Rivers and Bridges map refactor (#103)
* Separated out rivers and bridges into its own file with three map variants * fixing tags * removed extra 4 starting positions from the medium map since it only supports 8 players * update GetUnoccupiedPoints to consider hazards with a flag * use new utility method to fine unoccupied points and enforce map sizes * changed up casting to make IsAllowable() more usable
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7d769b01b6
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10 changed files with 484 additions and 347 deletions
312
maps/hazards.go
312
maps/hazards.go
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@ -12,7 +12,6 @@ func init() {
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globalRegistry.RegisterMap("hz_inner_wall", InnerBorderHazardsMap{})
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globalRegistry.RegisterMap("hz_rings", ConcentricRingsHazardsMap{})
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globalRegistry.RegisterMap("hz_columns", ColumnsHazardsMap{})
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globalRegistry.RegisterMap("hz_rivers_bridges", RiverAndBridgesHazardsMap{})
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globalRegistry.RegisterMap("hz_spiral", SpiralHazardsMap{})
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globalRegistry.RegisterMap("hz_scatter", ScatterFillMap{})
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globalRegistry.RegisterMap("hz_grow_box", DirectionalExpandingBoxMap{})
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@ -558,314 +557,3 @@ func (m ExpandingScatterMap) UpdateBoard(lastBoardState *rules.BoardState, setti
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return nil
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}
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type RiverAndBridgesHazardsMap struct{}
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func (m RiverAndBridgesHazardsMap) ID() string {
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return "hz_rivers_bridges"
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}
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func (m RiverAndBridgesHazardsMap) Meta() Metadata {
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return Metadata{
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Name: "hz_rivers_bridges",
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Description: `Creates fixed maps that have a lake of hazard in the middle with rivers going in the cardinal directions.
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Each river has one or two 1-square "bridges" over them`,
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Author: "Battlesnake",
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Version: 1,
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MinPlayers: 1,
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MaxPlayers: 12,
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BoardSizes: FixedSizes(Dimensions{11, 11}, Dimensions{19, 19}, Dimensions{25, 25}),
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Tags: []string{TAG_HAZARD_PLACEMENT, TAG_SNAKE_PLACEMENT},
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}
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}
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func (m RiverAndBridgesHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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width := lastBoardState.Width
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height := lastBoardState.Height
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hazards, ok := riversAndBridgesHazards[rules.Point{X: width, Y: height}]
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if !ok {
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return rules.RulesetError("board size is not supported by this map")
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}
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startPositions, ok := riversAndBridgesStartPositions[rules.Point{X: width, Y: height}]
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if !ok {
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return rules.RulesetError("board size is not supported by this map")
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}
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numSnakes := len(lastBoardState.Snakes)
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if numSnakes == 0 {
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return rules.RulesetError("too few snakes - at least one snake must be present")
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}
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rand := settings.GetRand(0)
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snakeIDs := make([]string, 0, len(lastBoardState.Snakes))
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for _, snake := range lastBoardState.Snakes {
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snakeIDs = append(snakeIDs, snake.ID)
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}
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tempBoardState := rules.NewBoardState(width, height)
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tempBoardState.Snakes = make([]rules.Snake, len(snakeIDs))
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for i := 0; i < len(snakeIDs); i++ {
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tempBoardState.Snakes[i] = rules.Snake{
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ID: snakeIDs[i],
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Health: rules.SnakeMaxHealth,
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}
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}
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err := rules.PlaceSnakesInQuadrants(rand, tempBoardState, startPositions)
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if err != nil {
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return err
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}
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err = rules.PlaceFoodFixed(rand, tempBoardState)
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if err != nil {
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return err
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}
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// Copy food from temp board state
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for _, f := range tempBoardState.Food {
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// skip the center food
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if f.X == lastBoardState.Width/2 && f.Y == lastBoardState.Height/2 {
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continue
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}
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editor.AddFood(f)
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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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for _, p := range hazards {
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editor.AddHazard(p)
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}
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return nil
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}
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func (m RiverAndBridgesHazardsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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rand := settings.GetRand(lastBoardState.Turn)
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foodNeeded := checkFoodNeedingPlacement(rand, settings, lastBoardState)
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if foodNeeded > 0 {
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pts := m.getUnoccupiedPoints(lastBoardState)
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placeFoodRandomlyAtPositions(rand, lastBoardState, editor, foodNeeded, pts)
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}
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return nil
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}
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func (m RiverAndBridgesHazardsMap) getUnoccupiedPoints(lastBoardState *rules.BoardState) []rules.Point {
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unoccupiedPoints := rules.GetUnoccupiedPoints(lastBoardState, false)
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var totallyUnoccupiedPoints []rules.Point
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// we want to avoid placing food on hazards in this map
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for _, p := range unoccupiedPoints {
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isHazard := false
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for _, h := range lastBoardState.Hazards {
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if p == h {
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isHazard = true
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break
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}
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}
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if !isHazard {
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totallyUnoccupiedPoints = append(totallyUnoccupiedPoints, p)
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}
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}
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return totallyUnoccupiedPoints
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}
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var riversAndBridgesStartPositions = map[rules.Point][][]rules.Point{
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{X: 11, Y: 11}: {
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{
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{X: 1, Y: 1},
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{X: 3, Y: 3},
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{X: 1, Y: 3},
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},
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{
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{X: 9, Y: 9},
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{X: 7, Y: 7},
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{X: 9, Y: 7},
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},
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{
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{X: 1, Y: 9},
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{X: 3, Y: 7},
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{X: 3, Y: 9},
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},
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{
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{X: 9, Y: 3},
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{X: 9, Y: 1},
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{X: 7, Y: 3},
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},
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},
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{X: 19, Y: 19}: {
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{
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{X: 1, Y: 1},
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{X: 5, Y: 1},
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{X: 1, Y: 5},
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{X: 5, Y: 5},
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},
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{
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{X: 17, Y: 1},
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{X: 17, Y: 5},
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{X: 13, Y: 5},
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{X: 13, Y: 1},
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},
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{
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{X: 1, Y: 17},
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{X: 5, Y: 17},
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{X: 1, Y: 13},
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{X: 5, Y: 13},
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},
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{
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{X: 17, Y: 17},
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{X: 17, Y: 13},
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{X: 13, Y: 17},
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{X: 13, Y: 13},
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},
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},
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{X: 25, Y: 25}: {
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{
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{X: 1, Y: 1},
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{X: 9, Y: 9},
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{X: 9, Y: 1},
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{X: 1, Y: 9},
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},
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{
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{X: 23, Y: 23},
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{X: 15, Y: 15},
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{X: 23, Y: 15},
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{X: 15, Y: 23},
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},
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{
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{X: 15, Y: 1},
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{X: 15, Y: 9},
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{X: 23, Y: 9},
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{X: 23, Y: 1},
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},
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{
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{X: 9, Y: 23},
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{X: 1, Y: 23},
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{X: 9, Y: 15},
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{X: 1, Y: 15},
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},
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},
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}
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var riversAndBridgesHazards = map[rules.Point][]rules.Point{
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{X: 11, Y: 11}: {
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{X: 5, Y: 10},
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{X: 5, Y: 9},
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{X: 5, Y: 7},
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{X: 5, Y: 6},
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{X: 5, Y: 5},
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{X: 5, Y: 4},
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{X: 5, Y: 3},
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{X: 5, Y: 0},
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{X: 5, Y: 1},
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{X: 6, Y: 5},
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{X: 7, Y: 5},
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{X: 9, Y: 5},
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{X: 10, Y: 5},
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{X: 4, Y: 5},
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{X: 3, Y: 5},
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{X: 1, Y: 5},
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{X: 0, Y: 5},
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},
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{X: 19, Y: 19}: {
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{X: 9, Y: 0},
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{X: 9, Y: 1},
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{X: 9, Y: 2},
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{X: 9, Y: 5},
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{X: 9, Y: 6},
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{X: 9, Y: 7},
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{X: 9, Y: 9},
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{X: 9, Y: 8},
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{X: 9, Y: 10},
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{X: 9, Y: 12},
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{X: 9, Y: 11},
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{X: 9, Y: 13},
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{X: 9, Y: 14},
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{X: 9, Y: 16},
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{X: 9, Y: 17},
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{X: 9, Y: 18},
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{X: 0, Y: 9},
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{X: 2, Y: 9},
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{X: 1, Y: 9},
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{X: 3, Y: 9},
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{X: 5, Y: 9},
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{X: 6, Y: 9},
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{X: 7, Y: 9},
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{X: 8, Y: 9},
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{X: 10, Y: 9},
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{X: 13, Y: 9},
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{X: 12, Y: 9},
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{X: 11, Y: 9},
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{X: 15, Y: 9},
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{X: 16, Y: 9},
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{X: 17, Y: 9},
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{X: 18, Y: 9},
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{X: 9, Y: 4},
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{X: 8, Y: 10},
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{X: 8, Y: 8},
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{X: 10, Y: 8},
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{X: 10, Y: 10},
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},
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{X: 25, Y: 25}: {
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{X: 12, Y: 24},
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{X: 12, Y: 21},
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{X: 12, Y: 20},
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{X: 12, Y: 19},
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{X: 12, Y: 18},
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{X: 12, Y: 15},
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{X: 12, Y: 14},
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{X: 12, Y: 13},
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{X: 12, Y: 12},
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{X: 12, Y: 11},
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{X: 12, Y: 10},
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{X: 12, Y: 9},
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{X: 12, Y: 5},
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{X: 12, Y: 4},
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{X: 12, Y: 3},
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{X: 12, Y: 0},
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{X: 0, Y: 12},
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{X: 3, Y: 12},
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{X: 4, Y: 12},
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{X: 5, Y: 12},
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{X: 6, Y: 12},
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{X: 9, Y: 12},
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{X: 10, Y: 12},
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{X: 11, Y: 12},
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{X: 13, Y: 12},
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{X: 14, Y: 12},
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{X: 15, Y: 12},
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{X: 18, Y: 12},
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{X: 20, Y: 12},
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{X: 19, Y: 12},
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{X: 21, Y: 12},
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{X: 24, Y: 12},
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{X: 11, Y: 14},
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{X: 10, Y: 13},
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{X: 11, Y: 13},
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{X: 10, Y: 11},
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{X: 11, Y: 11},
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{X: 11, Y: 10},
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{X: 13, Y: 10},
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{X: 14, Y: 11},
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{X: 13, Y: 11},
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{X: 13, Y: 13},
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{X: 14, Y: 13},
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{X: 13, Y: 14},
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{X: 12, Y: 6},
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{X: 12, Y: 2},
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{X: 2, Y: 12},
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{X: 22, Y: 12},
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{X: 12, Y: 22},
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{X: 16, Y: 12},
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{X: 12, Y: 8},
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{X: 8, Y: 12},
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{X: 12, Y: 16},
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},
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}
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