Convert to 32-bit to save space in the serialization
This commit is contained in:
parent
c074397c1f
commit
f9b18eb253
10
game.go
10
game.go
@ -64,7 +64,7 @@ func (ml *MapLock) get(id string, force bool) (*game, error) {
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id = idg.Hash()
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}
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_g := NewGame(id, *width, *height)
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_g := NewGame(id, float32(*width), float32(*height))
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go _g.run()
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ml.Lock()
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@ -82,14 +82,14 @@ type game struct {
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register chan *player
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unregister chan *player
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turn int
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width, height float64
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width, height float32
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spectators map[*Spectator]bool
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sregister chan *Spectator
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sunregister chan *Spectator
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kill chan bool
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}
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func NewGame(id string, width, height float64) *game {
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func NewGame(id string, width, height float32) *game {
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g := &game{
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id: id,
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register: make(chan *player),
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@ -217,7 +217,7 @@ func (g *game) run() {
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func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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rprojectiles = make([]Projectile, 0)
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for p := range g.projectiles {
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newPos := move(p.Position, p.MoveTo, float64(p.Speed), delta)
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newPos := move(p.Position, p.MoveTo, float32(p.Speed), delta)
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hit_player := false
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for player := range g.players {
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@ -253,7 +253,7 @@ func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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for player := range g.players {
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dist := v.Distance(player.Robot.Position, p.Position)
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if dist < float64(p.Radius) {
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if dist < float32(p.Radius) {
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// TODO map damage Max to Min based on distance from explosion
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if player.Robot.Health > 0 {
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2
geom.go
2
geom.go
@ -4,7 +4,7 @@ import (
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"bitbucket.org/hackerbots/vector"
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)
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func move(d1, d2 govector.Point2d, velocity float64, timeDelta float64) govector.Point2d {
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func move(d1, d2 govector.Point2d, velocity float32, timeDelta float32) govector.Point2d {
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v := d2.Sub(d1)
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v_norm := v.Normalize()
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v_scaled := v_norm.Scale(velocity * timeDelta)
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4
main.go
4
main.go
@ -19,7 +19,7 @@ var height = flag.Float64("height", 550, "height of field")
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var profile = flag.String("pprof", "", "if specified will run with pprof")
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var debug = flag.Bool("debug", false, "automatically create games if they don't exist")
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var delta float64
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var delta float32
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var idg *IdGenerator
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@ -40,7 +40,7 @@ func main() {
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games = MapLock{m: make(map[string]*game)}
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idg = NewIdGenerator()
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delta = float64(*tick) / 1000
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delta = float32(*tick) / 1000
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http.Handle("/ws/", websocket.Handler(addPlayer))
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http.Handle("/game/start/", JsonHandler(startGame))
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18
player.go
18
player.go
@ -110,12 +110,12 @@ func (p *player) nudge(g *game) {
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}
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// Max turn radius in this case is in degrees per second
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if math.Abs(angle) > (float64(p.Robot.Stats.TurnSpeed) * delta) {
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if float32(math.Abs(float64(angle))) > (float32(p.Robot.Stats.TurnSpeed) * delta) {
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// New heading should be a little less, take current heading and
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// rotate by the max turn radius per frame.
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rot := (float64(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad
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rot := (float32(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * dir)
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new_heading = current_heading.Rotate(rot * float32(dir))
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}
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move_vector := new_heading.Scale(p.Robot.Speed * delta)
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@ -146,7 +146,7 @@ func (p *player) scan(players map[*player]bool) {
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continue
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}
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dist := v.Distance(player.Robot.Position, p.Robot.Position)
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if dist < float64(p.Robot.Stats.ScannerRadius) {
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if dist < float32(p.Robot.Stats.ScannerRadius) {
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s := Scanner{
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Position: v.Point2d{
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X: player.Robot.Position.X,
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@ -160,8 +160,8 @@ func (p *player) scan(players map[*player]bool) {
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func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
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// Throttle the fire rate
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time_since_fired := (float64(turn) * (delta * 1000)) - (float64(p.Robot.LastFired) * (delta * 1000))
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if time_since_fired < float64(p.Robot.Stats.FireRate) {
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time_since_fired := (float32(turn) * (delta * 1000)) - (float32(p.Robot.LastFired) * (delta * 1000))
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if time_since_fired < float32(p.Robot.Stats.FireRate) {
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return nil
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}
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@ -173,14 +173,14 @@ func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
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MoveTo: *p.Robot.FireAt,
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Damage: 10,
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Radius: p.Robot.Stats.WeaponRadius,
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Speed: float64(p.Robot.Stats.Speed * 3),
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Speed: float32(p.Robot.Stats.Speed * 3),
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}
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}
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func (p *player) reset() {
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start_pos := v.Point2d{
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X: rand.Float64() * *width,
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Y: rand.Float64() * *height,
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X: rand.Float32() * float32(*width),
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Y: rand.Float32() * float32(*height),
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}
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p.Robot.MoveTo = &start_pos
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p.Robot.Position = start_pos
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@ -45,8 +45,8 @@ type ClientConfig struct {
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}
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type BoardSize struct {
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Width float64 `json:"width"`
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Height float64 `json:"height"`
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Width float32 `json:"width"`
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Height float32 `json:"height"`
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}
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type GameParam struct {
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@ -55,7 +55,7 @@ type GameParam struct {
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}
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// > [OK | FULL | NOT AUTH], board size, game params
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func NewGameParam(w, h float64) *GameParam {
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func NewGameParam(w, h float32) *GameParam {
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return &GameParam{
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BoardSize: BoardSize{
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Width: w,
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53
robot.go
53
robot.go
@ -8,8 +8,8 @@ type Robot struct {
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Id string `json:"id"`
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Name string `json:"name"`
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Stats Stats `json:"stats"`
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TargetSpeed float64 `json:"speed"`
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Speed float64 `json:"speed"`
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TargetSpeed float32 `json:"target_speed"`
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Speed float32 `json:"speed"`
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Health int `json:"health"`
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Position v.Point2d `json:"position"`
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Heading v.Vector2d `json:"heading"`
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@ -37,8 +37,8 @@ func (s RobotSorter) Less(i, j int) bool {
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type Stats struct {
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Hp int `json:"hp"`
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Speed float64 `json:"speed"`
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Acceleration float64 `json:"acceleration"`
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Speed float32 `json:"speed"`
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Acceleration float32 `json:"acceleration"`
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WeaponRadius int `json:"weapon_radius"`
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ScannerRadius int `json:"scanner_radius"`
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TurnSpeed int `json:"turn_speed"`
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@ -61,33 +61,33 @@ func DeriveStats(request StatsRequest) Stats {
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s := Stats{}
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// Conversion Tables
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hp_min := 20.0
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hp_max := 200.0
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s.Hp = int(((float64(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
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var hp_min float32 = 20.0
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var hp_max float32 = 200.0
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s.Hp = int(((float32(request.Hp) / 100.0) * (hp_max - hp_min)) + hp_min)
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speed_min := 40.0
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speed_max := 200.0
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s.Speed = ((float64(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
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var speed_min float32 = 40.0
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var speed_max float32 = 200.0
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s.Speed = ((float32(request.Speed) / 100.0) * (speed_max - speed_min)) + speed_min
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accel_min := 20.0
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accel_max := 200.0
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s.Acceleration = ((float64(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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var accel_min float32 = 20.0
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var accel_max float32 = 200.0
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s.Acceleration = ((float32(request.Acceleration) / 100.0) * (accel_max - accel_min)) + accel_min
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wep_rad_min := 5.0
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wep_rad_max := 60.0
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s.WeaponRadius = int(((float64(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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var wep_rad_min float32 = 5.0
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var wep_rad_max float32 = 60.0
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s.WeaponRadius = int(((float32(request.WeaponRadius) / 100.0) * (wep_rad_max - wep_rad_min)) + wep_rad_min)
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scan_rad_min := 100.0
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scan_rad_max := 400.0
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s.ScannerRadius = int(((float64(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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var scan_rad_min float32 = 100.0
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var scan_rad_max float32 = 400.0
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s.ScannerRadius = int(((float32(request.ScannerRadius) / 100.0) * (scan_rad_max - scan_rad_min)) + scan_rad_min)
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turn_spd_min := 30.0
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turn_spd_max := 300.0
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s.TurnSpeed = int(((float64(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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var turn_spd_min float32 = 30.0
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var turn_spd_max float32 = 300.0
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s.TurnSpeed = int(((float32(request.TurnSpeed) / 100.0) * (turn_spd_max - turn_spd_min)) + turn_spd_min)
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fire_rate_min := 10.0
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fire_rate_max := 2000.0
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s.FireRate = int(fire_rate_max+300.0) - int(((float64(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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var fire_rate_min float32 = 10.0
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var fire_rate_max float32 = 2000.0
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s.FireRate = int(fire_rate_max+300.0) - int(((float32(request.FireRate)/100.0)*(fire_rate_max-fire_rate_min))+fire_rate_min)
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return s
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}
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@ -96,6 +96,7 @@ func (s StatsRequest) Valid() bool {
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total := (s.Speed + s.Hp + s.WeaponRadius +
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s.ScannerRadius + s.Acceleration + s.TurnSpeed + s.FireRate)
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// allowing for 50 pts in every category
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if total > 350 {
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return false
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}
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@ -107,7 +108,7 @@ type Projectile struct {
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Position v.Point2d `json:"position"`
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MoveTo v.Point2d `json:"move_to"`
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Radius int `json:"radius"`
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Speed float64 `json:"speed"`
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Speed float32 `json:"speed"`
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Damage int `json:"damage"`
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}
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