2020-07-25 17:37:41 -07:00
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package rules
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import (
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"errors"
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2020-07-29 10:24:38 -07:00
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"math/rand"
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2020-07-25 17:37:41 -07:00
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)
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type RoyaleRuleset struct {
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StandardRuleset
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Seed int64
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ShrinkEveryNTurns int32
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}
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2022-03-16 16:58:05 -07:00
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func (r *RoyaleRuleset) Name() string { return GameTypeRoyale }
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2020-07-25 17:37:41 -07:00
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func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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if r.StandardRuleset.HazardDamagePerTurn < 1 {
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return nil, errors.New("royale damage per turn must be greater than zero")
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}
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nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
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if err != nil {
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return nil, err
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}
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2021-08-17 16:47:06 -07:00
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// Royale's only job is now to populate the hazards for next turn - StandardRuleset takes care of applying hazard damage.
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err = r.populateHazards(nextBoardState)
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if err != nil {
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return nil, err
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}
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return nextBoardState, nil
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}
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func (r *RoyaleRuleset) populateHazards(b *BoardState) error {
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_, err := r.callStageFunc(PopulateHazardsRoyale, b, []SnakeMove{})
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return err
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}
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func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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b.Hazards = []Point{}
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2022-03-16 16:58:05 -07:00
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// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
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turn := b.Turn + 1
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if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
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return false, errors.New("royale game can't shrink more frequently than every turn")
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2020-07-25 17:37:41 -07:00
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}
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2022-03-16 16:58:05 -07:00
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if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
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return false, nil
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}
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2022-03-16 16:58:05 -07:00
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randGenerator := rand.New(rand.NewSource(settings.RoyaleSettings.seed))
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numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
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minX, maxX := int32(0), b.Width-1
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minY, maxY := int32(0), b.Height-1
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for i := int32(0); i < numShrinks; i++ {
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switch randGenerator.Intn(4) {
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case 0:
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minX += 1
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case 1:
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maxX -= 1
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case 2:
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minY += 1
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case 3:
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maxY -= 1
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}
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}
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2020-07-25 17:37:41 -07:00
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for x := int32(0); x < b.Width; x++ {
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for y := int32(0); y < b.Height; y++ {
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if x < minX || x > maxX || y < minY || y > maxY {
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b.Hazards = append(b.Hazards, Point{x, y})
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}
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}
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}
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2022-03-16 16:58:05 -07:00
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return false, nil
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}
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func (r RoyaleRuleset) Settings() Settings {
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s := r.StandardRuleset.Settings()
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s.RoyaleSettings = RoyaleSettings{
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seed: r.Seed,
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ShrinkEveryNTurns: r.ShrinkEveryNTurns,
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}
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return s
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}
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// Adaptor for integrating stages into RoyaleRuleset
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func (r *RoyaleRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) {
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return stage(boardState, r.Settings(), moves)
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}
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