Byte-snake-engine/maps/snail_mode.go

140 lines
4.3 KiB
Go
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package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
type SnailModeMap struct {
lastTailPositions map[rules.Point]int // local state is preserved during the turn
}
// init registers this map in the global registry.
func init() {
globalRegistry.RegisterMap("snail_mode", &SnailModeMap{lastTailPositions: nil})
}
// ID returns a unique identifier for this map.
func (m *SnailModeMap) ID() string {
return "snail_mode"
}
// Meta returns the non-functional metadata about this map.
func (m *SnailModeMap) Meta() Metadata {
return Metadata{
Name: "Snail Mode",
Description: "Snakes leave behind a trail of hazards",
Author: "coreyja and jlafayette",
Version: 1,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_EXPERIMENTAL, TAG_HAZARD_PLACEMENT},
}
}
// SetupBoard here is pretty 'standard' and doesn't do any special setup for this game mode
func (m *SnailModeMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(0)
if len(initialBoardState.Snakes) > int(m.Meta().MaxPlayers) {
return rules.ErrorTooManySnakes
}
snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState := rules.NewBoardState(initialBoardState.Width, initialBoardState.Height)
err := rules.PlaceSnakesAutomatically(rand, tempBoardState, snakeIDs)
if err != nil {
return err
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
return nil
}
// doubleTail determine if the snake has a double stacked tail currently
func doubleTail(snake *rules.Snake) bool {
almostTail := snake.Body[len(snake.Body)-2]
tail := snake.Body[len(snake.Body)-1]
return almostTail.X == tail.X && almostTail.Y == tail.Y
}
// isEliminated determines if the snake is already eliminated
func isEliminated(s *rules.Snake) bool {
return s.EliminatedCause != rules.NotEliminated
}
// PreUpdateBoard stores the tail position of each snake in memory, to be
// able to place hazards there after the snakes move.
func (m *SnailModeMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
m.lastTailPositions = make(map[rules.Point]int)
for _, snake := range lastBoardState.Snakes {
if isEliminated(&snake) {
continue
}
// Double tail means that the tail will stay on the same square for more
// than one turn, so we don't want to spawn hazards
if doubleTail(&snake) {
continue
}
m.lastTailPositions[snake.Body[len(snake.Body)-1]] = len(snake.Body)
}
return nil
}
// PostUpdateBoard does the work of placing the hazards along the 'snail tail' of snakes
// This also handles removing one hazards from the current stacks so the hazards tails fade as the snake moves away.
func (m *SnailModeMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
// This map decrements the stack of hazards on a point each turn, so they
// need to be cleared first.
editor.ClearHazards()
// Count the number of hazards for a given position
hazardCounts := map[rules.Point]int{}
for _, hazard := range lastBoardState.Hazards {
hazardCounts[hazard]++
}
// Add back existing hazards, but with a stack of 1 less than before.
// This has the effect of making the snail-trail disappear over time.
for hazard, count := range hazardCounts {
for i := 0; i < count-1; i++ {
editor.AddHazard(hazard)
}
}
// Place a new stack of hazards where each snake's tail used to be
NewHazardLoop:
for location, count := range m.lastTailPositions {
for _, snake := range lastBoardState.Snakes {
if isEliminated(&snake) {
continue
}
head := snake.Body[0]
if location.X == head.X && location.Y == head.Y {
// Skip position if a snakes head occupies it.
// Otherwise hazard shows up in the viewer on top of a snake head, but
// does not damage the snake, which is visually confusing.
continue NewHazardLoop
}
}
for i := 0; i < count; i++ {
editor.AddHazard(location)
}
}
return nil
}