Make obstacles know how to minify themselves
including a fix for using pointers instead of values.
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@@ -135,7 +135,6 @@ func NewGame(id string, width, height float64, obstacles, tick, maxPoints int, m
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// tick is the method called every TICK ms.
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func (g *Game) tick(payload *Boardstate) {
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g.players_remaining = 0
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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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@@ -205,12 +204,9 @@ func (g *Game) sendUpdate(payload *Boardstate) {
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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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}
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player_payload.Objects = [][4]int{}
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player_payload.Obstacles = []Obstacle{}
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player_payload.Splosions = []Splosion{}
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player_payload.Projectiles = []Projectile{}
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living_robots := 0
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@@ -264,23 +260,17 @@ func (g *Game) sendUpdate(payload *Boardstate) {
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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) < float64(r.Stats.ScannerRadius)+r.ScanCounter {
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player_payload.Objects = append(
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player_payload.Objects, ob.minify())
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player_payload.Obstacles = append(
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player_payload.Obstacles, ob)
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}
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}
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}
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}
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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.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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}
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for s := range g.spectators {
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payload.Obstacles = g.obstacles
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s.send <- payload
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}
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