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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@ -5,14 +5,6 @@ import (
"sort"
)
type StandardRuleset struct {
FoodSpawnChance int // [0, 100]
MinimumFood int
HazardDamagePerTurn int
HazardMap string // optional
HazardMapAuthor string // optional
}
var standardRulesetStages = []string{
StageGameOverStandard,
StageMovementStandard,
@ -22,23 +14,6 @@ var standardRulesetStages = []string{
StageEliminationStandard,
}
func (r *StandardRuleset) Name() string { return GameTypeStandard }
func (r *StandardRuleset) ModifyInitialBoardState(initialState *BoardState) (*BoardState, error) {
// No-op
return initialState, nil
}
// impl Pipeline
func (r StandardRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(standardRulesetStages...).Execute(bs, s, sm)
}
func (r *StandardRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func MoveSnakesStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
@ -156,6 +131,7 @@ func DamageHazardsStandard(b *BoardState, settings Settings, moves []SnakeMove)
if IsInitialization(b, settings, moves) {
return false, nil
}
hazardDamage := settings.Int(ParamHazardDamagePerTurn, 0)
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause != NotEliminated {
@ -176,7 +152,7 @@ func DamageHazardsStandard(b *BoardState, settings Settings, moves []SnakeMove)
}
// Snake is in a hazard, reduce health
snake.Health = snake.Health - settings.HazardDamagePerTurn
snake.Health = snake.Health - hazardDamage
if snake.Health < 0 {
snake.Health = 0
}
@ -393,20 +369,18 @@ func SpawnFoodStandard(b *BoardState, settings Settings, moves []SnakeMove) (boo
if IsInitialization(b, settings, moves) {
return false, nil
}
minimumFood := settings.Int(ParamMinimumFood, 0)
foodSpawnChance := settings.Int(ParamFoodSpawnChance, 0)
numCurrentFood := int(len(b.Food))
if numCurrentFood < settings.MinimumFood {
return false, PlaceFoodRandomly(GlobalRand, b, settings.MinimumFood-numCurrentFood)
if numCurrentFood < minimumFood {
return false, PlaceFoodRandomly(GlobalRand, b, minimumFood-numCurrentFood)
}
if settings.FoodSpawnChance > 0 && int(rand.Intn(100)) < settings.FoodSpawnChance {
if foodSpawnChance > 0 && int(rand.Intn(100)) < foodSpawnChance {
return false, PlaceFoodRandomly(GlobalRand, b, 1)
}
return false, nil
}
func (r *StandardRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverStandard(b, r.Settings(), nil)
}
func GameOverStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
numSnakesRemaining := 0
for i := 0; i < len(b.Snakes); i++ {
@ -416,25 +390,3 @@ func GameOverStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool
}
return numSnakesRemaining <= 1, nil
}
func (r StandardRuleset) Settings() Settings {
return Settings{
FoodSpawnChance: r.FoodSpawnChance,
MinimumFood: r.MinimumFood,
HazardDamagePerTurn: r.HazardDamagePerTurn,
HazardMap: r.HazardMap,
HazardMapAuthor: r.HazardMapAuthor,
}
}
// impl Pipeline
func (r StandardRuleset) Err() error {
return nil
}
// IsInitialization checks whether the current state means the game is initialising.
func IsInitialization(b *BoardState, settings Settings, moves []SnakeMove) bool {
// We can safely assume that the game state is in the initialisation phase when
// the turn hasn't advanced and the moves are empty
return b.Turn <= 0 && len(moves) == 0
}