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
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GPG key ID: 4AEE18F83AFDEB23
50 changed files with 1349 additions and 1610 deletions

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@ -4,20 +4,22 @@ import (
"github.com/BattlesnakeOfficial/rules"
)
type SnailModeMap struct{}
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{})
globalRegistry.RegisterMap("snail_mode", &SnailModeMap{lastTailPositions: nil})
}
// ID returns a unique identifier for this map.
func (m SnailModeMap) ID() string {
func (m *SnailModeMap) ID() string {
return "snail_mode"
}
// Meta returns the non-functional metadata about this map.
func (m SnailModeMap) Meta() Metadata {
func (m *SnailModeMap) Meta() Metadata {
return Metadata{
Name: "Snail Mode",
Description: "Snakes leave behind a trail of hazards",
@ -31,7 +33,7 @@ func (m SnailModeMap) Meta() Metadata {
}
// 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 {
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) {
@ -57,23 +59,6 @@ func (m SnailModeMap) SetupBoard(initialBoardState *rules.BoardState, settings r
return nil
}
// storeTailLocation returns an offboard point that corresponds to the given point.
// This is useful for storing state that can be accessed next turn.
func storeTailLocation(point rules.Point, height int) rules.Point {
return rules.Point{X: point.X, Y: point.Y + height}
}
// getPrevTailLocation returns the onboard point that corresponds to an offboard point.
// This is useful for restoring state that was stored last turn.
func getPrevTailLocation(point rules.Point, height int) rules.Point {
return rules.Point{X: point.X, Y: point.Y - height}
}
// outOfBounds determines if the given point is out of bounds for the current board size
func outOfBounds(p rules.Point, w, h int) bool {
return p.X < 0 || p.Y < 0 || p.X >= w || p.Y >= h
}
// doubleTail determine if the snake has a double stacked tail currently
func doubleTail(snake *rules.Snake) bool {
almostTail := snake.Body[len(snake.Body)-2]
@ -86,12 +71,28 @@ func isEliminated(s *rules.Snake) bool {
return s.EliminatedCause != rules.NotEliminated
}
// UpdateBoard does the work of placing the hazards along the 'snail tail' of snakes
// This is responsible for saving the current tail location off the board
// and restoring the previous tail position. This also handles removing one hazards from
// the current stacks so the hazards tails fade as the snake moves away.
func (m SnailModeMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.UpdateBoard(lastBoardState, settings, editor)
// 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
}
@ -100,79 +101,38 @@ func (m SnailModeMap) UpdateBoard(lastBoardState *rules.BoardState, settings rul
// need to be cleared first.
editor.ClearHazards()
// This is a list of all the hazards we want to add for the previous tails
// These were stored off board in the previous turn as a way to save state
// When we add the locations to this list we have already converted the off-board
// points to on-board points
tailLocations := make([]rules.Point, 0, len(lastBoardState.Snakes))
// Count the number of hazards for a given position
// Add non-double tail locations to a slice
hazardCounts := map[rules.Point]int{}
for _, hazard := range lastBoardState.Hazards {
// discard out of bound
if outOfBounds(hazard, lastBoardState.Width, lastBoardState.Height) {
onBoardTail := getPrevTailLocation(hazard, lastBoardState.Height)
tailLocations = append(tailLocations, onBoardTail)
} else {
hazardCounts[hazard]++
}
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)
}
}
// Store a stack of hazards for the tail of each snake. This is stored out
// of bounds and then applied on the next turn. The stack count is equal
// the lenght of the snake.
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
}
tail := snake.Body[len(snake.Body)-1]
offBoardTail := storeTailLocation(tail, lastBoardState.Height)
for i := 0; i < len(snake.Body); i++ {
editor.AddHazard(offBoardTail)
}
}
// Read offboard tails and move them to the board. The offboard tails are
// stacked based on the length of the snake
for _, p := range tailLocations {
// 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.
isHead := false
// 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 p.X == head.X && p.Y == head.Y {
isHead = true
break
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
}
}
if isHead {
continue
for i := 0; i < count; i++ {
editor.AddHazard(location)
}
editor.AddHazard(p)
}
return nil