fix for rivers and bridges snake start positions (#85)

* fix for rivers and bridges snake start positions

* update max player count, add unit test

* set player count to 12 (max for smallest size)

* fix: one of the 19x19 spawn points

* randomize snake placement at start positions

* randomly choose starts in quadrants

* fix: check that start positions are valid

* modify food placement to avoid hazards
This commit is contained in:
Torben 2022-06-28 14:41:01 -07:00 committed by GitHub
parent f58df66e69
commit 9d6b1147cd
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5 changed files with 298 additions and 25 deletions

View file

@ -144,9 +144,70 @@ func PlaceSnakesFixed(rand Rand, b *BoardState, snakeIDs []string) error {
}
}
return nil
}
func PlaceSnakesInQuadrants(rand Rand, b *BoardState, quadrants [][]Point) error {
if len(quadrants) != 4 {
return RulesetError("invalid start point configuration - not divided into quadrants")
}
// make sure all quadrants have the same number of positions
for i := 1; i < 4; i++ {
if len(quadrants[i]) != len(quadrants[0]) {
return RulesetError("invalid start point configuration - quadrants aren't even")
}
}
quads := make([]randomPositionBucket, 4)
for i := 0; i < 4; i++ {
quads[i].fill(quadrants[i]...)
}
currentQuad := rand.Intn(4) // randomly pick a quadrant to start from
// evenly distribute snakes across quadrants, randomly, by rotating through the quadrants
for i := 0; i < len(b.Snakes); i++ {
p, err := quads[currentQuad].take(rand)
if err != nil {
return err
}
for j := 0; j < SnakeStartSize; j++ {
b.Snakes[i].Body = append(b.Snakes[i].Body, p)
}
currentQuad = (currentQuad + 1) % 4
}
return nil
}
type randomPositionBucket struct {
positions []Point
}
func (rpb *randomPositionBucket) fill(p ...Point) {
rpb.positions = append(rpb.positions, p...)
}
func (rpb *randomPositionBucket) take(rand Rand) (Point, error) {
if len(rpb.positions) == 0 {
return Point{}, RulesetError("no more positions available")
}
// randomly pick the next position
idx := rand.Intn(len(rpb.positions))
p := rpb.positions[idx]
// remove that position from the list using the fast slice removal method
rpb.positions[idx] = rpb.positions[len(rpb.positions)-1]
rpb.positions = rpb.positions[:len(rpb.positions)-1]
return p, nil
}
func PlaceSnakesRandomly(rand Rand, b *BoardState, snakeIDs []string) error {
b.Snakes = make([]Snake, len(snakeIDs))

View file

@ -565,20 +565,68 @@ Each river has one or two 1-square "bridges" over them`,
Author: "Battlesnake",
Version: 1,
MinPlayers: 1,
MaxPlayers: 8,
MaxPlayers: 12,
BoardSizes: FixedSizes(Dimensions{11, 11}, Dimensions{19, 19}, Dimensions{25, 25}),
}
}
func (m RiverAndBridgesHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if err := (StandardMap{}).SetupBoard(lastBoardState, settings, editor); err != nil {
width := lastBoardState.Width
height := lastBoardState.Height
hazards, ok := riversAndBridgesHazards[rules.Point{X: width, Y: height}]
if !ok {
return rules.RulesetError("board size is not supported by this map")
}
startPositions, ok := riversAndBridgesStartPositions[rules.Point{X: width, Y: height}]
if !ok {
return rules.RulesetError("board size is not supported by this map")
}
numSnakes := len(lastBoardState.Snakes)
if numSnakes == 0 {
return rules.RulesetError("too few snakes - at least one snake must be present")
}
rand := settings.GetRand(0)
snakeIDs := make([]string, 0, len(lastBoardState.Snakes))
for _, snake := range lastBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState := rules.NewBoardState(width, height)
tempBoardState.Snakes = make([]rules.Snake, len(snakeIDs))
for i := 0; i < len(snakeIDs); i++ {
tempBoardState.Snakes[i] = rules.Snake{
ID: snakeIDs[i],
Health: rules.SnakeMaxHealth,
}
}
err := rules.PlaceSnakesInQuadrants(rand, tempBoardState, startPositions)
if err != nil {
return err
}
hazards, ok := riversAndBridgesMaps[rules.Point{X: lastBoardState.Width, Y: lastBoardState.Height}]
if !ok {
return rules.RulesetError("Board size is not supported by this map")
err = rules.PlaceFoodFixed(rand, tempBoardState)
if err != nil {
return err
}
// Copy food from temp board state
for _, f := range tempBoardState.Food {
// skip the center food
if f.X == lastBoardState.Width/2 && f.Y == lastBoardState.Height/2 {
continue
}
editor.AddFood(f)
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
for _, p := range hazards {
editor.AddHazard(p)
}
@ -587,10 +635,117 @@ func (m RiverAndBridgesHazardsMap) SetupBoard(lastBoardState *rules.BoardState,
}
func (m RiverAndBridgesHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return StandardMap{}.UpdateBoard(lastBoardState, settings, editor)
rand := settings.GetRand(lastBoardState.Turn)
foodNeeded := checkFoodNeedingPlacement(rand, settings, lastBoardState)
if foodNeeded > 0 {
pts := m.getUnoccupiedPoints(lastBoardState)
placeFoodRandomlyAtPositions(rand, lastBoardState, editor, foodNeeded, pts)
}
return nil
}
var riversAndBridgesMaps = map[rules.Point][]rules.Point{
func (m RiverAndBridgesHazardsMap) getUnoccupiedPoints(lastBoardState *rules.BoardState) []rules.Point {
unoccupiedPoints := rules.GetUnoccupiedPoints(lastBoardState, false)
var totallyUnoccupiedPoints []rules.Point
// we want to avoid placing food on hazards in this map
for _, p := range unoccupiedPoints {
isHazard := false
for _, h := range lastBoardState.Hazards {
if p == h {
isHazard = true
break
}
}
if !isHazard {
totallyUnoccupiedPoints = append(totallyUnoccupiedPoints, p)
}
}
return totallyUnoccupiedPoints
}
var riversAndBridgesStartPositions = map[rules.Point][][]rules.Point{
{X: 11, Y: 11}: {
{
{X: 1, Y: 1},
{X: 3, Y: 3},
{X: 1, Y: 3},
},
{
{X: 9, Y: 9},
{X: 7, Y: 7},
{X: 9, Y: 7},
},
{
{X: 1, Y: 9},
{X: 3, Y: 7},
{X: 3, Y: 9},
},
{
{X: 9, Y: 3},
{X: 9, Y: 1},
{X: 7, Y: 3},
},
},
{X: 19, Y: 19}: {
{
{X: 1, Y: 1},
{X: 5, Y: 1},
{X: 1, Y: 5},
{X: 5, Y: 5},
},
{
{X: 17, Y: 1},
{X: 17, Y: 5},
{X: 13, Y: 5},
{X: 13, Y: 1},
},
{
{X: 1, Y: 17},
{X: 5, Y: 17},
{X: 1, Y: 13},
{X: 5, Y: 13},
},
{
{X: 17, Y: 17},
{X: 17, Y: 13},
{X: 13, Y: 17},
{X: 13, Y: 13},
},
},
{X: 25, Y: 25}: {
{
{X: 1, Y: 1},
{X: 9, Y: 9},
{X: 9, Y: 1},
{X: 1, Y: 9},
},
{
{X: 23, Y: 23},
{X: 15, Y: 15},
{X: 23, Y: 15},
{X: 15, Y: 23},
},
{
{X: 15, Y: 1},
{X: 15, Y: 9},
{X: 23, Y: 9},
{X: 23, Y: 1},
},
{
{X: 9, Y: 23},
{X: 1, Y: 23},
{X: 9, Y: 15},
{X: 1, Y: 15},
},
},
}
var riversAndBridgesHazards = map[rules.Point][]rules.Point{
{X: 11, Y: 11}: {
{X: 5, Y: 10},
{X: 5, Y: 9},

View file

@ -0,0 +1,46 @@
package maps
import (
"fmt"
"testing"
"github.com/BattlesnakeOfficial/rules"
"github.com/stretchr/testify/require"
)
func TestRiversAndBridgesSnakePlacement(t *testing.T) {
m := RiverAndBridgesHazardsMap{}
settings := rules.Settings{}
// check all the supported sizes
for _, size := range []int{11, 19, 25} {
initialState := rules.NewBoardState(size, size)
startPositions := riversAndBridgesStartPositions[rules.Point{X: size, Y: size}]
maxSnakes := len(startPositions)
for i := 0; i < maxSnakes; i++ {
initialState.Snakes = append(initialState.Snakes, rules.Snake{ID: fmt.Sprint(i), Body: []rules.Point{}})
}
nextState := rules.NewBoardState(size, size)
editor := NewBoardStateEditor(nextState)
err := m.SetupBoard(initialState, settings, editor)
require.NoError(t, err)
for _, s := range nextState.Snakes {
require.Len(t, s.Body, rules.SnakeStartSize, "Placed snakes should have the right length")
require.Equal(t, s.Health, rules.SnakeMaxHealth, "Placed snakes should have the right health")
require.NotEmpty(t, s.ID, "Snake ID shouldn't be empty (should get copied when placed)")
// Check that the snake is placed at one of the specified start positions
validStart := false
for _, q := range startPositions {
for i := 0; i < len(q); i++ {
if q[i].X == s.Body[0].X && q[i].Y == s.Body[0].Y {
validStart = true
break
}
}
}
require.True(t, validStart, "Snake must be placed in one of the specified start positions")
}
}
}

View file

@ -103,13 +103,13 @@ func TestRiversAndBridgetsHazardsMap(t *testing.T) {
// check all the supported sizes
for _, size := range []int{11, 19, 25} {
state = rules.NewBoardState(size, size)
state.Snakes = append(state.Snakes, rules.Snake{ID: "1", Body: []rules.Point{}})
editor = maps.NewBoardStateEditor(state)
require.Empty(t, state.Hazards)
err = m.SetupBoard(state, settings, editor)
require.NoError(t, err)
require.NotEmpty(t, state.Hazards)
}
}
func TestSpiralHazardsMap(t *testing.T) {

View file

@ -54,34 +54,45 @@ func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings ru
func (m StandardMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(lastBoardState.Turn)
foodNeeded := checkFoodNeedingPlacement(rand, settings, lastBoardState)
if foodNeeded > 0 {
placeFoodRandomly(rand, lastBoardState, editor, foodNeeded)
}
return nil
}
func checkFoodNeedingPlacement(rand rules.Rand, settings rules.Settings, state *rules.BoardState) int {
minFood := int(settings.MinimumFood)
foodSpawnChance := int(settings.FoodSpawnChance)
numCurrentFood := len(lastBoardState.Food)
numCurrentFood := len(state.Food)
if numCurrentFood < minFood {
placeFoodRandomly(rand, lastBoardState, editor, minFood-numCurrentFood)
return nil
return minFood - numCurrentFood
}
if foodSpawnChance > 0 && (100-rand.Intn(100)) < foodSpawnChance {
placeFoodRandomly(rand, lastBoardState, editor, 1)
return nil
return 1
}
return nil
return 0
}
func placeFoodRandomly(rand rules.Rand, b *rules.BoardState, editor Editor, n int) {
unoccupiedPoints := rules.GetUnoccupiedPoints(b, false)
placeFoodRandomlyAtPositions(rand, b, editor, n, unoccupiedPoints)
}
if len(unoccupiedPoints) < n {
n = len(unoccupiedPoints)
func placeFoodRandomlyAtPositions(rand rules.Rand, b *rules.BoardState, editor Editor, n int, positions []rules.Point) {
if len(positions) < n {
n = len(positions)
}
rand.Shuffle(len(unoccupiedPoints), func(i int, j int) {
unoccupiedPoints[i], unoccupiedPoints[j] = unoccupiedPoints[j], unoccupiedPoints[i]
rand.Shuffle(len(positions), func(i int, j int) {
positions[i], positions[j] = positions[j], positions[i]
})
for i := 0; i < n; i++ {
editor.AddFood(unoccupiedPoints[i])
editor.AddFood(positions[i])
}
}