add power ups collected score
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bf22fd6c85
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@ -74,6 +74,7 @@ export default function PlayerInfo({player}: { player: string }) {
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<ScoreRow name="walls destroyed" value={lastJsonMessage.scores.wallsDestroyed}/>
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<ScoreRow name="bullets fired" value={lastJsonMessage.scores.shotsFired}/>
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<ScoreRow name="power ups collected" value={lastJsonMessage.scores.powerUpsCollected}/>
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<ScoreRow name="score" value={lastJsonMessage.scores.overallScore}/>
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</tbody>
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@ -9,7 +9,7 @@ function numberSorter(a: number, b: number) {
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export default function Scoreboard({}: {}) {
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const query = useQuery({
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queryKey: ['scores'],
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refetchInterval: 1000,
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refetchInterval: 5000,
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queryFn: async () => {
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const url = makeApiUrl('/scores');
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const response = await fetch(url, {method: 'GET'});
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@ -53,6 +53,11 @@ export default function Scoreboard({}: {}) {
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visualize: p => p.scores.shotsFired.toString(),
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sorter: (a, b) => numberSorter(a.scores.shotsFired, b.scores.shotsFired)
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},
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{
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field: 'powerUps',
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visualize: p => p.scores.powerUpsCollected.toString(),
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sorter: (a, b) => numberSorter(a.scores.powerUpsCollected, b.scores.powerUpsCollected)
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},
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{
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field: 'score',
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visualize: p => p.scores.overallScore.toString(),
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@ -8,6 +8,7 @@ export type Scores = {
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readonly wallsDestroyed: number;
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readonly shotsFired: number;
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readonly overallScore: number;
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readonly powerUpsCollected: number;
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};
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export type Player = {
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@ -20,8 +20,9 @@ internal sealed class CollectPowerUp(
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position.Y < topLeft.Y || position.Y > bottomRight.Y)
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continue;
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// this works because now the tank overlaps the power up
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// now the tank overlaps the power up by at least 0.5 tiles
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tank.ExplosiveBullets += 10;
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tank.Owner.Scores.PowerUpsCollected++;
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return true;
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}
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@ -16,31 +16,8 @@ internal sealed class TankSpawnQueue(
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public void EnqueueForDelayedSpawn(Player player)
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{
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_queue.Enqueue(player);
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_spawnTimes.AddOrUpdate(player, DateTime.MinValue, (_, _) => DateTime.Now + _spawnDelay);
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}
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private bool TryDequeueNext([MaybeNullWhen(false)] out Player player)
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{
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if (!_queue.TryDequeue(out player))
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return false; // no one on queue
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if (player.LastInput + _idleTimeout < DateTime.Now)
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{
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// player idle
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_queue.Enqueue(player);
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return false;
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}
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var now = DateTime.Now;
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if (_spawnTimes.GetOrAdd(player, DateTime.MinValue) > now)
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{
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// spawn delay
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_queue.Enqueue(player);
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return false;
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}
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return true;
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}
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public ValueTask TickAsync(TimeSpan _)
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@ -51,4 +28,29 @@ internal sealed class TankSpawnQueue(
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entityManager.SpawnTank(player);
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return ValueTask.CompletedTask;
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}
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private bool TryDequeueNext([MaybeNullWhen(false)] out Player player)
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{
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if (!_queue.TryDequeue(out player))
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return false; // no one on queue
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var now = DateTime.Now;
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if (player.LastInput + _idleTimeout < now)
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{
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// player idle
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_queue.Enqueue(player);
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player = null;
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return false;
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}
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if (_spawnTimes.GetOrAdd(player, DateTime.MinValue) > now)
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{
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// spawn delay
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_queue.Enqueue(player);
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player = null;
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return false;
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}
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return true;
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}
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}
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@ -4,8 +4,6 @@ namespace TanksServer.Interactivity;
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[JsonSerializable(typeof(Player))]
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[JsonSerializable(typeof(IEnumerable<Player>))]
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[JsonSerializable(typeof(Guid))]
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[JsonSerializable(typeof(NameId))]
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[JsonSerializable(typeof(IEnumerable<string>))]
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[JsonSerializable(typeof(PlayerInfo))]
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internal sealed partial class AppSerializerContext : JsonSerializerContext;
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@ -22,5 +22,12 @@ internal sealed record class Scores
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public int ShotsFired { get; set; }
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public int OverallScore => Math.Max(0, 10000 * Kills - 1000 * Deaths + 10 * ShotsFired + 10 * WallsDestroyed);
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public int PowerUpsCollected { get; set; }
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public int OverallScore => Math.Max(0,
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10000 * Kills
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- 1000 * Deaths
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+ 100 * PowerUpsCollected
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+ 10 * (ShotsFired + WallsDestroyed)
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);
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}
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@ -10,8 +10,6 @@ using TanksServer.Interactivity;
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namespace TanksServer;
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internal sealed record class NameId(string Name, Guid Id);
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public static class Program
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{
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public static async Task Main(string[] args)
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