DEV 1676: Add maps helper functions (#111)

* add utility methods to Editor and BoardStateEditor

* add Meta.Validate

* allow setting Meta.MinPlayers to zero

* remove uints in map sizes

* use Meta.Validate in HazardPitsMap
This commit is contained in:
Rob O'Dwyer 2022-09-13 13:11:43 -07:00 committed by GitHub
parent c5810d8604
commit c4247945ca
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
7 changed files with 701 additions and 83 deletions

View file

@ -10,7 +10,7 @@ func init() {
globalRegistry.RegisterMap("hz_castle_wall_xl", CastleWallExtraLargeHazardsMap{})
}
func setupCastleWallBoard(maxPlayers uint, startingPositions []rules.Point, hazards []rules.Point, initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
func setupCastleWallBoard(maxPlayers int, startingPositions []rules.Point, hazards []rules.Point, initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(initialBoardState.Turn)
if len(initialBoardState.Snakes) > int(maxPlayers) {

View file

@ -21,8 +21,8 @@ func TestCastleWallHazardsMap(t *testing.T) {
tests := []struct {
Map maps.GameMap
Width uint
Height uint
Width int
Height int
}{
{maps.CastleWallMediumHazardsMap{}, 11, 11},
{maps.CastleWallLargeHazardsMap{}, 19, 19},
@ -31,7 +31,7 @@ func TestCastleWallHazardsMap(t *testing.T) {
// check all the supported sizes
for _, test := range tests {
state = rules.NewBoardState(int(test.Width), int(test.Height))
state = rules.NewBoardState(test.Width, test.Height)
state.Snakes = append(state.Snakes, rules.Snake{ID: "1", Body: []rules.Point{}})
editor = maps.NewBoardStateEditor(state)
require.Empty(t, state.Hazards)

View file

@ -1,6 +1,9 @@
package maps
import (
"fmt"
"strings"
"github.com/BattlesnakeOfficial/rules"
)
@ -25,14 +28,55 @@ type GameMap interface {
UpdateBoard(previousBoardState *rules.BoardState, settings rules.Settings, editor Editor) error
}
type Metadata struct {
Name string
Author string
Description string
// Version is the current version of the game map.
// Each time a map is changed, the version number should be incremented by 1.
Version int
// MinPlayers is the minimum number of players that the map supports.
MinPlayers int
// MaxPlayers is the maximum number of players that the map supports.
MaxPlayers int
// BoardSizes is a list of supported board sizes. Board sizes can fall into one of 3 categories:
// 1. one fixed size (i.e. [11x11])
// 2. multiple, fixed sizes (i.e. [11x11, 19x19, 25x25])
// 3. "unlimited" sizes (the board is not fixed and can scale to any reasonable size)
BoardSizes sizes
// Tags is a list of strings use to categorize the map.
Tags []string
}
func (meta Metadata) Validate(boardState *rules.BoardState) error {
if !meta.BoardSizes.IsAllowable(boardState.Width, boardState.Height) {
var sizesStrings []string
for _, size := range meta.BoardSizes {
sizesStrings = append(sizesStrings, fmt.Sprintf("%dx%d", size.Width, size.Height))
}
return rules.RulesetError("This map can only be played on these board sizes: " + strings.Join(sizesStrings, ", "))
}
if meta.MinPlayers != 0 && len(boardState.Snakes) < int(meta.MinPlayers) {
return rules.RulesetError(fmt.Sprintf("This map can only be played with %d-%d players", meta.MinPlayers, meta.MaxPlayers))
}
if meta.MaxPlayers != 0 && len(boardState.Snakes) > int(meta.MaxPlayers) {
return rules.RulesetError(fmt.Sprintf("This map can only be played with %d-%d players", meta.MinPlayers, meta.MaxPlayers))
}
return nil
}
// Dimensions describes the size of a Battlesnake board.
type Dimensions struct {
// Width is the width, in number of board squares, of the board.
// The value 0 has a special meaning to mean unlimited.
Width uint
Width int
// Height is the height, in number of board squares, of the board.
// The value 0 has a special meaning to mean unlimited.
Height uint
Height int
}
// sizes is a list of board sizes that a map supports.
@ -50,7 +94,7 @@ func (d sizes) IsAllowable(Width int, Height int) bool {
}
for _, size := range d {
if size.Width == uint(Width) && size.Height == uint(Height) {
if size.Width == Width && size.Height == Height {
return true
}
}
@ -67,7 +111,7 @@ func AnySize() sizes {
// in the vertical and horizontal directions.
// Examples:
// - OddSizes(11,21) produces [(11,11), (13,13), (15,15), (17,17), (19,19), (21,21)]
func OddSizes(min, max uint) sizes {
func OddSizes(min, max int) sizes {
var s sizes
for i := min; i <= max; i += 2 {
s = append(s, Dimensions{Width: i, Height: i})
@ -87,107 +131,262 @@ func FixedSizes(a Dimensions, b ...Dimensions) sizes {
return s
}
type Metadata struct {
Name string
Author string
Description string
// Version is the current version of the game map.
// Each time a map is changed, the version number should be incremented by 1.
Version uint
// MinPlayers is the minimum number of players that the map supports.
MinPlayers uint
// MaxPlayers is the maximum number of players that the map supports.
MaxPlayers uint
// BoardSizes is a list of supported board sizes. Board sizes can fall into one of 3 categories:
// 1. one fixed size (i.e. [11x11])
// 2. multiple, fixed sizes (i.e. [11x11, 19x19, 25x25])
// 3. "unlimited" sizes (the board is not fixed and can scale to any reasonable size)
BoardSizes sizes
// Tags is a list of strings use to categorize the map.
Tags []string
}
// Editor is used by GameMap implementations to modify the board state.
type Editor interface {
// Clears all food from the board.
ClearFood()
// Clears all hazards from the board.
ClearHazards()
// Adds a food to the board. Does not check for duplicates.
AddFood(rules.Point)
// Adds a hazard to the board. Does not check for duplicates.
AddHazard(rules.Point)
// Removes all food from a specific tile on the board.
RemoveFood(rules.Point)
// Get the locations of food currently on the board.
// Note: the return value is a copy and modifying it won't affect the board.
Food() []rules.Point
// Clears all hazards from the board.
ClearHazards()
// Adds a hazard to the board. Does not check for duplicates.
AddHazard(rules.Point)
// Removes all hazards from a specific tile on the board.
RemoveHazard(rules.Point)
// Get the locations of hazards currently on the board.
// Note: the return value is a copy and modifying it won't affect the board.
Hazards() []rules.Point
// Updates the body and health of a snake.
PlaceSnake(id string, body []rules.Point, health int)
// Get the bodies of all non-eliminated snakes currently on the board, keyed by Snake ID
// Note: the body values in the return value are a copy and modifying them won't affect the board.
SnakeBodies() map[string][]rules.Point
// Given a list of Snakes and a list of head coordinates, randomly place
// the snakes on those coordinates, or return an error if placement of all
// Snakes is impossible.
PlaceSnakesRandomlyAtPositions(rand rules.Rand, snakes []rules.Snake, heads []rules.Point, bodyLength int) error
// Returns true if the provided point on the board is occupied by a snake body, food, and/or hazard.
IsOccupied(point rules.Point, snakes, hazards, food bool) bool
// Get a set of all points on the board the are occupied by snake bodies, food, and/or hazards.
// The value for each point will be set to true in the return value if that point is occupied by one of the selected objects.
OccupiedPoints(snakes, hazards, food bool) map[rules.Point]bool
// Given a list of points, return only those that are unoccupied by snake bodies, food, and/or hazards.
FilterUnoccupiedPoints(targets []rules.Point, snakes, hazards, food bool) []rules.Point
// Shuffle the provided slice of points randomly using the provided rules.Rand
ShufflePoints(rules.Rand, []rules.Point)
}
// An Editor backed by a BoardState.
type BoardStateEditor struct {
*rules.BoardState
boardState *rules.BoardState
}
func NewBoardStateEditor(boardState *rules.BoardState) *BoardStateEditor {
return &BoardStateEditor{
BoardState: boardState,
boardState: boardState,
}
}
func (editor *BoardStateEditor) ClearFood() {
editor.Food = []rules.Point{}
}
func (editor *BoardStateEditor) ClearHazards() {
editor.Hazards = []rules.Point{}
editor.boardState.Food = []rules.Point{}
}
func (editor *BoardStateEditor) AddFood(p rules.Point) {
editor.Food = append(editor.Food, rules.Point{X: p.X, Y: p.Y})
}
func (editor *BoardStateEditor) AddHazard(p rules.Point) {
editor.Hazards = append(editor.Hazards, rules.Point{X: p.X, Y: p.Y})
editor.boardState.Food = append(editor.boardState.Food, rules.Point{X: p.X, Y: p.Y})
}
func (editor *BoardStateEditor) RemoveFood(p rules.Point) {
for index, food := range editor.Food {
for index, food := range editor.boardState.Food {
if food.X == p.X && food.Y == p.Y {
editor.Food[index] = editor.Food[len(editor.Food)-1]
editor.Food = editor.Food[:len(editor.Food)-1]
editor.boardState.Food[index] = editor.boardState.Food[len(editor.boardState.Food)-1]
editor.boardState.Food = editor.boardState.Food[:len(editor.boardState.Food)-1]
}
}
}
// Get the locations of food currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) Food() []rules.Point {
return append([]rules.Point(nil), editor.boardState.Food...)
}
func (editor *BoardStateEditor) ClearHazards() {
editor.boardState.Hazards = []rules.Point{}
}
func (editor *BoardStateEditor) AddHazard(p rules.Point) {
editor.boardState.Hazards = append(editor.boardState.Hazards, rules.Point{X: p.X, Y: p.Y})
}
func (editor *BoardStateEditor) RemoveHazard(p rules.Point) {
for index, food := range editor.Hazards {
for index, food := range editor.boardState.Hazards {
if food.X == p.X && food.Y == p.Y {
editor.Hazards[index] = editor.Hazards[len(editor.Hazards)-1]
editor.Hazards = editor.Hazards[:len(editor.Hazards)-1]
editor.boardState.Hazards[index] = editor.boardState.Hazards[len(editor.boardState.Hazards)-1]
editor.boardState.Hazards = editor.boardState.Hazards[:len(editor.boardState.Hazards)-1]
}
}
}
// Get the locations of hazards currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) Hazards() []rules.Point {
return append([]rules.Point(nil), editor.boardState.Hazards...)
}
func (editor *BoardStateEditor) PlaceSnake(id string, body []rules.Point, health int) {
for index, snake := range editor.Snakes {
for index, snake := range editor.boardState.Snakes {
if snake.ID == id {
editor.Snakes[index].Body = body
editor.Snakes[index].Health = health
editor.boardState.Snakes[index].Body = body
editor.boardState.Snakes[index].Health = health
return
}
}
editor.Snakes = append(editor.Snakes, rules.Snake{
editor.boardState.Snakes = append(editor.boardState.Snakes, rules.Snake{
ID: id,
Health: health,
Body: body,
})
}
// Get the bodies of all non-eliminated snakes currently on the board.
// Note: the return value is read-only.
func (editor *BoardStateEditor) SnakeBodies() map[string][]rules.Point {
result := make(map[string][]rules.Point, len(editor.boardState.Snakes))
for _, snake := range editor.boardState.Snakes {
result[snake.ID] = append([]rules.Point(nil), snake.Body...)
}
return result
}
// Given a list of Snakes and a list of head coordinates, randomly place
// the snakes on those coordinates, or return an error if placement of all
// Snakes is impossible.
func (editor *BoardStateEditor) PlaceSnakesRandomlyAtPositions(rand rules.Rand, snakes []rules.Snake, heads []rules.Point, bodyLength int) error {
if len(snakes) > len(heads) {
return rules.ErrorTooManySnakes
}
// Shuffle starting points
editor.ShufflePoints(rand, heads)
// Assign starting points to snakes in order
for index, snake := range snakes {
head := heads[index]
body := make([]rules.Point, bodyLength)
for i := 0; i < bodyLength; i++ {
body[i] = head
}
editor.PlaceSnake(snake.ID, body, rules.SnakeMaxHealth)
}
return nil
}
// Returns true if the provided point on the board is occupied by a snake body, food, and/or hazard.
func (editor *BoardStateEditor) IsOccupied(point rules.Point, snakes, hazards, food bool) bool {
if food {
for _, food := range editor.boardState.Food {
if food == point {
return true
}
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
if hazard == point {
return true
}
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
if body == point {
return true
}
}
}
}
return false
}
// Get a set of all points on the board the are occupied by snake bodies, food, and/or hazards.
// The value for each point will be set to true in the return value if that point is occupied by one of the selected objects.
func (editor *BoardStateEditor) OccupiedPoints(snakes, hazards, food bool) map[rules.Point]bool {
boardState := editor.boardState
result := make(map[rules.Point]bool, len(boardState.Food)+len(boardState.Hazards)+len(boardState.Snakes)*3)
if food {
for _, food := range editor.boardState.Food {
result[food] = true
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
result[hazard] = true
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
result[body] = true
}
}
}
return result
}
// Given a list of points, return only those that are unoccupied by snake bodies, food, and/or hazards.
func (editor *BoardStateEditor) FilterUnoccupiedPoints(targets []rules.Point, snakes, hazards, food bool) []rules.Point {
result := make([]rules.Point, 0, len(targets))
targetLoop:
for _, point := range targets {
if food {
for _, food := range editor.boardState.Food {
if food == point {
continue targetLoop
}
}
}
if hazards {
for _, hazard := range editor.boardState.Hazards {
if hazard == point {
continue targetLoop
}
}
}
if snakes {
for _, snake := range editor.boardState.Snakes {
for _, body := range snake.Body {
if body == point {
continue targetLoop
}
}
}
}
result = append(result, point)
}
return result
}
func (editor *BoardStateEditor) ShufflePoints(rand rules.Rand, points []rules.Point) {
rand.Shuffle(len(points), func(i int, j int) {
points[i], points[j] = points[j], points[i]
})
}

View file

@ -7,6 +7,110 @@ import (
"github.com/stretchr/testify/require"
)
func TestMetadataValidate(t *testing.T) {
for label, test := range map[string]struct {
metadata Metadata
boardState *rules.BoardState
expected error
}{
"unlimited": {
Metadata{
BoardSizes: AnySize(),
},
rules.NewBoardState(99, 99),
nil,
},
"in sizes": {
Metadata{
BoardSizes: OddSizes(7, 25),
},
rules.NewBoardState(7, 7),
nil,
},
"too small": {
Metadata{
BoardSizes: OddSizes(7, 25),
},
rules.NewBoardState(6, 6),
rules.RulesetError("This map can only be played on these board sizes: 7x7, 9x9, 11x11, 13x13, 15x15, 17x17, 19x19, 21x21, 23x23, 25x25"),
},
"too large": {
Metadata{
BoardSizes: OddSizes(7, 25),
},
rules.NewBoardState(26, 26),
rules.RulesetError("This map can only be played on these board sizes: 7x7, 9x9, 11x11, 13x13, 15x15, 17x17, 19x19, 21x21, 23x23, 25x25"),
},
"valid players": {
Metadata{
BoardSizes: AnySize(),
MinPlayers: 4,
MaxPlayers: 4,
},
&rules.BoardState{
Snakes: []rules.Snake{
{ID: "1"},
{ID: "2"},
{ID: "3"},
{ID: "4"},
},
},
nil,
},
"too few players": {
Metadata{
BoardSizes: AnySize(),
MinPlayers: 3,
MaxPlayers: 4,
},
&rules.BoardState{
Snakes: []rules.Snake{
{ID: "1"},
{ID: "2"},
},
},
rules.RulesetError("This map can only be played with 3-4 players"),
},
"too many players": {
Metadata{
BoardSizes: AnySize(),
MinPlayers: 3,
MaxPlayers: 4,
},
&rules.BoardState{
Snakes: []rules.Snake{
{ID: "1"},
{ID: "2"},
{ID: "3"},
{ID: "4"},
{ID: "5"},
},
},
rules.RulesetError("This map can only be played with 3-4 players"),
},
} {
t.Run(label, func(t *testing.T) {
actual := test.metadata.Validate(test.boardState)
require.Equal(t, test.expected, actual)
})
}
}
func TestMapSizes(t *testing.T) {
s := FixedSizes(Dimensions{11, 12})
require.Equal(t, s[0].Width, 11)
require.Equal(t, s[0].Height, 12)
s = FixedSizes(Dimensions{11, 11}, Dimensions{19, 25})
require.Len(t, s, 2)
require.Equal(t, s[1].Width, 19)
require.Equal(t, s[1].Height, 25)
s = AnySize()
require.Len(t, s, 1, "unlimited maps should have just one dimensions")
require.True(t, s.IsUnlimited())
}
func TestBoardStateEditorInterface(t *testing.T) {
var _ Editor = (*BoardStateEditor)(nil)
}
@ -18,7 +122,7 @@ func TestBoardStateEditor(t *testing.T) {
Health: 100,
})
editor := BoardStateEditor{BoardState: boardState}
editor := BoardStateEditor{boardState: boardState}
editor.AddFood(rules.Point{X: 1, Y: 3})
editor.AddFood(rules.Point{X: 3, Y: 6})
@ -56,6 +160,26 @@ func TestBoardStateEditor(t *testing.T) {
},
}, boardState)
require.Equal(t, []rules.Point{
{X: 1, Y: 3},
{X: 3, Y: 7},
}, editor.Food())
require.Equal(t, []rules.Point{
{X: 1, Y: 3},
{X: 3, Y: 7},
}, editor.Hazards())
require.Equal(t, map[string][]rules.Point{
"existing_snake": {
{X: 5, Y: 2}, {X: 5, Y: 1}, {X: 5, Y: 0},
},
"new_snake": {
{X: 0, Y: 0}, {X: 1, Y: 0}, {X: 1, Y: 1},
},
}, editor.SnakeBodies())
editor.ClearFood()
require.Equal(t, []rules.Point{}, boardState.Food)
@ -63,17 +187,317 @@ func TestBoardStateEditor(t *testing.T) {
require.Equal(t, []rules.Point{}, boardState.Hazards)
}
func TestMapSizes(t *testing.T) {
s := FixedSizes(Dimensions{11, 12})
require.Equal(t, s[0].Width, uint(11))
require.Equal(t, s[0].Height, uint(12))
func TestBoardStateEditorPlaceSnakesRandomlyAtPositions(t *testing.T) {
for label, test := range map[string]struct {
rand rules.Rand
initialSnakes []rules.Snake
heads []rules.Point
bodyLength int
expectedError error
expectedSnakes []rules.Snake
}{
"empty": {
rules.MinRand,
[]rules.Snake{},
[]rules.Point{},
0,
nil,
[]rules.Snake{},
},
"too many snakes": {
rules.MinRand,
[]rules.Snake{
{ID: "1"}, {ID: "2"}, {ID: "3"},
},
[]rules.Point{{X: 3, Y: 3}, {X: 6, Y: 2}},
3,
rules.ErrorTooManySnakes,
nil,
},
"success unshuffled": {
rules.MinRand,
[]rules.Snake{
{ID: "1"}, {ID: "2"},
},
[]rules.Point{{X: 3, Y: 3}, {X: 6, Y: 2}},
3,
nil,
[]rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 3, Y: 3}, {X: 3, Y: 3}, {X: 3, Y: 3}},
Health: rules.SnakeMaxHealth,
}, {
ID: "2",
Body: []rules.Point{{X: 6, Y: 2}, {X: 6, Y: 2}, {X: 6, Y: 2}},
Health: rules.SnakeMaxHealth,
},
},
},
"success shuffled": {
rules.MaxRand,
[]rules.Snake{
{ID: "1"}, {ID: "2"},
},
[]rules.Point{{X: 3, Y: 3}, {X: 6, Y: 2}},
3,
nil,
[]rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 6, Y: 2}, {X: 6, Y: 2}, {X: 6, Y: 2}},
Health: rules.SnakeMaxHealth,
}, {
ID: "2",
Body: []rules.Point{{X: 3, Y: 3}, {X: 3, Y: 3}, {X: 3, Y: 3}},
Health: rules.SnakeMaxHealth,
},
},
},
} {
t.Run(label, func(t *testing.T) {
boardState := rules.NewBoardState(rules.BoardSizeSmall, rules.BoardSizeSmall)
boardState.Snakes = test.initialSnakes
editor := NewBoardStateEditor(boardState)
s = FixedSizes(Dimensions{11, 11}, Dimensions{19, 25})
require.Len(t, s, 2)
require.Equal(t, s[1].Width, uint(19))
require.Equal(t, s[1].Height, uint(25))
s = AnySize()
require.Len(t, s, 1, "unlimited maps should have just one dimensions")
require.True(t, s.IsUnlimited())
err := editor.PlaceSnakesRandomlyAtPositions(test.rand, test.initialSnakes, test.heads, test.bodyLength)
if test.expectedError != nil {
require.Equal(t, test.expectedError, err)
} else {
require.Equal(t, test.expectedSnakes, boardState.Snakes)
}
})
}
}
func TestBoardStateEditorIsOccupied(t *testing.T) {
for label, test := range map[string]struct {
boardState *rules.BoardState
point rules.Point
snakes, hazards, food bool
expected bool
}{
"empty board": {
rules.NewBoardState(rules.BoardSizeSmall, rules.BoardSizeSmall),
rules.Point{X: 3, Y: 3},
true, true, true,
false,
},
"unoccupied": {
&rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
Hazards: []rules.Point{{X: 2, Y: 2}},
Snakes: []rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 3, Y: 3}},
},
},
},
rules.Point{X: 2, Y: 3},
true, true, true,
false,
},
"food": {
&rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
},
rules.Point{X: 1, Y: 1},
false, false, true,
true,
},
"ignored food": {
&rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
},
rules.Point{X: 1, Y: 1},
false, false, false,
false,
},
"hazard": {
&rules.BoardState{
Hazards: []rules.Point{{X: 1, Y: 1}},
},
rules.Point{X: 1, Y: 1},
false, true, false,
true,
},
"ignored hazard": {
&rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
},
rules.Point{X: 1, Y: 1},
false, false, false,
false,
},
"snake": {
&rules.BoardState{
Snakes: []rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 1, Y: 1}},
},
},
},
rules.Point{X: 1, Y: 1},
true, false, false,
true,
},
"ignored snake": {
&rules.BoardState{
Snakes: []rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 1, Y: 1}},
},
},
},
rules.Point{X: 1, Y: 1},
false, false, false,
false,
},
} {
t.Run(label, func(t *testing.T) {
editor := NewBoardStateEditor(test.boardState)
actual := editor.IsOccupied(test.point, test.snakes, test.hazards, test.food)
require.Equal(t, test.expected, actual)
})
}
}
func TestBoardStateEditorOccupiedPoints(t *testing.T) {
testBoardState := &rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
Hazards: []rules.Point{{X: 2, Y: 2}},
Snakes: []rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 3, Y: 3}},
},
},
}
for label, test := range map[string]struct {
boardState *rules.BoardState
snakes, hazards, food bool
expected map[rules.Point]bool
}{
"empty board": {
rules.NewBoardState(rules.BoardSizeSmall, rules.BoardSizeSmall),
true, true, true,
map[rules.Point]bool{},
},
"all types": {
testBoardState,
true, true, true,
map[rules.Point]bool{
{X: 1, Y: 1}: true,
{X: 2, Y: 2}: true,
{X: 3, Y: 3}: true,
},
},
"ignore snakes": {
testBoardState,
false, true, true,
map[rules.Point]bool{
{X: 1, Y: 1}: true,
{X: 2, Y: 2}: true,
},
},
"ignore hazards": {
testBoardState,
true, false, true,
map[rules.Point]bool{
{X: 1, Y: 1}: true,
{X: 3, Y: 3}: true,
},
},
"ignore food": {
testBoardState,
true, true, false,
map[rules.Point]bool{
{X: 2, Y: 2}: true,
{X: 3, Y: 3}: true,
},
},
} {
t.Run(label, func(t *testing.T) {
editor := NewBoardStateEditor(test.boardState)
actual := editor.OccupiedPoints(test.snakes, test.hazards, test.food)
require.Equal(t, test.expected, actual)
})
}
}
func TestBoardStateEditorFilterUnoccupiedPoints(t *testing.T) {
testBoardState := &rules.BoardState{
Food: []rules.Point{{X: 1, Y: 1}},
Hazards: []rules.Point{{X: 2, Y: 2}},
Snakes: []rules.Snake{
{
ID: "1",
Body: []rules.Point{{X: 3, Y: 3}},
},
},
}
for label, test := range map[string]struct {
boardState *rules.BoardState
targets []rules.Point
snakes, hazards, food bool
expected []rules.Point
}{
"empty": {
rules.NewBoardState(rules.BoardSizeSmall, rules.BoardSizeSmall),
[]rules.Point{},
true, true, true,
[]rules.Point{},
},
"all types": {
testBoardState,
[]rules.Point{{X: 3, Y: 3}, {X: 1, Y: 1}, {X: 2, Y: 2}, {X: 2, Y: 1}},
true, true, true,
[]rules.Point{{X: 2, Y: 1}},
},
"ignore snakes": {
testBoardState,
[]rules.Point{{X: 3, Y: 3}, {X: 1, Y: 1}, {X: 2, Y: 2}, {X: 2, Y: 1}},
false, true, true,
[]rules.Point{{X: 3, Y: 3}, {X: 2, Y: 1}},
},
"ignore hazards": {
testBoardState,
[]rules.Point{{X: 3, Y: 3}, {X: 1, Y: 1}, {X: 2, Y: 2}, {X: 2, Y: 1}},
true, false, true,
[]rules.Point{{X: 2, Y: 2}, {X: 2, Y: 1}},
},
"ignore food": {
testBoardState,
[]rules.Point{{X: 3, Y: 3}, {X: 1, Y: 1}, {X: 2, Y: 2}, {X: 2, Y: 1}},
true, true, false,
[]rules.Point{{X: 1, Y: 1}, {X: 2, Y: 1}},
},
} {
t.Run(label, func(t *testing.T) {
editor := NewBoardStateEditor(test.boardState)
actual := editor.FilterUnoccupiedPoints(test.targets, test.snakes, test.hazards, test.food)
require.Equal(t, test.expected, actual)
})
}
}
func TestBoardStateEditorShufflePoints(t *testing.T) {
editor := NewBoardStateEditor(rules.NewBoardState(rules.BoardSizeSmall, rules.BoardSizeSmall))
points := []rules.Point{{X: 4, Y: 0}, {X: 3, Y: 1}, {X: 2, Y: 2}, {X: 1, Y: 3}, {X: 0, Y: 4}}
editor.ShufflePoints(rules.MaxRand, points)
expected := []rules.Point{{X: 3, Y: 1}, {X: 2, Y: 2}, {X: 1, Y: 3}, {X: 0, Y: 4}, {X: 4, Y: 0}}
require.Equal(t, expected, points)
}

View file

@ -20,8 +20,8 @@ func (m HazardPitsMap) Meta() Metadata {
Description: "A map that that fills in grid-like pattern of squares with pits filled with hazard sauce. Every N turns the pits will fill with another layer of sauce up to a maximum of 4 layers which last a few cycles, then the pits drain and the pattern repeats",
Author: "Battlesnake",
Version: 1,
MinPlayers: 1,
MaxPlayers: 4,
MinPlayers: 0,
MaxPlayers: len(hazardPitStartPositions),
BoardSizes: FixedSizes(Dimensions{11, 11}),
Tags: []string{TAG_FOOD_PLACEMENT, TAG_HAZARD_PLACEMENT, TAG_SNAKE_PLACEMENT},
}
@ -47,12 +47,8 @@ func (m HazardPitsMap) AddHazardPits(board *rules.BoardState, settings rules.Set
}
func (m HazardPitsMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if !m.Meta().BoardSizes.IsAllowable(initialBoardState.Width, initialBoardState.Height) {
return rules.RulesetError("This map can only be played on a 11x11 board")
}
if len(initialBoardState.Snakes) > len(hazardPitStartPositions) {
return rules.ErrorTooManySnakes
if err := m.Meta().Validate(initialBoardState); err != nil {
return err
}
rand := settings.GetRand(0)

View file

@ -25,7 +25,6 @@ func TestRegisteredMaps(t *testing.T) {
require.Equalf(t, mapName, gameMap.ID(), "%#v game map doesn't return its own ID", mapName)
meta := gameMap.Meta()
require.True(t, meta.Version > 0, fmt.Sprintf("registered maps must have a valid version (>= 1) - '%d' is invalid", meta.Version))
require.NotZero(t, meta.MinPlayers, "registered maps must have minimum players declared")
require.NotZero(t, meta.MaxPlayers, "registered maps must have maximum players declared")
require.LessOrEqual(t, meta.MaxPlayers, meta.MaxPlayers, "max players should always be >= min players")
require.NotEmpty(t, meta.BoardSizes, "registered maps must have at least one supported size declared")
@ -37,7 +36,7 @@ func TestRegisteredMaps(t *testing.T) {
for i := meta.MinPlayers; i < meta.MaxPlayers; i++ {
t.Run(fmt.Sprintf("%d players", i), func(t *testing.T) {
initialBoardState := rules.NewBoardState(int(mapSize.Width), int(mapSize.Height))
for j := uint(0); j < i; j++ {
for j := 0; j < i; j++ {
initialBoardState.Snakes = append(initialBoardState.Snakes, rules.Snake{ID: fmt.Sprint(j), Body: []rules.Point{}})
}
err := gameMap.SetupBoard(initialBoardState, testSettings, NewBoardStateEditor(initialBoardState))
@ -50,7 +49,7 @@ func TestRegisteredMaps(t *testing.T) {
for _, mapSize := range meta.BoardSizes {
t.Run(fmt.Sprintf("%dx%d map size", mapSize.Width, mapSize.Height), func(t *testing.T) {
initialBoardState := rules.NewBoardState(int(mapSize.Width), int(mapSize.Height))
for i := uint(0); i < meta.MaxPlayers; i++ {
for i := 0; i < meta.MaxPlayers; i++ {
initialBoardState.Snakes = append(initialBoardState.Snakes, rules.Snake{ID: fmt.Sprint(i), Body: []rules.Point{}})
}
err := gameMap.SetupBoard(initialBoardState, testSettings, NewBoardStateEditor(initialBoardState))

View file

@ -21,8 +21,8 @@ func TestRiversAndBridgetsHazardsMap(t *testing.T) {
tests := []struct {
Map maps.GameMap
Width uint
Height uint
Width int
Height int
}{
{maps.RiverAndBridgesMediumHazardsMap{}, 11, 11},
{maps.RiverAndBridgesLargeHazardsMap{}, 19, 19},
@ -33,7 +33,7 @@ func TestRiversAndBridgetsHazardsMap(t *testing.T) {
// check all the supported sizes
for _, test := range tests {
state = rules.NewBoardState(int(test.Width), int(test.Height))
state = rules.NewBoardState(test.Width, test.Height)
state.Snakes = append(state.Snakes, rules.Snake{ID: "1", Body: []rules.Point{}})
editor = maps.NewBoardStateEditor(state)
require.Empty(t, state.Hazards)