package maps import ( "github.com/BattlesnakeOfficial/rules" ) type SnailModeMap struct { lastTailPositions map[rules.Point]int // local state is preserved during the turn } // init registers this map in the global registry. func init() { globalRegistry.RegisterMap("snail_mode", &SnailModeMap{lastTailPositions: nil}) } // 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 } // 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 } // PreUpdateBoard stores the tail position of each snake in memory, to be // able to place hazards there after the snakes move. func (m *SnailModeMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { m.lastTailPositions = make(map[rules.Point]int) 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 } m.lastTailPositions[snake.Body[len(snake.Body)-1]] = len(snake.Body) } return nil } // PostUpdateBoard does the work of placing the hazards along the 'snail tail' of snakes // This also handles removing one hazards from the current stacks so the hazards tails fade as the snake moves away. func (m *SnailModeMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { err := StandardMap{}.PostUpdateBoard(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() // Count the number of hazards for a given position hazardCounts := map[rules.Point]int{} for _, hazard := range lastBoardState.Hazards { 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) } } // Place a new stack of hazards where each snake's tail used to be NewHazardLoop: for location, count := range m.lastTailPositions { for _, snake := range lastBoardState.Snakes { if isEliminated(&snake) { continue } head := snake.Body[0] if location.X == head.X && location.Y == head.Y { // 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. continue NewHazardLoop } } for i := 0; i < count; i++ { editor.AddHazard(location) } } return nil }