package rules import ( "errors" "math/rand" ) type RoyaleRuleset struct { StandardRuleset Seed int64 ShrinkEveryNTurns int32 } func (r *RoyaleRuleset) Name() string { return "royale" } 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, prevState.Turn+1) if err != nil { return nil, err } return nextBoardState, nil } func (r *RoyaleRuleset) populateHazards(b *BoardState, turn int32) error { b.Hazards = []Point{} if r.ShrinkEveryNTurns < 1 { return errors.New("royale game can't shrink more frequently than every turn") } if turn < r.ShrinkEveryNTurns { return nil } randGenerator := rand.New(rand.NewSource(r.Seed)) numShrinks := turn / r.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 nil }