DEV 1247: Add a new map generator interface (#71)
* reorganize code * first draft of map generator interfaces * add explicit random interface to board helpers * implement standard map * rename Generator to GameMap * allow initializing snakes separately from placing them * add random number generator to Settings * updates to GameMap interface * add helpers for creating and updating BoardState with maps
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16 changed files with 916 additions and 160 deletions
80
maps/standard.go
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80
maps/standard.go
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package maps
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import (
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"github.com/BattlesnakeOfficial/rules"
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)
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type StandardMap struct{}
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func init() {
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globalRegistry.RegisterMap("standard", StandardMap{})
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}
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func (m StandardMap) ID() string {
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return "standard"
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}
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func (m StandardMap) Meta() Metadata {
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return Metadata{
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Name: "Standard",
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Description: "Standard snake placement and food spawning",
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Author: "Battlesnake",
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}
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}
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func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
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for _, snake := range initialBoardState.Snakes {
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snakeIDs = append(snakeIDs, snake.ID)
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}
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tempBoardState, err := rules.CreateDefaultBoardState(editor.Random(), initialBoardState.Width, initialBoardState.Height, snakeIDs)
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if err != nil {
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return err
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}
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// Copy food from temp board state
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for _, food := range tempBoardState.Food {
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editor.AddFood(food)
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}
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// Copy snakes from temp board state
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for _, snake := range tempBoardState.Snakes {
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editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
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}
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return nil
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}
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func (m StandardMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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minFood := int(settings.MinimumFood)
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foodSpawnChance := int(settings.FoodSpawnChance)
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numCurrentFood := len(lastBoardState.Food)
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if numCurrentFood < minFood {
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placeFoodRandomly(lastBoardState, editor, minFood-numCurrentFood)
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return nil
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}
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if foodSpawnChance > 0 && (100-editor.Random().Intn(100)) < foodSpawnChance {
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placeFoodRandomly(lastBoardState, editor, 1)
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return nil
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}
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return nil
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}
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func placeFoodRandomly(b *rules.BoardState, editor Editor, n int) {
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unoccupiedPoints := rules.GetUnoccupiedPoints(b, false)
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if len(unoccupiedPoints) < n {
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n = len(unoccupiedPoints)
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}
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editor.Random().Shuffle(len(unoccupiedPoints), func(i int, j int) {
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unoccupiedPoints[i], unoccupiedPoints[j] = unoccupiedPoints[j], unoccupiedPoints[i]
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})
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for i := 0; i < n; i++ {
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editor.AddFood(unoccupiedPoints[i])
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}
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}
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