DEV-1761: New rules API (#118)

* DEV-1761: Clean up Ruleset interface (#115)

* remove legacy ruleset types and simplify ruleset interface

* remove unnecessary settings argument from Ruleset interface

* decouple rules.Settings from client API and store settings as strings

* DEV 1761: Add new BoardState and Point fields (#117)

* add Point.TTL, Point.Value, GameState and PointState to BoardState

* allow maps to access BoardState.GameState,PointState

* add PreUpdateBoard and refactor snail_mode with it

* fix bug where an extra turn was printed to the console

* fix formatting

* fix lint errors

Co-authored-by: JonathanArns <jonathan.arns@googlemail.com>
This commit is contained in:
Rob O'Dwyer 2022-10-28 16:49:49 -07:00 committed by GitHub
parent 639362ef46
commit 82e1999126
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
50 changed files with 1349 additions and 1610 deletions

View file

@ -33,20 +33,25 @@ func (m RoyaleHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings
return StandardMap{}.SetupBoard(lastBoardState, settings, editor)
}
func (m RoyaleHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
func (m RoyaleHazardsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m RoyaleHazardsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
// Use StandardMap to populate food
if err := (StandardMap{}).UpdateBoard(lastBoardState, settings, editor); err != nil {
if err := (StandardMap{}).PostUpdateBoard(lastBoardState, settings, editor); err != nil {
return err
}
// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
turn := lastBoardState.Turn + 1
if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
shrinkEveryNTurns := settings.Int(rules.ParamShrinkEveryNTurns, 0)
if shrinkEveryNTurns < 1 {
return errors.New("royale game can't shrink more frequently than every turn")
}
if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
if turn < shrinkEveryNTurns {
return nil
}
@ -56,7 +61,7 @@ func (m RoyaleHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings
// Get random generator for turn zero, because we're regenerating all hazards every time.
randGenerator := settings.GetRand(0)
numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
numShrinks := turn / shrinkEveryNTurns
minX, maxX := 0, lastBoardState.Width-1
minY, maxY := 0, lastBoardState.Height-1
for i := 0; i < numShrinks; i++ {