Convert to 32-bit to save space in the serialization
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@@ -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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