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:
Rob O'Dwyer 2022-05-17 15:45:56 -07:00 committed by GitHub
parent 6fa2da2f01
commit e94d758a9b
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 479 additions and 52 deletions

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@ -1,5 +1,7 @@
package rules package rules
import "fmt"
type BoardState struct { type BoardState struct {
Turn int32 Turn int32
Height int32 Height int32
@ -14,6 +16,11 @@ type Point struct {
Y int32 Y int32
} }
// Makes it easier to copy sample points out of Go logs and test failures.
func (p Point) GoString() string {
return fmt.Sprintf("{X:%d, Y:%d}", p.X, p.Y)
}
type Snake struct { type Snake struct {
ID string ID string
Body []Point Body []Point
@ -95,26 +102,40 @@ func PlaceSnakesFixed(rand Rand, b *BoardState, snakeIDs []string) error {
// Create start 8 points // Create start 8 points
mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2 mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2
startPoints := []Point{ cornerPoints := []Point{
{mn, mn}, {mn, mn},
{mn, md},
{mn, mx}, {mn, mx},
{mx, mn},
{mx, mx},
}
cardinalPoints := []Point{
{mn, md},
{md, mn}, {md, mn},
{md, mx}, {md, mx},
{mx, mn},
{mx, md}, {mx, md},
{mx, mx},
} }
// Sanity check // Sanity check
if len(b.Snakes) > len(startPoints) { if len(b.Snakes) > (len(cornerPoints) + len(cardinalPoints)) {
return ErrorTooManySnakes return ErrorTooManySnakes
} }
// Randomly order them // Randomly order them
rand.Shuffle(len(startPoints), func(i int, j int) { rand.Shuffle(len(cornerPoints), func(i int, j int) {
startPoints[i], startPoints[j] = startPoints[j], startPoints[i] cornerPoints[i], cornerPoints[j] = cornerPoints[j], cornerPoints[i]
}) })
rand.Shuffle(len(cardinalPoints), func(i int, j int) {
cardinalPoints[i], cardinalPoints[j] = cardinalPoints[j], cardinalPoints[i]
})
var startPoints []Point
if rand.Intn(2) == 0 {
startPoints = append(startPoints, cornerPoints...)
startPoints = append(startPoints, cardinalPoints...)
} else {
startPoints = append(startPoints, cardinalPoints...)
startPoints = append(startPoints, cornerPoints...)
}
// Assign to snakes in order given // Assign to snakes in order given
for i := 0; i < len(b.Snakes); i++ { for i := 0; i < len(b.Snakes); i++ {

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@ -225,6 +225,64 @@ func TestPlaceSnakesDefault(t *testing.T) {
} }
} }
func TestPlaceSnakesFixed(t *testing.T) {
snakeIDs := make([]string, 8)
for _, test := range []struct {
label string
rand Rand
expectedSnakeHeads []Point
}{
{
label: "corners before cardinal directions",
rand: MinRand,
expectedSnakeHeads: []Point{
{X: 1, Y: 1},
{X: 1, Y: 9},
{X: 9, Y: 1},
{X: 9, Y: 9},
{X: 1, Y: 5},
{X: 5, Y: 1},
{X: 5, Y: 9},
{X: 9, Y: 5},
},
},
{
label: "cardinal directions before corners",
rand: MaxRand,
expectedSnakeHeads: []Point{
{X: 5, Y: 1},
{X: 5, Y: 9},
{X: 9, Y: 5},
{X: 1, Y: 5},
{X: 1, Y: 9},
{X: 9, Y: 1},
{X: 9, Y: 9},
{X: 1, Y: 1},
},
},
} {
t.Run(test.label, func(t *testing.T) {
boardState := &BoardState{
Width: BoardSizeMedium,
Height: BoardSizeMedium,
}
err := PlaceSnakesAutomatically(test.rand, boardState, snakeIDs)
require.NoError(t, err)
var snakeHeads []Point
for _, snake := range boardState.Snakes {
require.Len(t, snake.Body, 3)
snakeHeads = append(snakeHeads, snake.Body[0])
}
require.Equalf(t, test.expectedSnakeHeads, snakeHeads, "%#v", snakeHeads)
})
}
}
func TestPlaceSnake(t *testing.T) { func TestPlaceSnake(t *testing.T) {
// TODO: Should PlaceSnake check for boundaries? // TODO: Should PlaceSnake check for boundaries?
boardState := NewBoardState(BoardSizeSmall, BoardSizeSmall) boardState := NewBoardState(BoardSizeSmall, BoardSizeSmall)

49
maps/empty.go Normal file
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@ -0,0 +1,49 @@
package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
type EmptyMap struct{}
func init() {
globalRegistry.RegisterMap("empty", EmptyMap{})
}
func (m EmptyMap) ID() string {
return "empty"
}
func (m EmptyMap) Meta() Metadata {
return Metadata{
Name: "Empty",
Description: "Default snake placement with no food",
Author: "Battlesnake",
}
}
func (m EmptyMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(0)
snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState := rules.NewBoardState(initialBoardState.Width, initialBoardState.Height)
err := rules.PlaceSnakesAutomatically(rand, tempBoardState, snakeIDs)
if err != nil {
return err
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
return nil
}
func (m EmptyMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}

164
maps/empty_test.go Normal file
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@ -0,0 +1,164 @@
package maps
import (
"testing"
"github.com/BattlesnakeOfficial/rules"
"github.com/stretchr/testify/require"
)
func TestEmptyMapInterface(t *testing.T) {
var _ GameMap = EmptyMap{}
}
func TestEmptyMapSetupBoard(t *testing.T) {
m := EmptyMap{}
settings := rules.Settings{}
tests := []struct {
name string
initialBoardState *rules.BoardState
rand rules.Rand
expected *rules.BoardState
err error
}{
{
"empty 7x7",
rules.NewBoardState(7, 7),
rules.MinRand,
&rules.BoardState{
Width: 7,
Height: 7,
Snakes: []rules.Snake{},
Food: []rules.Point{},
Hazards: []rules.Point{},
},
nil,
},
{
"not enough room for snakes 7x7",
&rules.BoardState{
Width: 7,
Height: 7,
Snakes: generateSnakes(9),
Food: []rules.Point{},
Hazards: []rules.Point{},
},
rules.MinRand,
nil,
rules.ErrorTooManySnakes,
},
{
"not enough room for snakes 5x5",
&rules.BoardState{
Width: 5,
Height: 5,
Snakes: generateSnakes(14),
Food: []rules.Point{},
Hazards: []rules.Point{},
},
rules.MinRand,
nil,
rules.ErrorNoRoomForSnake,
},
{
"full 11x11 min",
&rules.BoardState{
Width: 11,
Height: 11,
Snakes: generateSnakes(8),
Food: []rules.Point{},
Hazards: []rules.Point{},
},
rules.MinRand,
&rules.BoardState{
Width: 11,
Height: 11,
Snakes: []rules.Snake{
{ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, 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: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
{ID: "4", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
{ID: "5", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
{ID: "6", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
{ID: "7", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
{ID: "8", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
},
Food: []rules.Point{},
Hazards: []rules.Point{},
},
nil,
},
{
"full 11x11 max",
&rules.BoardState{
Width: 11,
Height: 11,
Snakes: generateSnakes(8),
Food: []rules.Point{},
Hazards: []rules.Point{},
},
rules.MaxRand,
&rules.BoardState{
Width: 11,
Height: 11,
Snakes: []rules.Snake{
{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{},
Hazards: []rules.Point{},
},
nil,
},
}
for _, test := range tests {
t.Run(test.name, func(t *testing.T) {
nextBoardState := rules.NewBoardState(test.initialBoardState.Width, test.initialBoardState.Height)
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)
}
})
}
}
func TestEmptyMapUpdateBoard(t *testing.T) {
m := EmptyMap{}
initialBoardState := &rules.BoardState{
Width: 2,
Height: 2,
Snakes: []rules.Snake{},
Food: []rules.Point{{X: 0, Y: 0}},
Hazards: []rules.Point{},
}
settings := rules.Settings{
FoodSpawnChance: 50,
MinimumFood: 2,
}.WithRand(rules.MaxRand)
nextBoardState := initialBoardState.Clone()
err := m.UpdateBoard(initialBoardState.Clone(), settings, NewBoardStateEditor(nextBoardState))
require.NoError(t, err)
require.Equal(t, &rules.BoardState{
Width: 2,
Height: 2,
Snakes: []rules.Snake{},
Food: []rules.Point{{X: 0, Y: 0}},
Hazards: []rules.Point{},
}, nextBoardState)
}

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@ -24,9 +24,6 @@ type Metadata struct {
// Editor is used by GameMap implementations to modify the board state. // Editor is used by GameMap implementations to modify the board state.
type Editor interface { type Editor interface {
// Returns a random number generator. This MUST be used for any non-deterministic behavior in a GameMap.
Random() rules.Rand
// Clears all food from the board. // Clears all food from the board.
ClearFood() ClearFood()
@ -52,18 +49,14 @@ type Editor interface {
// An Editor backed by a BoardState. // An Editor backed by a BoardState.
type BoardStateEditor struct { type BoardStateEditor struct {
*rules.BoardState *rules.BoardState
rand rules.Rand
} }
func NewBoardStateEditor(boardState *rules.BoardState, rand rules.Rand) *BoardStateEditor { func NewBoardStateEditor(boardState *rules.BoardState) *BoardStateEditor {
return &BoardStateEditor{ return &BoardStateEditor{
BoardState: boardState, BoardState: boardState,
rand: rand,
} }
} }
func (editor *BoardStateEditor) Random() rules.Rand { return editor.rand }
func (editor *BoardStateEditor) ClearFood() { func (editor *BoardStateEditor) ClearFood() {
editor.Food = []rules.Point{} editor.Food = []rules.Point{}
} }

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@ -13,7 +13,7 @@ func SetupBoard(mapID string, settings rules.Settings, width, height int, snakeI
return nil, err return nil, err
} }
editor := NewBoardStateEditor(boardState, settings.Rand()) editor := NewBoardStateEditor(boardState)
err = gameMap.SetupBoard(boardState, settings, editor) err = gameMap.SetupBoard(boardState, settings, editor)
if err != nil { if err != nil {
@ -31,7 +31,7 @@ func UpdateBoard(mapID string, previousBoardState *rules.BoardState, settings ru
} }
nextBoardState := previousBoardState.Clone() nextBoardState := previousBoardState.Clone()
editor := NewBoardStateEditor(nextBoardState, settings.Rand()) editor := NewBoardStateEditor(nextBoardState)
err = gameMap.UpdateBoard(previousBoardState, settings, editor) err = gameMap.UpdateBoard(previousBoardState, settings, editor)
if err != nil { if err != nil {

74
maps/royale.go Normal file
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@ -0,0 +1,74 @@
package maps
import (
"errors"
"github.com/BattlesnakeOfficial/rules"
)
type RoyaleHazardsMap struct{}
func init() {
globalRegistry.RegisterMap("royale", RoyaleHazardsMap{})
}
func (m RoyaleHazardsMap) ID() string {
return "royale"
}
func (m RoyaleHazardsMap) Meta() Metadata {
return Metadata{
Name: "Royale",
Description: "A map where hazards are generated every N turns",
Author: "Battlesnake",
}
}
func (m RoyaleHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return StandardMap{}.SetupBoard(lastBoardState, settings, editor)
}
func (m RoyaleHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
turn := lastBoardState.Turn + 1
if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
return errors.New("royale game can't shrink more frequently than every turn")
}
if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
return nil
}
// Reset hazards every turn and re-generate them
editor.ClearHazards()
// Get random generator for turn zero, because we're regenerating all hazards every time.
randGenerator := settings.GetRand(0)
numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
minX, maxX := int32(0), lastBoardState.Width-1
minY, maxY := int32(0), lastBoardState.Height-1
for i := int32(0); i < numShrinks; i++ {
switch randGenerator.Intn(4) {
case 0:
minX += 1
case 1:
maxX -= 1
case 2:
minY += 1
case 3:
maxY -= 1
}
}
for x := int32(0); x < lastBoardState.Width; x++ {
for y := int32(0); y < lastBoardState.Height; y++ {
if x < minX || x > maxX || y < minY || y > maxY {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
}
return nil
}

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@ -23,12 +23,14 @@ func (m StandardMap) Meta() Metadata {
} }
func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(0)
snakeIDs := make([]string, 0, len(initialBoardState.Snakes)) snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes { for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID) snakeIDs = append(snakeIDs, snake.ID)
} }
tempBoardState, err := rules.CreateDefaultBoardState(editor.Random(), initialBoardState.Width, initialBoardState.Height, snakeIDs) tempBoardState, err := rules.CreateDefaultBoardState(rand, initialBoardState.Width, initialBoardState.Height, snakeIDs)
if err != nil { if err != nil {
return err return err
} }
@ -47,30 +49,31 @@ func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings ru
} }
func (m StandardMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { func (m StandardMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(lastBoardState.Turn)
minFood := int(settings.MinimumFood) minFood := int(settings.MinimumFood)
foodSpawnChance := int(settings.FoodSpawnChance) foodSpawnChance := int(settings.FoodSpawnChance)
numCurrentFood := len(lastBoardState.Food) numCurrentFood := len(lastBoardState.Food)
if numCurrentFood < minFood { if numCurrentFood < minFood {
placeFoodRandomly(lastBoardState, editor, minFood-numCurrentFood) placeFoodRandomly(rand, lastBoardState, editor, minFood-numCurrentFood)
return nil return nil
} }
if foodSpawnChance > 0 && (100-editor.Random().Intn(100)) < foodSpawnChance { if foodSpawnChance > 0 && (100-rand.Intn(100)) < foodSpawnChance {
placeFoodRandomly(lastBoardState, editor, 1) placeFoodRandomly(rand, lastBoardState, editor, 1)
return nil return nil
} }
return nil return nil
} }
func placeFoodRandomly(b *rules.BoardState, editor Editor, n int) { func placeFoodRandomly(rand rules.Rand, b *rules.BoardState, editor Editor, n int) {
unoccupiedPoints := rules.GetUnoccupiedPoints(b, false) unoccupiedPoints := rules.GetUnoccupiedPoints(b, false)
if len(unoccupiedPoints) < n { if len(unoccupiedPoints) < n {
n = len(unoccupiedPoints) n = len(unoccupiedPoints)
} }
editor.Random().Shuffle(len(unoccupiedPoints), func(i int, j int) { rand.Shuffle(len(unoccupiedPoints), func(i int, j int) {
unoccupiedPoints[i], unoccupiedPoints[j] = unoccupiedPoints[j], unoccupiedPoints[i] unoccupiedPoints[i], unoccupiedPoints[j] = unoccupiedPoints[j], unoccupiedPoints[i]
}) })

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@ -78,23 +78,23 @@ func TestStandardMapSetupBoard(t *testing.T) {
Height: 11, Height: 11,
Snakes: []rules.Snake{ Snakes: []rules.Snake{
{ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100}, {ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
{ID: "2", 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: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100}, {ID: "3", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
{ID: "4", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100}, {ID: "4", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
{ID: "5", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100}, {ID: "5", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
{ID: "6", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100}, {ID: "6", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
{ID: "7", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100}, {ID: "7", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
{ID: "8", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100}, {ID: "8", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
}, },
Food: []rules.Point{ Food: []rules.Point{
{X: 0, Y: 2}, {X: 0, Y: 2},
{X: 0, Y: 4},
{X: 0, Y: 8}, {X: 0, Y: 8},
{X: 8, Y: 0},
{X: 8, Y: 10},
{X: 0, Y: 4},
{X: 4, Y: 0}, {X: 4, Y: 0},
{X: 4, Y: 10}, {X: 4, Y: 10},
{X: 8, Y: 0},
{X: 10, Y: 4}, {X: 10, Y: 4},
{X: 8, Y: 10},
{X: 5, Y: 5}, {X: 5, Y: 5},
}, },
Hazards: []rules.Point{}, Hazards: []rules.Point{},
@ -115,22 +115,22 @@ func TestStandardMapSetupBoard(t *testing.T) {
Width: 11, Width: 11,
Height: 11, Height: 11,
Snakes: []rules.Snake{ Snakes: []rules.Snake{
{ID: "1", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, 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: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, 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: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, 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: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, 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: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, 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: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, 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: "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}, {ID: "8", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
}, },
Food: []rules.Point{ Food: []rules.Point{
{X: 0, Y: 6},
{X: 2, Y: 10},
{X: 6, Y: 0}, {X: 6, Y: 0},
{X: 6, Y: 10}, {X: 6, Y: 10},
{X: 10, Y: 2},
{X: 10, Y: 6}, {X: 10, Y: 6},
{X: 0, Y: 6},
{X: 2, Y: 10},
{X: 10, Y: 2},
{X: 10, Y: 8}, {X: 10, Y: 8},
{X: 2, Y: 0}, {X: 2, Y: 0},
{X: 5, Y: 5}, {X: 5, Y: 5},
@ -143,14 +143,15 @@ func TestStandardMapSetupBoard(t *testing.T) {
for _, test := range tests { for _, test := range tests {
t.Run(test.name, func(t *testing.T) { t.Run(test.name, func(t *testing.T) {
nextBoardState := rules.NewBoardState(test.initialBoardState.Width, test.initialBoardState.Height) 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) err := m.SetupBoard(test.initialBoardState, settings, editor)
if test.err != nil { if test.err != nil {
require.Equal(t, test.err, err) require.Equal(t, test.err, err)
} else { } 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 { for _, test := range tests {
t.Run(test.name, func(t *testing.T) { t.Run(test.name, func(t *testing.T) {
nextBoardState := test.initialBoardState.Clone() 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.NoError(t, err)
require.Equal(t, test.expected, nextBoardState) require.Equal(t, test.expected, nextBoardState)

20
rand.go
View file

@ -20,6 +20,26 @@ func (globalRand) Shuffle(n int, swap func(i, j int)) {
rand.Shuffle(n, swap) rand.Shuffle(n, swap)
} }
type seedRand struct {
seed int64
rand *rand.Rand
}
func NewSeedRand(seed int64) *seedRand {
return &seedRand{
seed: seed,
rand: rand.New(rand.NewSource(seed)),
}
}
func (s seedRand) Intn(n int) int {
return s.rand.Intn(n)
}
func (s seedRand) Shuffle(n int, swap func(i, j int)) {
s.rand.Shuffle(n, swap)
}
// For testing purposes // For testing purposes
// A Rand implementation that always returns the minimum value for any method. // A Rand implementation that always returns the minimum value for any method.

View file

@ -30,21 +30,38 @@ type Settings struct {
SquadSettings SquadSettings `json:"squad"` SquadSettings SquadSettings `json:"squad"`
rand Rand rand Rand
seed int64
} }
func (settings Settings) Rand() Rand { // Get a random number generator initialized based on the seed and current turn.
// Default to global random number generator if none is set. func (settings Settings) GetRand(turn int32) Rand {
if settings.rand == nil { // Allow overriding the random generator for testing
return GlobalRand if settings.rand != nil {
}
return settings.rand return settings.rand
} }
if settings.seed != 0 {
return NewSeedRand(settings.seed + int64(turn+1))
}
// Default to global random number generator if neither seed or rand are set.
return GlobalRand
}
func (settings Settings) WithRand(rand Rand) Settings { func (settings Settings) WithRand(rand Rand) Settings {
settings.rand = rand settings.rand = rand
return settings return settings
} }
func (settings Settings) Seed() int64 {
return settings.seed
}
func (settings Settings) WithSeed(seed int64) Settings {
settings.seed = seed
return settings
}
// RoyaleSettings contains settings that are specific to the "royale" game mode // RoyaleSettings contains settings that are specific to the "royale" game mode
type RoyaleSettings struct { type RoyaleSettings struct {
seed int64 seed int64
@ -92,12 +109,14 @@ func (rb *rulesetBuilder) WithParams(params map[string]string) *rulesetBuilder {
return rb return rb
} }
// Deprecated: WithSeed sets the seed used for randomisation by certain game modes. // WithSeed sets the seed used for randomisation by certain game modes.
func (rb *rulesetBuilder) WithSeed(seed int64) *rulesetBuilder { func (rb *rulesetBuilder) WithSeed(seed int64) *rulesetBuilder {
rb.seed = seed rb.seed = seed
return rb return rb
} }
// WithRandom overrides the random number generator with a specific instance
// instead of a Rand initialized from the seed.
func (rb *rulesetBuilder) WithRand(rand Rand) *rulesetBuilder { func (rb *rulesetBuilder) WithRand(rand Rand) *rulesetBuilder {
rb.rand = rand rb.rand = rand
return rb return rb
@ -190,6 +209,7 @@ func (rb rulesetBuilder) PipelineRuleset(name string, p Pipeline) PipelineRulese
SharedLength: paramsBool(rb.params, ParamSharedLength, false), SharedLength: paramsBool(rb.params, ParamSharedLength, false),
}, },
rand: rb.rand, rand: rb.rand,
seed: rb.seed,
}, },
} }
} }

View file

@ -191,3 +191,26 @@ func TestStageFuncContract(t *testing.T) {
require.NoError(t, err) require.NoError(t, err)
require.True(t, ended) require.True(t, ended)
} }
func TestRulesetBuilderGetRand(t *testing.T) {
var seed int64 = 12345
var turn int32 = 5
ruleset := rules.NewRulesetBuilder().WithSeed(seed).PipelineRuleset("example", rules.NewPipeline(rules.StageGameOverStandard))
rand1 := ruleset.Settings().GetRand(turn)
// Should produce a predictable series of numbers based on a seed
require.Equal(t, 80, rand1.Intn(100))
require.Equal(t, 94, rand1.Intn(100))
// Should produce the same number if re-initialized
require.Equal(
t,
ruleset.Settings().GetRand(turn).Intn(100),
ruleset.Settings().GetRand(turn).Intn(100),
)
// Should produce a different series of numbers for another turn
require.Equal(t, 22, rand1.Intn(100))
require.Equal(t, 16, rand1.Intn(100))
}