Byte-snake-engine/maps/game_map.go

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package maps
import (
"fmt"
"strings"
"github.com/BattlesnakeOfficial/rules"
)
const (
TAG_EXPERIMENTAL = "experimental" // experimental map, only available via CLI
TAG_SNAKE_PLACEMENT = "snake-placement" // map overrides default snake placement
TAG_HAZARD_PLACEMENT = "hazard-placement" // map places hazards
TAG_FOOD_PLACEMENT = "food-placement" // map overrides or adds to default food placement
)
type GameMap interface {
// Return a unique identifier for this map.
ID() string
// Return non-functional metadata about this map.
Meta() Metadata
// Called to generate a new board. The map is responsible for placing all snakes, food, and hazards.
SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error
// Called every turn to optionally update the board before the board is sent to snakes to get their moves.
// Changes made here will be seen by snakes before before making their moves, but users in the
// browser will see the changes at the same time as the snakes' moves.
//
// State that is stored in the map by this method will be visible to the PostUpdateBoard method
// later in the same turn, but will not nessecarily be available when processing later turns.
//
// Disclaimer: Unless you have a specific usecase like moving hazards or storing intermediate state,
// PostUpdateBoard is probably the better function to use.
PreUpdateBoard(previousBoardState *rules.BoardState, settings rules.Settings, editor Editor) error
// Called every turn to optionally update the board after all other rules have been applied.
// Changes made here will be seen by both snakes and users in the browser, before before snakes
// make their next moves.
PostUpdateBoard(previousBoardState *rules.BoardState, settings rules.Settings, editor Editor) error
}
type Metadata struct {
Name string
Author string
Description string
// Version is the current version of the game map.
// Each time a map is changed, the version number should be incremented by 1.
Version int
// MinPlayers is the minimum number of players that the map supports.
MinPlayers int
// MaxPlayers is the maximum number of players that the map supports.
MaxPlayers int
// BoardSizes is a list of supported board sizes. Board sizes can fall into one of 3 categories:
// 1. one fixed size (i.e. [11x11])
// 2. multiple, fixed sizes (i.e. [11x11, 19x19, 25x25])
// 3. "unlimited" sizes (the board is not fixed and can scale to any reasonable size)
BoardSizes sizes
// Tags is a list of strings use to categorize the map.
Tags []string
}
func (meta Metadata) Validate(boardState *rules.BoardState) error {
if !meta.BoardSizes.IsAllowable(boardState.Width, boardState.Height) {
var sizesStrings []string
for _, size := range meta.BoardSizes {
sizesStrings = append(sizesStrings, fmt.Sprintf("%dx%d", size.Width, size.Height))
}
return rules.RulesetError("This map can only be played on these board sizes: " + strings.Join(sizesStrings, ", "))
}
if meta.MinPlayers != 0 && len(boardState.Snakes) < int(meta.MinPlayers) {
return rules.RulesetError(fmt.Sprintf("This map can only be played with %d-%d players", meta.MinPlayers, meta.MaxPlayers))
}
if meta.MaxPlayers != 0 && len(boardState.Snakes) > int(meta.MaxPlayers) {
return rules.RulesetError(fmt.Sprintf("This map can only be played with %d-%d players", meta.MinPlayers, meta.MaxPlayers))
}
return nil
}
// Dimensions describes the size of a Battlesnake board.
type Dimensions struct {
// Width is the width, in number of board squares, of the board.
// The value 0 has a special meaning to mean unlimited.
Width int
// Height is the height, in number of board squares, of the board.
// The value 0 has a special meaning to mean unlimited.
Height int
}
// sizes is a list of board sizes that a map supports.
type sizes []Dimensions
// IsUnlimited reports whether the supported sizes are unlimited.
// Note that even for unlimited sizes, there will be an upper bound that can actually be run and visualised.
func (d sizes) IsUnlimited() bool {
return len(d) == 1 && d[0].Width == 0
}
func (d sizes) IsAllowable(Width int, Height int) bool {
if d.IsUnlimited() {
return true
}
for _, size := range d {
if size.Width == Width && size.Height == Height {
return true
}
}
return false
}
// AnySize creates sizes for a board that has no fixed sizes (supports unlimited sizes).
func AnySize() sizes {
return sizes{Dimensions{Width: 0, Height: 0}}
}
// OddSizes generates square (width = height) board sizes with an odd number of positions
// in the vertical and horizontal directions.
// Examples:
2023-02-19 17:17:59 +00:00
// - OddSizes(11,21) produces [(11,11), (13,13), (15,15), (17,17), (19,19), (21,21)]
func OddSizes(min, max int) sizes {
var s sizes
for i := min; i <= max; i += 2 {
s = append(s, Dimensions{Width: i, Height: i})
}
return s
}
// FixedSizes creates dimensions for a board that has 1 or more fixed sizes.
// Examples:
// - FixedSizes(Dimension{9,11}) supports only a width of 9 and a height of 11.
// - FixedSizes(Dimensions{11,11},Dimensions{19,19}) supports sizes 11x11 and 19x19
func FixedSizes(a Dimensions, b ...Dimensions) sizes {
s := make(sizes, 0, 1+len(b))
s = append(s, a)
s = append(s, b...)
return s
}
// Editor is used by GameMap implementations to modify the board state.
type Editor interface {
// Clears all food from the board.
ClearFood()
// Adds a food to the board. Does not check for duplicates.
AddFood(rules.Point)
// Removes all food from a specific tile on the board.
RemoveFood(rules.Point)
// Get the locations of food currently on the board.
// Note: the return value is a copy and modifying it won't affect the board.
Food() []rules.Point
// Clears all hazards from the board.
ClearHazards()
// Adds a hazard to the board. Does not check for duplicates.
AddHazard(rules.Point)
// Removes all hazards from a specific tile on the board.
RemoveHazard(rules.Point)
// Get the locations of hazards currently on the board.
// Note: the return value is a copy and modifying it won't affect the board.
Hazards() []rules.Point
// Updates the body and health of a snake.
PlaceSnake(id string, body []rules.Point, health int)
// Get the bodies of all non-eliminated snakes currently on the board, keyed by Snake ID
// Note: the body values in the return value are a copy and modifying them won't affect the board.
SnakeBodies() map[string][]rules.Point
// Get an editable reference to the BoardState's GameState field
GameState() map[string]string
// Get an editable reference to the BoardState's PointState field
PointState() map[rules.Point]int
// Given a list of Snakes and a list of head coordinates, randomly place
// the snakes on those coordinates, or return an error if placement of all
// Snakes is impossible.
PlaceSnakesRandomlyAtPositions(rand rules.Rand, snakes []rules.Snake, heads []rules.Point, bodyLength int) error
// Returns true if the provided point on the board is occupied by a snake body, food, and/or hazard.
IsOccupied(point rules.Point, snakes, hazards, food bool) bool
// Get a set of all points on the board the are occupied by snake bodies, food, and/or hazards.
// The value for each point will be set to true in the return value if that point is occupied by one of the selected objects.
OccupiedPoints(snakes, hazards, food bool) map[rules.Point]bool
// Given a list of points, return only those that are unoccupied by snake bodies, food, and/or hazards.
FilterUnoccupiedPoints(targets []rules.Point, snakes, hazards, food bool) []rules.Point
// Shuffle the provided slice of points randomly using the provided rules.Rand
ShufflePoints(rules.Rand, []rules.Point)
}
// An Editor backed by a BoardState.
type BoardStateEditor struct {
boardState *rules.BoardState
}
func NewBoardStateEditor(boardState *rules.BoardState) *BoardStateEditor {
return &BoardStateEditor{
boardState: boardState,
}
}
func (editor *BoardStateEditor) ClearFood() {
editor.boardState.Food = []rules.Point{}
}
func (editor *BoardStateEditor) AddFood(p rules.Point) {
editor.boardState.Food = append(editor.boardState.Food, rules.Point{X: p.X, Y: p.Y})
}
func (editor *BoardStateEditor) RemoveFood(p rules.Point) {
for index, food := range editor.boardState.Food {
if food.X == p.X && food.Y == p.Y {
editor.boardState.Food[index] = editor.boardState.Food[len(editor.boardState.Food)-1]
editor.boardState.Food = editor.boardState.Food[:len(editor.boardState.Food)-1]
}
}
}
// Get the locations of food currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) Food() []rules.Point {
return append([]rules.Point(nil), editor.boardState.Food...)
}
func (editor *BoardStateEditor) ClearHazards() {
editor.boardState.Hazards = []rules.Point{}
}
func (editor *BoardStateEditor) AddHazard(p rules.Point) {
editor.boardState.Hazards = append(editor.boardState.Hazards, rules.Point{X: p.X, Y: p.Y})
}
func (editor *BoardStateEditor) RemoveHazard(p rules.Point) {
for index, food := range editor.boardState.Hazards {
if food.X == p.X && food.Y == p.Y {
editor.boardState.Hazards[index] = editor.boardState.Hazards[len(editor.boardState.Hazards)-1]
editor.boardState.Hazards = editor.boardState.Hazards[:len(editor.boardState.Hazards)-1]
}
}
}
// Get the locations of hazards currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) Hazards() []rules.Point {
return append([]rules.Point(nil), editor.boardState.Hazards...)
}
func (editor *BoardStateEditor) PlaceSnake(id string, body []rules.Point, health int) {
for index, snake := range editor.boardState.Snakes {
if snake.ID == id {
editor.boardState.Snakes[index].Body = body
editor.boardState.Snakes[index].Health = health
return
}
}
editor.boardState.Snakes = append(editor.boardState.Snakes, rules.Snake{
ID: id,
Health: health,
Body: body,
})
}
// Get the bodies of all non-eliminated snakes currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) SnakeBodies() map[string][]rules.Point {
result := make(map[string][]rules.Point, len(editor.boardState.Snakes))
for _, snake := range editor.boardState.Snakes {
result[snake.ID] = append([]rules.Point(nil), snake.Body...)
}
return result
}
// Get an editable reference to the BoardState's GameState field
func (editor *BoardStateEditor) GameState() map[string]string {
return editor.boardState.GameState
}
// Get an editable reference to the BoardState's PointState field
func (editor *BoardStateEditor) PointState() map[rules.Point]int {
return editor.boardState.PointState
}
// Given a list of Snakes and a list of head coordinates, randomly place
// the snakes on those coordinates, or return an error if placement of all
// Snakes is impossible.
func (editor *BoardStateEditor) PlaceSnakesRandomlyAtPositions(rand rules.Rand, snakes []rules.Snake, heads []rules.Point, bodyLength int) error {
if len(snakes) > len(heads) {
return rules.ErrorTooManySnakes
}
// Shuffle starting points
editor.ShufflePoints(rand, heads)
// Assign starting points to snakes in order
for index, snake := range snakes {
head := heads[index]
body := make([]rules.Point, bodyLength)
for i := 0; i < bodyLength; i++ {
body[i] = head
}
editor.PlaceSnake(snake.ID, body, rules.SnakeMaxHealth)
}
return nil
}
// Returns true if the provided point on the board is occupied by a snake body, food, and/or hazard.
func (editor *BoardStateEditor) IsOccupied(point rules.Point, snakes, hazards, food bool) bool {
if food {
for _, food := range editor.boardState.Food {
if food == point {
return true
}
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
if hazard == point {
return true
}
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
if body == point {
return true
}
}
}
}
return false
}
// Get a set of all points on the board the are occupied by snake bodies, food, and/or hazards.
// The value for each point will be set to true in the return value if that point is occupied by one of the selected objects.
func (editor *BoardStateEditor) OccupiedPoints(snakes, hazards, food bool) map[rules.Point]bool {
boardState := editor.boardState
result := make(map[rules.Point]bool, len(boardState.Food)+len(boardState.Hazards)+len(boardState.Snakes)*3)
if food {
for _, food := range editor.boardState.Food {
result[food] = true
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
result[hazard] = true
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
result[body] = true
}
}
}
return result
}
// Given a list of points, return only those that are unoccupied by snake bodies, food, and/or hazards.
func (editor *BoardStateEditor) FilterUnoccupiedPoints(targets []rules.Point, snakes, hazards, food bool) []rules.Point {
result := make([]rules.Point, 0, len(targets))
targetLoop:
for _, point := range targets {
if food {
for _, food := range editor.boardState.Food {
if food == point {
continue targetLoop
}
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
if hazard == point {
continue targetLoop
}
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
if body == point {
continue targetLoop
}
}
}
}
result = append(result, point)
}
return result
}
func (editor *BoardStateEditor) ShufflePoints(rand rules.Rand, points []rules.Point) {
rand.Shuffle(len(points), func(i int, j int) {
points[i], points[j] = points[j], points[i]
})
}