25 @@ func (g *game) sendUpdate(payload *Boardstate) {
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// Copy the payload but only add the robots in scanner range
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player_payload := NewBoardstate()
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player_payload.Messages = payload.Messages
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player_payload.Splosions = payload.Splosions
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player_payload.Obstacles = payload.Obstacles
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player_payload.AllBots = payload.AllBots
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player_payload.Turn = payload.Turn
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for _, r := range p.Robots {
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player_payload.MyRobots = append(player_payload.MyRobots, *r)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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r.GetTruncatedDetails())
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// player_payload.OtherRobots = append(
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// player_payload.OtherRobots,
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// r.GetTruncatedDetails())
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}
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player_payload.Objects = [][4]int{}
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player_payload.Splosions = []Splosion{}
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player_payload.Projectiles = []Projectile{}
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player_payload.Obstacles = []Obstacle{}
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living_robots := 0
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for _, r := range p.Robots {
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if r.Health > 0 {
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living_robots++
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// Filter robots by scanner
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for player := range g.players {
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for _, scan_entry := range r.Scanners {
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@@ -205,12 +206,22 @@ func (g *game) sendUpdate(payload *Boardstate) {
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}
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}
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// Filter splosions
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for splo := range g.splosions {
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for _, scan_entry := range r.Scanners {
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if splo.Id == scan_entry.Id {
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player_payload.Splosions = append(
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player_payload.Splosions,
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*splo)
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}
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}
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}
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// Filter objects
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for _, ob := range g.obstacles {
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if ob.distance_from_point(r.Position) < float32(r.Stats.ScannerRadius)+r.ScanCounter {
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player_payload.Obstacles = append(
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player_payload.Obstacles,
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ob)
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player_payload.Objects = append(
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player_payload.Objects, ob.minify())
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}
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}
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}
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@@ -219,7 +230,8 @@ func (g *game) sendUpdate(payload *Boardstate) {
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if living_robots == 0 {
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player_payload.OtherRobots = payload.OtherRobots
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player_payload.Projectiles = payload.Projectiles
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player_payload.Obstacles = payload.Obstacles
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player_payload.Splosions = payload.Splosions
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player_payload.Objects = payload.Objects
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}
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p.send <- player_payload
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