DEV 1303: Add empty and royale maps and update game map interface (#72)
* move random generator into Settings * add empty and royale maps * place snakes on either cardinal or corner positions first
This commit is contained in:
parent
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commit
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12 changed files with 479 additions and 52 deletions
49
maps/empty.go
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49
maps/empty.go
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@ -0,0 +1,49 @@
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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 EmptyMap struct{}
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func init() {
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globalRegistry.RegisterMap("empty", EmptyMap{})
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}
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func (m EmptyMap) ID() string {
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return "empty"
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}
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func (m EmptyMap) Meta() Metadata {
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return Metadata{
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Name: "Empty",
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Description: "Default snake placement with no food",
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Author: "Battlesnake",
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}
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}
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func (m EmptyMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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rand := settings.GetRand(0)
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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 := rules.NewBoardState(initialBoardState.Width, initialBoardState.Height)
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err := rules.PlaceSnakesAutomatically(rand, tempBoardState, snakeIDs)
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if err != nil {
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return err
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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 EmptyMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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return nil
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}
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164
maps/empty_test.go
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164
maps/empty_test.go
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@ -0,0 +1,164 @@
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package maps
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import (
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"testing"
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"github.com/BattlesnakeOfficial/rules"
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"github.com/stretchr/testify/require"
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)
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func TestEmptyMapInterface(t *testing.T) {
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var _ GameMap = EmptyMap{}
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}
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func TestEmptyMapSetupBoard(t *testing.T) {
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m := EmptyMap{}
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settings := rules.Settings{}
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tests := []struct {
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name string
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initialBoardState *rules.BoardState
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rand rules.Rand
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expected *rules.BoardState
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err error
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}{
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{
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"empty 7x7",
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rules.NewBoardState(7, 7),
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rules.MinRand,
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&rules.BoardState{
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Width: 7,
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Height: 7,
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Snakes: []rules.Snake{},
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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nil,
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},
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{
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"not enough room for snakes 7x7",
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&rules.BoardState{
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Width: 7,
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Height: 7,
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Snakes: generateSnakes(9),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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nil,
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rules.ErrorTooManySnakes,
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},
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{
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"not enough room for snakes 5x5",
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&rules.BoardState{
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Width: 5,
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Height: 5,
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Snakes: generateSnakes(14),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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nil,
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rules.ErrorNoRoomForSnake,
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},
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{
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"full 11x11 min",
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: generateSnakes(8),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: []rules.Snake{
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{ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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},
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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nil,
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},
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{
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"full 11x11 max",
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: generateSnakes(8),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MaxRand,
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: []rules.Snake{
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{ID: "1", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
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},
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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nil,
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},
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}
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for _, test := range tests {
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t.Run(test.name, func(t *testing.T) {
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nextBoardState := rules.NewBoardState(test.initialBoardState.Width, test.initialBoardState.Height)
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editor := NewBoardStateEditor(nextBoardState)
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settings := settings.WithRand(test.rand)
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err := m.SetupBoard(test.initialBoardState, settings, editor)
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if test.err != nil {
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require.Equal(t, test.err, err)
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} else {
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require.Equal(t, test.expected, nextBoardState)
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}
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})
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}
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}
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func TestEmptyMapUpdateBoard(t *testing.T) {
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m := EmptyMap{}
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initialBoardState := &rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}},
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Hazards: []rules.Point{},
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}
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settings := rules.Settings{
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FoodSpawnChance: 50,
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MinimumFood: 2,
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}.WithRand(rules.MaxRand)
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nextBoardState := initialBoardState.Clone()
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err := m.UpdateBoard(initialBoardState.Clone(), settings, NewBoardStateEditor(nextBoardState))
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require.NoError(t, err)
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require.Equal(t, &rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}},
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Hazards: []rules.Point{},
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}, nextBoardState)
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}
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@ -24,9 +24,6 @@ type Metadata struct {
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// Editor is used by GameMap implementations to modify the board state.
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type Editor interface {
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// Returns a random number generator. This MUST be used for any non-deterministic behavior in a GameMap.
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Random() rules.Rand
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// Clears all food from the board.
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ClearFood()
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@ -52,18 +49,14 @@ type Editor interface {
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// An Editor backed by a BoardState.
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type BoardStateEditor struct {
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*rules.BoardState
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rand rules.Rand
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}
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func NewBoardStateEditor(boardState *rules.BoardState, rand rules.Rand) *BoardStateEditor {
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func NewBoardStateEditor(boardState *rules.BoardState) *BoardStateEditor {
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return &BoardStateEditor{
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BoardState: boardState,
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rand: rand,
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}
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}
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func (editor *BoardStateEditor) Random() rules.Rand { return editor.rand }
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func (editor *BoardStateEditor) ClearFood() {
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editor.Food = []rules.Point{}
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}
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@ -13,7 +13,7 @@ func SetupBoard(mapID string, settings rules.Settings, width, height int, snakeI
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return nil, err
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}
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editor := NewBoardStateEditor(boardState, settings.Rand())
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editor := NewBoardStateEditor(boardState)
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err = gameMap.SetupBoard(boardState, settings, editor)
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if err != nil {
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@ -31,7 +31,7 @@ func UpdateBoard(mapID string, previousBoardState *rules.BoardState, settings ru
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}
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nextBoardState := previousBoardState.Clone()
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editor := NewBoardStateEditor(nextBoardState, settings.Rand())
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editor := NewBoardStateEditor(nextBoardState)
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err = gameMap.UpdateBoard(previousBoardState, settings, editor)
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if err != nil {
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74
maps/royale.go
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74
maps/royale.go
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package maps
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import (
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"errors"
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"github.com/BattlesnakeOfficial/rules"
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)
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type RoyaleHazardsMap struct{}
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func init() {
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globalRegistry.RegisterMap("royale", RoyaleHazardsMap{})
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}
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func (m RoyaleHazardsMap) ID() string {
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return "royale"
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}
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func (m RoyaleHazardsMap) Meta() Metadata {
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return Metadata{
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Name: "Royale",
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Description: "A map where hazards are generated every N turns",
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Author: "Battlesnake",
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}
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}
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func (m RoyaleHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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return StandardMap{}.SetupBoard(lastBoardState, settings, editor)
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}
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func (m RoyaleHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
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turn := lastBoardState.Turn + 1
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if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
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return errors.New("royale game can't shrink more frequently than every turn")
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}
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if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
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return nil
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}
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// Reset hazards every turn and re-generate them
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editor.ClearHazards()
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// Get random generator for turn zero, because we're regenerating all hazards every time.
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randGenerator := settings.GetRand(0)
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numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
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minX, maxX := int32(0), lastBoardState.Width-1
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minY, maxY := int32(0), lastBoardState.Height-1
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for i := int32(0); i < numShrinks; i++ {
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switch randGenerator.Intn(4) {
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case 0:
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minX += 1
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case 1:
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maxX -= 1
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case 2:
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minY += 1
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case 3:
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maxY -= 1
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}
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}
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for x := int32(0); x < lastBoardState.Width; x++ {
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for y := int32(0); y < lastBoardState.Height; y++ {
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if x < minX || x > maxX || y < minY || y > maxY {
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editor.AddHazard(rules.Point{X: x, Y: y})
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}
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}
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}
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return nil
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}
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@ -23,12 +23,14 @@ func (m StandardMap) Meta() Metadata {
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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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rand := settings.GetRand(0)
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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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tempBoardState, err := rules.CreateDefaultBoardState(rand, 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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@ -47,30 +49,31 @@ func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings ru
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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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rand := settings.GetRand(lastBoardState.Turn)
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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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placeFoodRandomly(rand, 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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if foodSpawnChance > 0 && (100-rand.Intn(100)) < foodSpawnChance {
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placeFoodRandomly(rand, 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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func placeFoodRandomly(rand rules.Rand, 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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rand.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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@ -78,23 +78,23 @@ func TestStandardMapSetupBoard(t *testing.T) {
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Height: 11,
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Snakes: []rules.Snake{
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{ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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},
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Food: []rules.Point{
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{X: 0, Y: 2},
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{X: 0, Y: 4},
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{X: 0, Y: 8},
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{X: 8, Y: 0},
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{X: 8, Y: 10},
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{X: 0, Y: 4},
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{X: 4, Y: 0},
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{X: 4, Y: 10},
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{X: 8, Y: 0},
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{X: 10, Y: 4},
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{X: 8, Y: 10},
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{X: 5, Y: 5},
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},
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Hazards: []rules.Point{},
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@ -115,22 +115,22 @@ func TestStandardMapSetupBoard(t *testing.T) {
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Width: 11,
|
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Height: 11,
|
||||
Snakes: []rules.Snake{
|
||||
{ID: "1", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
|
||||
{ID: "2", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
|
||||
{ID: "3", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
|
||||
{ID: "4", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
|
||||
{ID: "5", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
|
||||
{ID: "6", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
|
||||
{ID: "1", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
|
||||
{ID: "2", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
|
||||
{ID: "3", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
|
||||
{ID: "4", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
|
||||
{ID: "5", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
|
||||
{ID: "6", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
|
||||
{ID: "7", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
|
||||
{ID: "8", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
|
||||
},
|
||||
Food: []rules.Point{
|
||||
{X: 0, Y: 6},
|
||||
{X: 2, Y: 10},
|
||||
{X: 6, Y: 0},
|
||||
{X: 6, Y: 10},
|
||||
{X: 10, Y: 2},
|
||||
{X: 10, Y: 6},
|
||||
{X: 0, Y: 6},
|
||||
{X: 2, Y: 10},
|
||||
{X: 10, Y: 2},
|
||||
{X: 10, Y: 8},
|
||||
{X: 2, Y: 0},
|
||||
{X: 5, Y: 5},
|
||||
|
|
@ -143,14 +143,15 @@ func TestStandardMapSetupBoard(t *testing.T) {
|
|||
for _, test := range tests {
|
||||
t.Run(test.name, func(t *testing.T) {
|
||||
nextBoardState := rules.NewBoardState(test.initialBoardState.Width, test.initialBoardState.Height)
|
||||
editor := NewBoardStateEditor(nextBoardState, test.rand)
|
||||
editor := NewBoardStateEditor(nextBoardState)
|
||||
settings := settings.WithRand(test.rand)
|
||||
|
||||
err := m.SetupBoard(test.initialBoardState, settings, editor)
|
||||
|
||||
if test.err != nil {
|
||||
require.Equal(t, test.err, err)
|
||||
} else {
|
||||
require.Equal(t, test.expected, nextBoardState)
|
||||
require.Equalf(t, test.expected, nextBoardState, "%#v", nextBoardState.Food)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
|
@ -301,9 +302,10 @@ func TestStandardMapUpdateBoard(t *testing.T) {
|
|||
for _, test := range tests {
|
||||
t.Run(test.name, func(t *testing.T) {
|
||||
nextBoardState := test.initialBoardState.Clone()
|
||||
editor := NewBoardStateEditor(nextBoardState, test.rand)
|
||||
settings := test.settings.WithRand(test.rand)
|
||||
editor := NewBoardStateEditor(nextBoardState)
|
||||
|
||||
err := m.UpdateBoard(test.initialBoardState.Clone(), test.settings, editor)
|
||||
err := m.UpdateBoard(test.initialBoardState.Clone(), settings, editor)
|
||||
|
||||
require.NoError(t, err)
|
||||
require.Equal(t, test.expected, nextBoardState)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue