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