package rules import ( "errors" "math/rand" ) type RoyaleRuleset struct { StandardRuleset Seed int64 ShrinkEveryNTurns int32 } func (r *RoyaleRuleset) Name() string { return GameTypeRoyale } func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) { if r.StandardRuleset.HazardDamagePerTurn < 1 { return nil, errors.New("royale damage per turn must be greater than zero") } nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves) if err != nil { return nil, err } // Royale's only job is now to populate the hazards for next turn - StandardRuleset takes care of applying hazard damage. err = r.populateHazards(nextBoardState) if err != nil { return nil, err } return nextBoardState, nil } func (r *RoyaleRuleset) populateHazards(b *BoardState) error { _, err := r.callStageFunc(PopulateHazardsRoyale, b, []SnakeMove{}) return err } func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) { b.Hazards = []Point{} // Royale uses the current turn to generate hazards, not the previous turn that's in the board state turn := b.Turn + 1 if settings.RoyaleSettings.ShrinkEveryNTurns < 1 { return false, errors.New("royale game can't shrink more frequently than every turn") } if turn < settings.RoyaleSettings.ShrinkEveryNTurns { return false, nil } randGenerator := rand.New(rand.NewSource(settings.RoyaleSettings.seed)) numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns minX, maxX := int32(0), b.Width-1 minY, maxY := int32(0), b.Height-1 for i := int32(0); i < numShrinks; i++ { switch randGenerator.Intn(4) { case 0: minX += 1 case 1: maxX -= 1 case 2: minY += 1 case 3: maxY -= 1 } } for x := int32(0); x < b.Width; x++ { for y := int32(0); y < b.Height; y++ { if x < minX || x > maxX || y < minY || y > maxY { b.Hazards = append(b.Hazards, Point{x, y}) } } } return false, nil } func (r RoyaleRuleset) Settings() Settings { s := r.StandardRuleset.Settings() s.RoyaleSettings = RoyaleSettings{ seed: r.Seed, ShrinkEveryNTurns: r.ShrinkEveryNTurns, } return s } // Adaptor for integrating stages into RoyaleRuleset func (r *RoyaleRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) { return stage(boardState, r.Settings(), moves) }