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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@ -14,26 +14,6 @@ var royaleRulesetStages = []string{
StageSpawnHazardsShrinkMap,
}
type RoyaleRuleset struct {
StandardRuleset
ShrinkEveryNTurns int
}
func (r *RoyaleRuleset) Name() string { return GameTypeRoyale }
func (r RoyaleRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(royaleRulesetStages...).Execute(bs, s, sm)
}
func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
if r.StandardRuleset.HazardDamagePerTurn < 1 {
return nil, errors.New("royale damage per turn must be greater than zero")
}
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
@ -43,17 +23,18 @@ func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove)
// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
turn := b.Turn + 1
if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
shrinkEveryNTurns := settings.Int(ParamShrinkEveryNTurns, 0)
if shrinkEveryNTurns < 1 {
return false, errors.New("royale game can't shrink more frequently than every turn")
}
if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
if turn < shrinkEveryNTurns {
return false, nil
}
randGenerator := settings.GetRand(0)
numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
numShrinks := turn / shrinkEveryNTurns
minX, maxX := 0, b.Width-1
minY, maxY := 0, b.Height-1
for i := 0; i < numShrinks; i++ {
@ -72,22 +53,10 @@ func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove)
for x := 0; x < b.Width; x++ {
for y := 0; y < b.Height; y++ {
if x < minX || x > maxX || y < minY || y > maxY {
b.Hazards = append(b.Hazards, Point{x, y})
b.Hazards = append(b.Hazards, Point{X: x, Y: y})
}
}
}
return false, nil
}
func (r *RoyaleRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverStandard(b, r.Settings(), nil)
}
func (r RoyaleRuleset) Settings() Settings {
s := r.StandardRuleset.Settings()
s.RoyaleSettings = RoyaleSettings{
ShrinkEveryNTurns: r.ShrinkEveryNTurns,
}
return s
}