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
This commit is contained in:
Rob O'Dwyer 2022-05-11 08:26:28 -07:00 committed by GitHub
parent 1c3f434841
commit dab9178a55
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16 changed files with 916 additions and 160 deletions

80
maps/standard.go Normal file
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package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
type StandardMap struct{}
func init() {
globalRegistry.RegisterMap("standard", StandardMap{})
}
func (m StandardMap) ID() string {
return "standard"
}
func (m StandardMap) Meta() Metadata {
return Metadata{
Name: "Standard",
Description: "Standard snake placement and food spawning",
Author: "Battlesnake",
}
}
func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState, err := rules.CreateDefaultBoardState(editor.Random(), initialBoardState.Width, initialBoardState.Height, snakeIDs)
if err != nil {
return err
}
// Copy food from temp board state
for _, food := range tempBoardState.Food {
editor.AddFood(food)
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
return nil
}
func (m StandardMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
minFood := int(settings.MinimumFood)
foodSpawnChance := int(settings.FoodSpawnChance)
numCurrentFood := len(lastBoardState.Food)
if numCurrentFood < minFood {
placeFoodRandomly(lastBoardState, editor, minFood-numCurrentFood)
return nil
}
if foodSpawnChance > 0 && (100-editor.Random().Intn(100)) < foodSpawnChance {
placeFoodRandomly(lastBoardState, editor, 1)
return nil
}
return nil
}
func placeFoodRandomly(b *rules.BoardState, editor Editor, n int) {
unoccupiedPoints := rules.GetUnoccupiedPoints(b, false)
if len(unoccupiedPoints) < n {
n = len(unoccupiedPoints)
}
editor.Random().Shuffle(len(unoccupiedPoints), func(i int, j int) {
unoccupiedPoints[i], unoccupiedPoints[j] = unoccupiedPoints[j], unoccupiedPoints[i]
})
for i := 0; i < n; i++ {
editor.AddFood(unoccupiedPoints[i])
}
}