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send the client calculated values for stats

master
Stephen McQuay 6 years ago
parent
commit
7bb5ae59b3
2 changed files with 24 additions and 14 deletions
  1. +15
    -5
      protocol.go
  2. +9
    -9
      robot.go

+ 15
- 5
protocol.go View File

@ -214,12 +214,12 @@ func addPlayer(ws *websocket.Conn) {
// TODO: verify conf's type
if conf.Valid(game.maxPoints) {
log.Printf("Config is Valid, continuing")
_ = websocket.JSON.Send(ws, NewHandshake(player_id, true))
break
} else {
log.Printf("Config is INVALID, abort")
_ = websocket.JSON.Send(ws, NewHandshake(player_id, false))
log.Printf("%s: Config is INVALID, abort", player_id)
_ = websocket.JSON.Send(ws, NewFailure("invalid config"))
return
}
}
@ -227,12 +227,15 @@ func addPlayer(ws *websocket.Conn) {
Robots: []*Robot{},
send: make(chan Message),
ws: ws,
Id: idg.Hash(),
Id: player_id,
}
convertedStats := map[string]Stats{}
for name, stats := range conf.Stats {
dstat := DeriveStats(stats)
convertedStats[name] = dstat
r := Robot{
Stats: DeriveStats(stats),
Stats: dstat,
Id: idg.Hash(),
Name: name,
Health: 10,
@ -244,6 +247,13 @@ func addPlayer(ws *websocket.Conn) {
p.Robots = append(p.Robots, &r)
}
err = websocket.JSON.Send(ws, &convertedStats)
if err != nil {
log.Printf("error sending convertedStats to client: %s", err)
websocket.JSON.Send(ws, NewFailure("protocol error: convertedStats"))
return
}
game.register <- p
defer func() {

+ 9
- 9
robot.go View File

@ -91,15 +91,15 @@ func (s AllRobotSorter) Less(i, j int) bool {
}
type Stats struct {
Hp int `json:"-"`
Speed float32 `json:"-"`
Acceleration float32 `json:"-"`
WeaponRadius int `json:"-"`
ScannerRadius int `json:"-"`
TurnSpeed int `json:"-"`
FireRate int `json:"-"`
WeaponDamage int `json:"-"`
WeaponSpeed float32 `json:"-"`
Hp int `json:"hp"`
Speed float32 `json:"speed"`
Acceleration float32 `json:"acceleration"`
WeaponRadius int `json:"weapon_radius"`
ScannerRadius int `json:"scanner_radius"`
TurnSpeed int `json:"turn_speed"`
FireRate int `json:"fire_rate"`
WeaponDamage int `json:"weapon_damage"`
WeaponSpeed float32 `json:"weapon_speed"`
}
// We request stats using an integer between 1 and 100, the

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