package maps import ( "math" "github.com/BattlesnakeOfficial/rules" ) type SinkholesMap struct{} func init() { globalRegistry.RegisterMap("sinkholes", SinkholesMap{}) } func (m SinkholesMap) ID() string { return "sinkholes" } func (m SinkholesMap) Meta() Metadata { return Metadata{ Name: "Sinkholes", Description: "Spawns a rounded sinkhole on the board that grows every N turns, layering additional hazard squares over previously spawned ones.", Author: "Battlesnake", Version: 1, MinPlayers: 1, MaxPlayers: 8, BoardSizes: FixedSizes(Dimensions{7, 7}, Dimensions{11, 11}, Dimensions{19, 19}), } } func (m SinkholesMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { return (StandardMap{}).SetupBoard(initialBoardState, settings, editor) } func (m SinkholesMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error { err := StandardMap{}.UpdateBoard(lastBoardState, settings, editor) if err != nil { return err } currentTurn := lastBoardState.Turn startTurn := 1 spawnEveryNTurns := 10 if settings.RoyaleSettings.ShrinkEveryNTurns > 0 { spawnEveryNTurns = settings.RoyaleSettings.ShrinkEveryNTurns } maxRings := 5 if lastBoardState.Width == 7 { maxRings = 3 } else if lastBoardState.Width == 19 { maxRings = 7 } spawnLocation := rules.Point{X: lastBoardState.Width / 2, Y: lastBoardState.Height / 2} if currentTurn == startTurn { editor.AddHazard(spawnLocation) return nil } // Are we at max size, if so stop try to generate hazards if currentTurn > spawnEveryNTurns*maxRings { return nil } // Is this a turn to grow the sinkhole? if (currentTurn-startTurn)%spawnEveryNTurns != 0 { return nil } offset := int(math.Floor(float64(currentTurn-startTurn) / float64(spawnEveryNTurns))) if offset > 0 && offset <= maxRings { for x := spawnLocation.X - offset; x <= spawnLocation.X+offset; x++ { for y := spawnLocation.Y - offset; y <= spawnLocation.Y+offset; y++ { // don't draw in the corners of the square so we get a rounded effect if !(x == spawnLocation.X-offset && y == spawnLocation.Y-offset) && !(x == spawnLocation.X+offset && y == spawnLocation.Y-offset) && !(x == spawnLocation.X-offset && y == spawnLocation.Y+offset) && !(x == spawnLocation.X+offset && y == spawnLocation.Y+offset) { editor.AddHazard(rules.Point{X: x, Y: y}) } } } } return nil }