Snail mode (#98)
* Add snail-mode map * snail-mode: cap max hazards to 7 - Ensure that no more than 7 hazards are added to a square. This fixes a bug where some squares were getting way too many hazards applied to them. There must be some other bug at work here as well. - Change author names to be github usernames instead of first names * snail-mode: fix bug with eliminated snakes - Ensure that hazard snail-trail is not added for eliminated snakes * Update from Stream July 31 Added comments to most functions and important bits of code Also changed the map so that instead of a fixed number of 7 hazards, we add hazards equal to the length of the snake. * snail-mode: add TAG_EXPERIMENTAL and TAG_HAZARD_PLACEMENT * snail-mode: use Point as map key Co-authored-by: Corey Alexander <coreyja@gmail.com>
This commit is contained in:
parent
f82cfe5309
commit
fbbec6a7f5
1 changed files with 179 additions and 0 deletions
179
maps/snail_mode.go
Normal file
179
maps/snail_mode.go
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
package maps
|
||||
|
||||
import (
|
||||
"github.com/BattlesnakeOfficial/rules"
|
||||
)
|
||||
|
||||
type SnailModeMap struct{}
|
||||
|
||||
// init registers this map in the global registry.
|
||||
func init() {
|
||||
globalRegistry.RegisterMap("snail_mode", SnailModeMap{})
|
||||
}
|
||||
|
||||
// ID returns a unique identifier for this map.
|
||||
func (m SnailModeMap) ID() string {
|
||||
return "snail_mode"
|
||||
}
|
||||
|
||||
// Meta returns the non-functional metadata about this map.
|
||||
func (m SnailModeMap) Meta() Metadata {
|
||||
return Metadata{
|
||||
Name: "Snail Mode",
|
||||
Description: "Snakes leave behind a trail of hazards",
|
||||
Author: "coreyja and jlafayette",
|
||||
Version: 1,
|
||||
MinPlayers: 1,
|
||||
MaxPlayers: 16,
|
||||
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
|
||||
Tags: []string{TAG_EXPERIMENTAL, TAG_HAZARD_PLACEMENT},
|
||||
}
|
||||
}
|
||||
|
||||
// SetupBoard here is pretty 'standard' and doesn't do any special setup for this game mode
|
||||
func (m SnailModeMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
|
||||
rand := settings.GetRand(0)
|
||||
|
||||
if len(initialBoardState.Snakes) > int(m.Meta().MaxPlayers) {
|
||||
return rules.ErrorTooManySnakes
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// storeTailLocation returns an offboard point that corresponds to the given point.
|
||||
// This is useful for storing state that can be accessed next turn.
|
||||
func storeTailLocation(point rules.Point, height int) rules.Point {
|
||||
return rules.Point{X: point.X, Y: point.Y + height}
|
||||
}
|
||||
|
||||
// getPrevTailLocation returns the onboard point that corresponds to an offboard point.
|
||||
// This is useful for restoring state that was stored last turn.
|
||||
func getPrevTailLocation(point rules.Point, height int) rules.Point {
|
||||
return rules.Point{X: point.X, Y: point.Y - height}
|
||||
}
|
||||
|
||||
// outOfBounds determines if the given point is out of bounds for the current board size
|
||||
func outOfBounds(p rules.Point, w, h int) bool {
|
||||
return p.X < 0 || p.Y < 0 || p.X >= w || p.Y >= h
|
||||
}
|
||||
|
||||
// doubleTail determine if the snake has a double stacked tail currently
|
||||
func doubleTail(snake *rules.Snake) bool {
|
||||
almostTail := snake.Body[len(snake.Body)-2]
|
||||
tail := snake.Body[len(snake.Body)-1]
|
||||
return almostTail.X == tail.X && almostTail.Y == tail.Y
|
||||
}
|
||||
|
||||
// isEliminated determines if the snake is already eliminated
|
||||
func isEliminated(s *rules.Snake) bool {
|
||||
return s.EliminatedCause != rules.NotEliminated
|
||||
}
|
||||
|
||||
// UpdateBoard does the work of placing the hazards along the 'snail tail' of snakes
|
||||
// This is responsible for saving the current tail location off the board
|
||||
// and restoring the previous tail position. This also handles removing one hazards from
|
||||
// the current stacks so the hazards tails fade as the snake moves away.
|
||||
func (m SnailModeMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
|
||||
err := StandardMap{}.UpdateBoard(lastBoardState, settings, editor)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// This map decrements the stack of hazards on a point each turn, so they
|
||||
// need to be cleared first.
|
||||
editor.ClearHazards()
|
||||
|
||||
// This is a list of all the hazards we want to add for the previous tails
|
||||
// These were stored off board in the previous turn as a way to save state
|
||||
// When we add the locations to this list we have already converted the off-board
|
||||
// points to on-board points
|
||||
tailLocations := make([]rules.Point, 0, len(lastBoardState.Snakes))
|
||||
|
||||
// Count the number of hazards for a given position
|
||||
// Add non-double tail locations to a slice
|
||||
hazardCounts := map[rules.Point]int{}
|
||||
for _, hazard := range lastBoardState.Hazards {
|
||||
|
||||
// discard out of bound
|
||||
if outOfBounds(hazard, lastBoardState.Width, lastBoardState.Height) {
|
||||
onBoardTail := getPrevTailLocation(hazard, lastBoardState.Height)
|
||||
tailLocations = append(tailLocations, onBoardTail)
|
||||
} else {
|
||||
hazardCounts[hazard]++
|
||||
}
|
||||
}
|
||||
|
||||
// Add back existing hazards, but with a stack of 1 less than before.
|
||||
// This has the effect of making the snail-trail disappear over time.
|
||||
for hazard, count := range hazardCounts {
|
||||
|
||||
for i := 0; i < count-1; i++ {
|
||||
editor.AddHazard(hazard)
|
||||
}
|
||||
}
|
||||
|
||||
// Store a stack of hazards for the tail of each snake. This is stored out
|
||||
// of bounds and then applied on the next turn. The stack count is equal
|
||||
// the lenght of the snake.
|
||||
for _, snake := range lastBoardState.Snakes {
|
||||
if isEliminated(&snake) {
|
||||
continue
|
||||
}
|
||||
|
||||
// Double tail means that the tail will stay on the same square for more
|
||||
// than one turn, so we don't want to spawn hazards
|
||||
if doubleTail(&snake) {
|
||||
continue
|
||||
}
|
||||
|
||||
tail := snake.Body[len(snake.Body)-1]
|
||||
offBoardTail := storeTailLocation(tail, lastBoardState.Height)
|
||||
for i := 0; i < len(snake.Body); i++ {
|
||||
editor.AddHazard(offBoardTail)
|
||||
}
|
||||
}
|
||||
|
||||
// Read offboard tails and move them to the board. The offboard tails are
|
||||
// stacked based on the length of the snake
|
||||
for _, p := range tailLocations {
|
||||
|
||||
// Skip position if a snakes head occupies it.
|
||||
// Otherwise hazard shows up in the viewer on top of a snake head, but
|
||||
// does not damage the snake, which is visually confusing.
|
||||
isHead := false
|
||||
for _, snake := range lastBoardState.Snakes {
|
||||
if isEliminated(&snake) {
|
||||
continue
|
||||
}
|
||||
head := snake.Body[0]
|
||||
if p.X == head.X && p.Y == head.Y {
|
||||
isHead = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if isHead {
|
||||
continue
|
||||
}
|
||||
|
||||
editor.AddHazard(p)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue