Rename consts, remove pointers where not wanted/needed, snake placement tests.

This commit is contained in:
bvanvugt 2020-01-02 16:10:33 -08:00
parent 53d57d8e6a
commit 010b3aa08f
3 changed files with 419 additions and 281 deletions

View file

@ -8,50 +8,40 @@ import (
type StandardRuleset struct{}
const (
BOARD_SIZE_SMALL = 7
BOARD_SIZE_MEDIUM = 11
BOARD_SIZE_LARGE = 19
FOOD_SPAWN_CHANCE = 0.1
SNAKE_MAX_HEALTH = 100
BoardSizeSmall = 7
BoardSizeMedium = 11
BoardSizeLarge = 19
FoodSpawnChance = 0.1
SnakeMaxHealth = 100
SnakeStartSize = 3
// bvanvugt - TODO: Just return formatted strings instead of codes?
ELIMINATED_COLLISION = "snake-collision"
ELIMINATED_SELF_COLLISION = "snake-self-collision"
ELIMINATED_STARVATION = "starvation"
ELIMINATED_HEAD_TO_HEAD = "head-collision"
ELIMINATED_OUT_OF_BOUNDS = "wall-collision"
EliminatedByColliision = "snake-collision"
EliminatedBySelfColliision = "snake-self-collision"
EliminatedByStarvation = "starvation"
EliminatedByHeadToHeadCollision = "head-collision"
EliminatedByOutOfBounds = "wall-collision"
)
func (r *StandardRuleset) CreateInitialBoard(width int32, height int32, snakeIDs []string) (*BoardState, error) {
var err error
snakes := []*Snake{}
for _, id := range snakeIDs {
snakes = append(snakes,
&Snake{
ID: id,
Health: SNAKE_MAX_HEALTH,
},
)
}
func (r *StandardRuleset) CreateInitialBoardState(width int32, height int32, snakeIDs []string) (*BoardState, error) {
initialBoardState := &BoardState{
Height: height,
Width: width,
Snakes: snakes,
Snakes: make([]Snake, len(snakeIDs)),
}
// Place Snakes
if r.isKnownBoardSize(initialBoardState) {
err = r.placeSnakesFixed(initialBoardState)
} else {
err = r.placeSnakesRandomly(initialBoardState)
for i := 0; i < len(snakeIDs); i++ {
initialBoardState.Snakes[i] = Snake{
ID: snakeIDs[i],
Health: SnakeMaxHealth,
}
}
err := r.placeSnakes(initialBoardState)
if err != nil {
return nil, err
}
// Place Food
err = r.placeInitialFood(initialBoardState)
if err != nil {
return nil, err
@ -60,23 +50,30 @@ func (r *StandardRuleset) CreateInitialBoard(width int32, height int32, snakeIDs
return initialBoardState, nil
}
func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
// Sanity check
if len(b.Snakes) >= 8 {
return errors.New("too many snakes for fixed start positions")
func (r *StandardRuleset) placeSnakes(b *BoardState) error {
if r.isKnownBoardSize(b) {
return r.placeSnakesFixed(b)
}
return r.placeSnakesRandomly(b)
}
// Create start points
func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
// Create start 8 points
mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2
startPoints := []Point{
{mn, mn},
{mn, md},
{mn, mx},
{md, mn},
{md, mx},
{mx, mn},
{mx, md},
{mx, mx},
Point{mn, mn},
Point{mn, md},
Point{mn, mx},
Point{md, mn},
Point{md, mx},
Point{mx, mn},
Point{mx, md},
Point{mx, mx},
}
// Sanity check
if len(b.Snakes) > len(startPoints) {
return errors.New("too many snakes for fixed start positions")
}
// Randomly order them
@ -85,10 +82,9 @@ func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
})
// Assign to snakes in order given
for i, snake := range b.Snakes {
p := startPoints[i]
for j := 0; j < 3; j++ {
snake.Body = append(snake.Body, &Point{p.X, p.Y})
for i := 0; i < len(b.Snakes); i++ {
for j := 0; j < SnakeStartSize; j++ {
b.Snakes[i].Body = append(b.Snakes[i].Body, startPoints[i])
}
}
@ -96,24 +92,27 @@ func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
}
func (r *StandardRuleset) placeSnakesRandomly(b *BoardState) error {
for _, snake := range b.Snakes {
for i := 0; i < len(b.Snakes); i++ {
unoccupiedPoints := r.getUnoccupiedPoints(b)
if len(unoccupiedPoints) < len(b.Snakes)-i {
return errors.New("not enough empty squares to place snakes")
}
p := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
for j := 0; j < 3; j++ {
snake.Body = append(snake.Body, &Point{p.X, p.Y})
for j := 0; j < SnakeStartSize; j++ {
b.Snakes[i].Body = append(b.Snakes[i].Body, p)
}
}
return nil
}
func (r *StandardRuleset) isKnownBoardSize(b *BoardState) bool {
if b.Height == BOARD_SIZE_SMALL && b.Width == BOARD_SIZE_SMALL {
if b.Height == BoardSizeSmall && b.Width == BoardSizeSmall {
return true
}
if b.Height == BOARD_SIZE_MEDIUM && b.Width == BOARD_SIZE_MEDIUM {
if b.Height == BoardSizeMedium && b.Width == BoardSizeMedium {
return true
}
if b.Height == BOARD_SIZE_LARGE && b.Width == BOARD_SIZE_LARGE {
if b.Height == BoardSizeLarge && b.Width == BoardSizeLarge {
return true
}
return false
@ -124,12 +123,18 @@ func (r *StandardRuleset) placeInitialFood(b *BoardState) error {
return nil
}
func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []*SnakeMove) (*BoardState, error) {
// TODO: DO NOT REFERENCE prevState directly!!!!
// we're technically altering both states
func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
// We specifically want to copy prevState, so as not to alter it directly.
nextState := &BoardState{
Snakes: prevState.Snakes,
Food: prevState.Food,
Height: prevState.Height,
Width: prevState.Width,
Food: append([]Point{}, prevState.Food...),
Snakes: make([]Snake, len(prevState.Snakes)),
}
for i := 0; i < len(prevState.Snakes); i++ {
nextState.Snakes[i].ID = prevState.Snakes[i].ID
nextState.Snakes[i].Health = prevState.Snakes[i].Health
nextState.Snakes[i].Body = append([]Point{}, prevState.Snakes[i].Body...)
}
// TODO: Gut check the BoardState?
@ -146,6 +151,12 @@ func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []*SnakeMove
return nil, err
}
// TODO: LOG?
err = r.eliminateSnakes(nextState)
if err != nil {
return nil, err
}
// TODO
// bvanvugt: we specifically want this to happen before elimination
// so that head-to-head collisions on food still remove the food.
@ -164,78 +175,79 @@ func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []*SnakeMove
return nil, err
}
// TODO: LOG?
err = r.eliminateSnakes(nextState)
if err != nil {
return nil, err
}
return nextState, nil
}
func (r *StandardRuleset) moveSnakes(b *BoardState, moves []*SnakeMove) error {
func (r *StandardRuleset) moveSnakes(b *BoardState, moves []SnakeMove) error {
for _, move := range moves {
var newHead = &Point{}
var snake *Snake
for i := 0; i < len(b.Snakes); i++ {
if b.Snakes[i].ID == move.ID {
snake = &b.Snakes[i]
}
}
var newHead = Point{}
switch move.Move {
case MOVE_DOWN:
newHead.X = move.Snake.Body[0].X
newHead.Y = move.Snake.Body[0].Y + 1
case MOVE_LEFT:
newHead.X = move.Snake.Body[0].X - 1
newHead.Y = move.Snake.Body[0].Y
case MOVE_RIGHT:
newHead.X = move.Snake.Body[0].X + 1
newHead.Y = move.Snake.Body[0].Y
case MOVE_UP:
newHead.X = move.Snake.Body[0].X
newHead.Y = move.Snake.Body[0].Y - 1
case MoveDown:
newHead.X = snake.Body[0].X
newHead.Y = snake.Body[0].Y + 1
case MoveLeft:
newHead.X = snake.Body[0].X - 1
newHead.Y = snake.Body[0].Y
case MoveRight:
newHead.X = snake.Body[0].X + 1
newHead.Y = snake.Body[0].Y
case MoveUp:
newHead.X = snake.Body[0].X
newHead.Y = snake.Body[0].Y - 1
default:
// Default to UP
var dX int32 = 0
var dY int32 = -1
// If neck is available, use neck to determine last direction
if len(move.Snake.Body) >= 2 {
dX = move.Snake.Body[0].X - move.Snake.Body[1].X
dY = move.Snake.Body[0].Y - move.Snake.Body[1].Y
if len(snake.Body) >= 2 {
dX = snake.Body[0].X - snake.Body[1].X
dY = snake.Body[0].Y - snake.Body[1].Y
if dX == 0 && dY == 0 {
dY = -1 // Move up if no last move was made
}
}
// Apply
newHead.X = move.Snake.Body[0].X + dX
newHead.Y = move.Snake.Body[0].Y + dY
newHead.X = snake.Body[0].X + dX
newHead.Y = snake.Body[0].Y + dY
}
// Append new head, pop old tail
move.Snake.Body = append([]*Point{newHead}, move.Snake.Body[:len(move.Snake.Body)-1]...)
snake.Body = append([]Point{newHead}, snake.Body[:len(snake.Body)-1]...)
}
return nil
}
func (r *StandardRuleset) reduceSnakeHealth(b *BoardState) error {
for _, snake := range b.Snakes {
snake.Health = snake.Health - 1
for i := 0; i < len(b.Snakes); i++ {
b.Snakes[i].Health = b.Snakes[i].Health - 1
}
return nil
}
func (r *StandardRuleset) eliminateSnakes(b *BoardState) error {
for _, snake := range b.Snakes {
if r.snakeHasStarved(snake) {
snake.EliminatedCause = ELIMINATED_STARVATION
} else if r.snakeIsOutOfBounds(snake, b.Width, b.Height) {
snake.EliminatedCause = ELIMINATED_OUT_OF_BOUNDS
if r.snakeHasStarved(&snake) {
snake.EliminatedCause = EliminatedByStarvation
} else if r.snakeIsOutOfBounds(&snake, b.Width, b.Height) {
snake.EliminatedCause = EliminatedByOutOfBounds
} else {
for _, other := range b.Snakes {
if r.snakeHasBodyCollided(snake, other) {
if r.snakeHasBodyCollided(&snake, &other) {
if snake.ID == other.ID {
snake.EliminatedCause = ELIMINATED_SELF_COLLISION
snake.EliminatedCause = EliminatedBySelfColliision
} else {
snake.EliminatedCause = ELIMINATED_COLLISION
snake.EliminatedCause = EliminatedByColliision
}
break
} else if r.snakeHasLostHeadToHead(snake, other) {
snake.EliminatedCause = ELIMINATED_HEAD_TO_HEAD
} else if r.snakeHasLostHeadToHead(&snake, &other) {
snake.EliminatedCause = EliminatedByHeadToHeadCollision
break
}
}
@ -280,8 +292,8 @@ func (r *StandardRuleset) snakeHasLostHeadToHead(s *Snake, other *Snake) bool {
}
func (r *StandardRuleset) feedSnakes(b *BoardState) error {
var newFood []*Point
var tail *Point
var newFood []Point
var tail Point
for _, food := range b.Food {
foodHasBeenEaten := false
@ -289,9 +301,9 @@ func (r *StandardRuleset) feedSnakes(b *BoardState) error {
if snake.Body[0].X == food.X && snake.Body[0].Y == food.Y {
foodHasBeenEaten = true
// Update snake
snake.Health = SNAKE_MAX_HEALTH
snake.Health = SnakeMaxHealth
tail = snake.Body[len(snake.Body)-1]
snake.Body = append(snake.Body, &Point{X: tail.X, Y: tail.Y})
snake.Body = append(snake.Body, tail)
}
}
// Persist food to next BoardState if not eaten
@ -305,7 +317,7 @@ func (r *StandardRuleset) feedSnakes(b *BoardState) error {
}
func (r *StandardRuleset) maybeSpawnFood(b *BoardState, n int) error {
if rand.Float32() <= FOOD_SPAWN_CHANCE {
if rand.Float32() <= FoodSpawnChance {
r.spawnFood(b, n)
}
return nil
@ -321,7 +333,7 @@ func (r *StandardRuleset) spawnFood(b *BoardState, n int) {
}
}
func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []*Point {
func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []Point {
pointIsOccupied := map[int32]map[int32]bool{}
for _, p := range b.Food {
if _, xExists := pointIsOccupied[p.X]; !xExists {
@ -338,7 +350,7 @@ func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []*Point {
}
}
unoccupiedPoints := []*Point{}
unoccupiedPoints := []Point{}
for x := int32(0); x < b.Width; x++ {
for y := int32(0); y < b.Height; y++ {
if _, xExists := pointIsOccupied[x]; xExists {
@ -348,7 +360,7 @@ func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []*Point {
}
}
}
unoccupiedPoints = append(unoccupiedPoints, &Point{X: x, Y: y})
unoccupiedPoints = append(unoccupiedPoints, Point{X: x, Y: y})
}
}
return unoccupiedPoints