DEV-1313: Add additional map types (#76)
* add helper to draw a ring of hazards * refactor tests to not be internal tests * add "hz_inner_wall" map * add "hz_rings" map * fix map registry * fix: edge case bugs in drawRing * remove println * add "hz_columns" * add "hz_rivers_bridges" map * WIP: implementing spiral hazards map * finish basic testing of 'hz_spiral' * include first turn * add "hz_hazards" map * remove incorrect author * add "hz_grow_box" map * add "hz_expand_box" map * add "hz_expand_scatter" map * remove debug * document the new "Range" method * - use rules.RulesetError instead of generic error - use a rules.Point for map rivers and bridgets map key * use rules.RulesetError instead of errors.New * provide more detail about boundar conditions * fix documentation (max can be == min) * add unit tests
This commit is contained in:
parent
aa38bcd0eb
commit
f0dc0bcb38
8 changed files with 1129 additions and 24 deletions
|
|
@ -1,6 +1,8 @@
|
|||
package maps
|
||||
|
||||
import "github.com/BattlesnakeOfficial/rules"
|
||||
import (
|
||||
"github.com/BattlesnakeOfficial/rules"
|
||||
)
|
||||
|
||||
// SetupBoard is a shortcut for looking up a map by ID and initializing a new board state with it.
|
||||
func SetupBoard(mapID string, settings rules.Settings, width, height int, snakeIDs []string) (*rules.BoardState, error) {
|
||||
|
|
@ -87,3 +89,91 @@ func (m StubMap) UpdateBoard(previousBoardState *rules.BoardState, settings rule
|
|||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// drawRing draws a ring of hazard points offset from the outer edge of the board
|
||||
func drawRing(bw, bh, hOffset, vOffset int) ([]rules.Point, error) {
|
||||
if bw < 1 {
|
||||
return nil, rules.RulesetError("board width too small")
|
||||
}
|
||||
|
||||
if bh < 1 {
|
||||
return nil, rules.RulesetError("board height too small")
|
||||
}
|
||||
|
||||
if hOffset >= bw-1 {
|
||||
return nil, rules.RulesetError("horizontal offset too large")
|
||||
}
|
||||
|
||||
if vOffset >= bh-1 {
|
||||
return nil, rules.RulesetError("vertical offset too large")
|
||||
}
|
||||
|
||||
if hOffset < 1 {
|
||||
return nil, rules.RulesetError("horizontal offset too small")
|
||||
}
|
||||
|
||||
if vOffset < 1 {
|
||||
return nil, rules.RulesetError("vertical offset too small")
|
||||
}
|
||||
|
||||
// calculate the start/end point of the horizontal borders
|
||||
xStart := hOffset - 1
|
||||
xEnd := bw - hOffset
|
||||
|
||||
// calculate start/end point of the vertical borders
|
||||
yStart := vOffset - 1
|
||||
yEnd := bh - vOffset
|
||||
|
||||
// we can pre-determine how many points will be in the ring and allocate a slice of exactly that size
|
||||
numPoints := 2 * (xEnd - xStart + 1) // horizontal hazard points
|
||||
|
||||
// Add vertical walls, if there are any.
|
||||
// Sometimes there are no vertical walls when the ring height is only 2.
|
||||
// In that case, the vertical walls are handled by the horizontal walls
|
||||
if yEnd >= yStart {
|
||||
numPoints += 2*(yEnd-yStart+1) - 4
|
||||
}
|
||||
|
||||
hazards := make([]rules.Point, 0, numPoints)
|
||||
|
||||
// draw horizontal walls
|
||||
for x := xStart; x <= xEnd; x++ {
|
||||
hazards = append(hazards,
|
||||
rules.Point{X: x, Y: yStart},
|
||||
rules.Point{X: x, Y: yEnd},
|
||||
)
|
||||
}
|
||||
|
||||
// draw vertical walls, but don't include corners that the horizontal walls already included
|
||||
for y := yStart + 1; y <= yEnd-1; y++ {
|
||||
hazards = append(hazards,
|
||||
rules.Point{X: xStart, Y: y},
|
||||
rules.Point{X: xEnd, Y: y},
|
||||
)
|
||||
}
|
||||
|
||||
return hazards, nil
|
||||
}
|
||||
|
||||
func maxInt(n1 int, n ...int) int {
|
||||
max := n1
|
||||
for _, v := range n {
|
||||
if v > max {
|
||||
max = v
|
||||
}
|
||||
}
|
||||
|
||||
return max
|
||||
}
|
||||
|
||||
func isOnBoard(w, h, x, y int) bool {
|
||||
if x >= w || x < 0 {
|
||||
return false
|
||||
}
|
||||
|
||||
if y >= h || y < 0 {
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue