Hi,

I find the gamestate very redundant in some aspects, look at where I commented bellow.

Also, only one building can be placed at each map coordinate[][], why save a list of buildings.

“gameMap”: [

[

{

“x”: 0,

“y”: 0,

“buildings”: [

{

“health”: 5,

“constructionTimeLeft”: -1,

“price”: 20, //We know this by game config

“weaponDamage”: 0, //We know this by game config

“weaponSpeed”: 0, //We know this by game config

“weaponCooldownTimeLeft”: 0,

“weaponCooldownPeriod”: 0, //We know this by game config

“destroyMultiplier”: 1, //We know this by game config

“constructionScore”: 1, //We know this by game config

“energyGeneratedPerTurn”: 3, //We know this by game config

“buildingType”: “ENERGY”,

“x”: 0, //We know this by cell

“y”: 0, //Also know this

“playerType”: “A” // We know this by Cell Owner

}

],

“missiles”: [

{

“damage”: 5, // We know this by game config

“speed”: 1, // We know this by game config

“x”: 3, // We know this by map [x][y]

“y”: 2, // We also know this

“playerType”: “A”

}

],

“cellOwner”: “A”

},

I am not critizing anything just giving insight/suggestions around that logic.

kind regards