Byte-snake-engine/squad.go

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package rules
import (
"errors"
)
type SquadRuleset struct {
StandardRuleset
SquadMap map[string]string
// These are intentionally designed so that they default to a standard game.
AllowBodyCollisions bool
SharedElimination bool
SharedHealth bool
SharedLength bool
}
func (r *SquadRuleset) Name() string { return GameTypeSquad }
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func (r *SquadRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
err = r.resurrectSquadBodyCollisions(nextBoardState)
if err != nil {
return nil, err
}
err = r.shareSquadAttributes(nextBoardState)
if err != nil {
return nil, err
}
return nextBoardState, nil
}
func areSnakesOnSameSquad(squadMap map[string]string, snake *Snake, other *Snake) bool {
return areSnakeIDsOnSameSquad(squadMap, snake.ID, other.ID)
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}
func areSnakeIDsOnSameSquad(squadMap map[string]string, snakeID string, otherID string) bool {
return squadMap[snakeID] == squadMap[otherID]
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}
func (r *SquadRuleset) resurrectSquadBodyCollisions(b *BoardState) error {
_, err := r.callStageFunc(ResurrectSnakesSquad, b, []SnakeMove{})
return err
}
func ResurrectSnakesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if !settings.SquadSettings.AllowBodyCollisions {
return false, nil
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}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause == EliminatedByCollision {
if snake.EliminatedBy == "" {
return false, errors.New("snake eliminated by collision and eliminatedby is not set")
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}
if snake.ID != snake.EliminatedBy && areSnakeIDsOnSameSquad(settings.SquadSettings.squadMap, snake.ID, snake.EliminatedBy) {
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snake.EliminatedCause = NotEliminated
snake.EliminatedBy = ""
}
}
}
return false, nil
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}
func (r *SquadRuleset) shareSquadAttributes(b *BoardState) error {
_, err := r.callStageFunc(ShareAttributesSquad, b, []SnakeMove{})
return err
}
func ShareAttributesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
squadSettings := settings.SquadSettings
if !(squadSettings.SharedElimination || squadSettings.SharedLength || squadSettings.SharedHealth) {
return false, nil
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}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause != NotEliminated {
continue
}
for j := 0; j < len(b.Snakes); j++ {
other := &b.Snakes[j]
if areSnakesOnSameSquad(squadSettings.squadMap, snake, other) {
if squadSettings.SharedHealth {
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if snake.Health < other.Health {
snake.Health = other.Health
}
}
if squadSettings.SharedLength {
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if len(snake.Body) == 0 || len(other.Body) == 0 {
return false, errors.New("found snake of zero length")
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}
for len(snake.Body) < len(other.Body) {
growSnake(snake)
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}
}
if squadSettings.SharedElimination {
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if snake.EliminatedCause == NotEliminated && other.EliminatedCause != NotEliminated {
snake.EliminatedCause = EliminatedBySquad
// We intentionally do not set snake.EliminatedBy because there might be multiple culprits.
snake.EliminatedBy = ""
}
}
}
}
}
return false, nil
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}
func (r *SquadRuleset) IsGameOver(b *BoardState) (bool, error) {
return r.callStageFunc(GameOverSquad, b, []SnakeMove{})
}
func GameOverSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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snakesRemaining := []*Snake{}
for i := 0; i < len(b.Snakes); i++ {
if b.Snakes[i].EliminatedCause == NotEliminated {
snakesRemaining = append(snakesRemaining, &b.Snakes[i])
}
}
for i := 0; i < len(snakesRemaining); i++ {
if !areSnakesOnSameSquad(settings.SquadSettings.squadMap, snakesRemaining[i], snakesRemaining[0]) {
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// There are multiple squads remaining
return false, nil
}
}
// no snakes or single squad remaining
return true, nil
}
func (r SquadRuleset) Settings() Settings {
s := r.StandardRuleset.Settings()
s.SquadSettings = SquadSettings{
squadMap: r.SquadMap,
AllowBodyCollisions: r.AllowBodyCollisions,
SharedElimination: r.SharedElimination,
SharedHealth: r.SharedHealth,
SharedLength: r.SharedLength,
}
return s
}
// Adaptor for integrating stages into SquadRuleset
func (r *SquadRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) {
return stage(boardState, r.Settings(), moves)
}