DEV-1703: Avoid spawning food on hazards for islands and bridges map (#112)

* move PlaceFoodFixed and PlaceSnakesInQuadrants to maps package

* don't spawn food on hazards in islands/rivers and bridges maps
This commit is contained in:
Rob O'Dwyer 2022-09-22 16:09:01 -07:00 committed by GitHub
parent 35e5a53005
commit e6e36ce46f
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 184 additions and 114 deletions

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@ -177,3 +177,112 @@ func isOnBoard(w, h, x, y int) bool {
return true
}
func PlaceSnakesInQuadrants(rand rules.Rand, editor Editor, snakes []rules.Snake, quadrants [][]rules.Point) error {
if len(quadrants) != 4 {
return rules.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 rules.RulesetError("invalid start point configuration - quadrants aren't even")
}
}
quads := make([]rules.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 _, snake := range snakes {
p, err := quads[currentQuad].Take(rand)
if err != nil {
return err
}
editor.PlaceSnake(snake.ID, []rules.Point{p, p, p}, rules.SnakeMaxHealth)
currentQuad = (currentQuad + 1) % 4
}
return nil
}
func PlaceFoodFixed(rand rules.Rand, initialBoardState *rules.BoardState, editor Editor) error {
width, height := initialBoardState.Width, initialBoardState.Height
centerCoord := rules.Point{X: (width - 1) / 2, Y: (height - 1) / 2}
isSmallBoard := width*height < rules.BoardSizeMedium*rules.BoardSizeMedium
// Up to 4 snakes can be placed such that food is nearby on small boards.
// Otherwise, we skip this and only try to place food in the center.
snakeBodies := editor.SnakeBodies()
if len(snakeBodies) <= 4 || !isSmallBoard {
// Place 1 food within exactly 2 moves of each snake, but never towards the center or in a corner
for _, snakeBody := range snakeBodies {
snakeHead := snakeBody[0]
possibleFoodLocations := []rules.Point{
{X: snakeHead.X - 1, Y: snakeHead.Y - 1},
{X: snakeHead.X - 1, Y: snakeHead.Y + 1},
{X: snakeHead.X + 1, Y: snakeHead.Y - 1},
{X: snakeHead.X + 1, Y: snakeHead.Y + 1},
}
// Remove any invalid/unwanted positions
availableFoodLocations := []rules.Point{}
for _, p := range possibleFoodLocations {
// Don't place in the center
if centerCoord == p {
continue
}
// Ignore points already occupied by food or hazards
if editor.IsOccupied(p, true, true, true) {
continue
}
// Food must be further than snake from center on at least one axis
isAwayFromCenter := false
if p.X < snakeHead.X && snakeHead.X < centerCoord.X {
isAwayFromCenter = true
} else if centerCoord.X < snakeHead.X && snakeHead.X < p.X {
isAwayFromCenter = true
} else if p.Y < snakeHead.Y && snakeHead.Y < centerCoord.Y {
isAwayFromCenter = true
} else if centerCoord.Y < snakeHead.Y && snakeHead.Y < p.Y {
isAwayFromCenter = true
}
if !isAwayFromCenter {
continue
}
// Don't spawn food in corners
if (p.X == 0 || p.X == (width-1)) && (p.Y == 0 || p.Y == (height-1)) {
continue
}
availableFoodLocations = append(availableFoodLocations, p)
}
if len(availableFoodLocations) <= 0 {
return rules.ErrorNoRoomForFood
}
// Select randomly from available locations
placedFood := availableFoodLocations[rand.Intn(len(availableFoodLocations))]
editor.AddFood(placedFood)
}
}
// Finally, try to place 1 food in center of board for dramatic purposes
if !editor.IsOccupied(centerCoord, true, true, true) {
editor.AddFood(centerCoord)
}
return nil
}