add turn to BoardState and remove it from RoyaleRuleset (#52)
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parent
17556e15c1
commit
e9f408cdbb
4 changed files with 31 additions and 27 deletions
3
board.go
3
board.go
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@ -3,6 +3,7 @@ package rules
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import "math/rand"
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type BoardState struct {
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Turn int32
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Height int32
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Width int32
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Food []Point
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@ -13,6 +14,7 @@ type BoardState struct {
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// NewBoardState returns an empty but fully initialized BoardState
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func NewBoardState(width, height int32) *BoardState {
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return &BoardState{
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Turn: 0,
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Height: height,
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Width: width,
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Food: []Point{},
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@ -24,6 +26,7 @@ func NewBoardState(width, height int32) *BoardState {
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// Clone returns a deep copy of prevState that can be safely modified inside Ruleset.CreateNextBoardState
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func (prevState *BoardState) Clone() *BoardState {
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nextState := &BoardState{
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Turn: prevState.Turn,
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Height: prevState.Height,
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Width: prevState.Width,
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Food: append([]Point{}, prevState.Food...),
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@ -134,8 +134,7 @@ var run = func(cmd *cobra.Command, args []string) {
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snakes := buildSnakesFromOptions()
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var ruleset rules.Ruleset
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ruleset = getRuleset(Seed, Turn, snakes)
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ruleset := getRuleset(Seed, snakes)
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state := initializeBoardFromArgs(ruleset, snakes)
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for _, snake := range snakes {
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Battlesnakes[snake.ID] = snake
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@ -143,8 +142,7 @@ var run = func(cmd *cobra.Command, args []string) {
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for v := false; !v; v, _ = ruleset.IsGameOver(state) {
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Turn++
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ruleset = getRuleset(Seed, Turn, snakes)
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state = createNextBoardState(ruleset, state, snakes)
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state = createNextBoardState(ruleset, state, snakes, Turn)
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if ViewMap {
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printMap(state, Turn)
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@ -178,7 +176,7 @@ var run = func(cmd *cobra.Command, args []string) {
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}
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}
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func getRuleset(seed int64, gameTurn int32, snakes []Battlesnake) rules.Ruleset {
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func getRuleset(seed int64, snakes []Battlesnake) rules.Ruleset {
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var ruleset rules.Ruleset
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var royale rules.RoyaleRuleset
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@ -193,7 +191,6 @@ func getRuleset(seed int64, gameTurn int32, snakes []Battlesnake) rules.Ruleset
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royale = rules.RoyaleRuleset{
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StandardRuleset: standard,
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Seed: seed,
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Turn: gameTurn,
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ShrinkEveryNTurns: 10,
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}
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ruleset = &royale
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@ -261,7 +258,7 @@ func initializeBoardFromArgs(ruleset rules.Ruleset, snakes []Battlesnake) *rules
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return state
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}
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func createNextBoardState(ruleset rules.Ruleset, state *rules.BoardState, snakes []Battlesnake) *rules.BoardState {
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func createNextBoardState(ruleset rules.Ruleset, state *rules.BoardState, snakes []Battlesnake, turn int32) *rules.BoardState {
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var moves []rules.SnakeMove
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if Sequential {
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for _, snake := range snakes {
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@ -301,6 +298,9 @@ func createNextBoardState(ruleset rules.Ruleset, state *rules.BoardState, snakes
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log.Panic("[PANIC]: Error Producing Next Board State")
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panic(err)
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}
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state.Turn = turn
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return state
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}
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@ -10,8 +10,6 @@ type RoyaleRuleset struct {
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Seed int64
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// TODO: move Turn into BoardState?
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Turn int32
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ShrinkEveryNTurns int32
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}
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@ -28,7 +26,7 @@ func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []Snak
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}
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// Royale's only job is now to populate the hazards for next turn - StandardRuleset takes care of applying hazard damage.
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err = r.populateHazards(nextBoardState, r.Turn)
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err = r.populateHazards(nextBoardState, prevState.Turn+1)
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if err != nil {
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return nil, err
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}
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@ -89,6 +89,7 @@ func TestRoyaleHazards(t *testing.T) {
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for _, test := range tests {
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b := &BoardState{
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Turn: test.Turn,
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Width: test.Width,
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Height: test.Height,
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}
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@ -97,7 +98,6 @@ func TestRoyaleHazards(t *testing.T) {
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HazardDamagePerTurn: 1,
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},
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Seed: seed,
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Turn: test.Turn,
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ShrinkEveryNTurns: test.ShrinkEveryNTurns,
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}
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@ -127,46 +127,49 @@ func TestRoyalDamageNextTurn(t *testing.T) {
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r := RoyaleRuleset{StandardRuleset: StandardRuleset{HazardDamagePerTurn: 30}, Seed: seed, ShrinkEveryNTurns: 10}
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m := []SnakeMove{{ID: "one", Move: "down"}}
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r.Turn = 10
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err := r.populateHazards(base, r.Turn-1)
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stateAfterTurn := func(prevState *BoardState, turn int32) *BoardState {
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nextState := prevState.Clone()
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nextState.Turn = turn - 1
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err := r.populateHazards(nextState, turn)
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require.NoError(t, err)
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next, err := r.CreateNextBoardState(base, m)
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nextState.Turn = turn
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return nextState
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}
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prevState := stateAfterTurn(base, 9)
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next, err := r.CreateNextBoardState(prevState, m)
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require.NoError(t, err)
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require.Equal(t, NotEliminated, next.Snakes[0].EliminatedCause)
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require.Equal(t, int32(99), next.Snakes[0].Health)
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require.Equal(t, Point{9, 0}, next.Snakes[0].Body[0])
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require.Equal(t, 10, len(next.Hazards)) // X = 0
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r.Turn = 20
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err = r.populateHazards(base, r.Turn-1)
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require.NoError(t, err)
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next, err = r.CreateNextBoardState(base, m)
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prevState = stateAfterTurn(base, 19)
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next, err = r.CreateNextBoardState(prevState, m)
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require.NoError(t, err)
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require.Equal(t, NotEliminated, next.Snakes[0].EliminatedCause)
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require.Equal(t, int32(99), next.Snakes[0].Health)
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require.Equal(t, Point{9, 0}, next.Snakes[0].Body[0])
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require.Equal(t, 20, len(next.Hazards)) // X = 9
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r.Turn = 21
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err = r.populateHazards(base, r.Turn-1)
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require.NoError(t, err)
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next, err = r.CreateNextBoardState(base, m)
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prevState = stateAfterTurn(base, 20)
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next, err = r.CreateNextBoardState(prevState, m)
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require.NoError(t, err)
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require.Equal(t, NotEliminated, next.Snakes[0].EliminatedCause)
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require.Equal(t, int32(69), next.Snakes[0].Health)
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require.Equal(t, Point{9, 0}, next.Snakes[0].Body[0])
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require.Equal(t, 20, len(next.Hazards))
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base.Snakes[0].Health = 15
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next, err = r.CreateNextBoardState(base, m)
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prevState.Snakes[0].Health = 15
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next, err = r.CreateNextBoardState(prevState, m)
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require.NoError(t, err)
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require.Equal(t, EliminatedByOutOfHealth, next.Snakes[0].EliminatedCause)
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require.Equal(t, int32(0), next.Snakes[0].Health)
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require.Equal(t, Point{9, 0}, next.Snakes[0].Body[0])
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require.Equal(t, 20, len(next.Hazards))
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base.Food = append(base.Food, Point{9, 0})
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next, err = r.CreateNextBoardState(base, m)
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prevState.Food = append(prevState.Food, Point{9, 0})
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next, err = r.CreateNextBoardState(prevState, m)
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require.NoError(t, err)
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require.Equal(t, Point{9, 0}, next.Snakes[0].Body[0])
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require.Equal(t, NotEliminated, next.Snakes[0].EliminatedCause)
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