Create a stripped down version of the robot struct to represent all robots and break up the update into my_robots and robots.
Has dependent change on client
This commit is contained in:
parent
cc248dc2fe
commit
de68ec2e7b
25
game.go
25
game.go
@ -18,7 +18,8 @@ type BotHealth struct {
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}
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type Boardstate struct {
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Robots []Robot `json:"robots"`
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MyRobots []Robot `json:"my_robots"`
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OtherRobots []OtherRobot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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Splosions []Splosion `json:"splosions"`
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Reset bool `json:"reset"`
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@ -29,7 +30,8 @@ type Boardstate struct {
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func NewBoardstate() *Boardstate {
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return &Boardstate{
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Robots: []Robot{},
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MyRobots: []Robot{},
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OtherRobots: []OtherRobot{},
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Projectiles: []Projectile{},
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Splosions: []Splosion{},
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AllBots: []BotHealth{},
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@ -40,7 +42,7 @@ func NewBoardstate() *Boardstate {
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type Scanner struct {
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Id string `json:"id"`
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Position v.Point2d `json:"position"`
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Stats Stats `json:"stats"`
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Type string `json:"type"`
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}
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type MapLock struct {
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@ -121,7 +123,9 @@ func (g *game) tick(payload *Boardstate) int {
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robots_remaining++
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p.Tick(g)
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}
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payload.Robots = append(payload.Robots, p.Robot)
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payload.OtherRobots = append(
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payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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payload.AllBots = append(
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payload.AllBots,
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@ -152,7 +156,7 @@ func (g *game) tick(payload *Boardstate) int {
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func (g *game) send_update(payload *Boardstate) {
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// Ensure that the robots are always sent in a consistent order
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sort.Sort(RobotSorter{Robots: payload.Robots})
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sort.Sort(RobotSorter{Robots: payload.OtherRobots})
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for p := range g.players {
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// Copy the payload but only add the robots in scanner range
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@ -162,18 +166,23 @@ func (g *game) send_update(payload *Boardstate) {
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player_payload.AllBots = payload.AllBots
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player_payload.Turn = payload.Turn
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player_payload.Reset = payload.Reset
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player_payload.Robots = append(player_payload.Robots, p.Robot)
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player_payload.MyRobots = append(player_payload.MyRobots, p.Robot)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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p.Robot.GetTruncatedDetails())
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if p.Robot.Health > 0 {
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for player := range g.players {
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for _, scan_entry := range p.Robot.Scanners {
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if player.Robot.Id == scan_entry.Id {
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player_payload.Robots = append(player_payload.Robots, player.Robot)
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player_payload.OtherRobots = append(
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player_payload.OtherRobots,
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player.Robot.GetTruncatedDetails())
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}
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}
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}
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} else {
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player_payload.Robots = payload.Robots
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player_payload.OtherRobots = payload.OtherRobots
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}
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// x, _ := json.Marshal(player_payload)
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@ -71,7 +71,6 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
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}
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// Check Other Bots
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// TODO - FIX THIS
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for player := range g.players {
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if player.Robot.Id == p.Robot.Id {
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continue
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20
robot.go
20
robot.go
@ -19,8 +19,26 @@ type Robot struct {
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LastFired int `json:"-"`
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}
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// This is the subset of data we send to players about robots
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// that are not theirs.
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type OtherRobot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Position v.Point2d `json:"position"`
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Health int `json:"health"`
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}
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func (r Robot) GetTruncatedDetails() OtherRobot {
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return OtherRobot{
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Id: r.Id,
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Name: r.Name,
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Position: r.Position,
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Health: r.Health,
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}
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}
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type RobotSorter struct {
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Robots []Robot
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Robots []OtherRobot
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}
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func (s RobotSorter) Len() int {
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