package commands import ( "bytes" "encoding/json" "fmt" "io/ioutil" "log" "math/rand" "net/http" "net/url" "os" "path" "strconv" "sync" "time" "github.com/BattlesnakeOfficial/rules" "github.com/BattlesnakeOfficial/rules/client" "github.com/BattlesnakeOfficial/rules/maps" "github.com/google/uuid" "github.com/spf13/cobra" ) // Used to store state for each SnakeState while running a local game type SnakeState struct { URL string Name string ID string LastMove string Character rune Color string Head string Tail string } type GameState struct { // Options Width int Height int Names []string URLs []string Timeout int TurnDuration int Sequential bool GameType string MapName string ViewMap bool UseColor bool Seed int64 TurnDelay int DebugRequests bool Output string FoodSpawnChance int MinimumFood int HazardDamagePerTurn int ShrinkEveryNTurns int // Internal game state settings map[string]string snakeStates map[string]SnakeState gameID string httpClient http.Client ruleset rules.Ruleset gameMap maps.GameMap } func NewPlayCommand() *cobra.Command { gameState := &GameState{} var playCmd = &cobra.Command{ Use: "play", Short: "Play a game of Battlesnake locally.", Long: "Play a game of Battlesnake locally.", Run: func(cmd *cobra.Command, args []string) { gameState.Run() }, } playCmd.Flags().IntVarP(&gameState.Width, "width", "W", 11, "Width of Board") playCmd.Flags().IntVarP(&gameState.Height, "height", "H", 11, "Height of Board") playCmd.Flags().StringArrayVarP(&gameState.Names, "name", "n", nil, "Name of Snake") playCmd.Flags().StringArrayVarP(&gameState.URLs, "url", "u", nil, "URL of Snake") playCmd.Flags().IntVarP(&gameState.Timeout, "timeout", "t", 500, "Request Timeout") playCmd.Flags().BoolVarP(&gameState.Sequential, "sequential", "s", false, "Use Sequential Processing") playCmd.Flags().StringVarP(&gameState.GameType, "gametype", "g", "standard", "Type of Game Rules") playCmd.Flags().StringVarP(&gameState.MapName, "map", "m", "standard", "Game map to use to populate the board") playCmd.Flags().BoolVarP(&gameState.ViewMap, "viewmap", "v", false, "View the Map Each Turn") playCmd.Flags().BoolVarP(&gameState.UseColor, "color", "c", false, "Use color to draw the map") playCmd.Flags().Int64VarP(&gameState.Seed, "seed", "r", time.Now().UTC().UnixNano(), "Random Seed") playCmd.Flags().IntVarP(&gameState.TurnDelay, "delay", "d", 0, "Turn Delay in Milliseconds") playCmd.Flags().IntVarP(&gameState.TurnDuration, "duration", "D", 0, "Minimum Turn Duration in Milliseconds") playCmd.Flags().BoolVar(&gameState.DebugRequests, "debug-requests", false, "Log body of all requests sent") playCmd.Flags().StringVarP(&gameState.Output, "output", "o", "", "File path to output game state to. Existing files will be overwritten") playCmd.Flags().IntVar(&gameState.FoodSpawnChance, "foodSpawnChance", 15, "Percentage chance of spawning a new food every round") playCmd.Flags().IntVar(&gameState.MinimumFood, "minimumFood", 1, "Minimum food to keep on the board every turn") playCmd.Flags().IntVar(&gameState.HazardDamagePerTurn, "hazardDamagePerTurn", 14, "Health damage a snake will take when ending its turn in a hazard") playCmd.Flags().IntVar(&gameState.ShrinkEveryNTurns, "shrinkEveryNTurns", 25, "In Royale mode, the number of turns between generating new hazards") playCmd.Flags().SortFlags = false return playCmd } // Setup a GameState once all the fields have been parsed from the command-line. func (gameState *GameState) initialize() { // Generate game ID gameState.gameID = uuid.New().String() // Set up HTTP client with request timeout if gameState.Timeout == 0 { gameState.Timeout = 500 } gameState.httpClient = http.Client{ Timeout: time.Duration(gameState.Timeout) * time.Millisecond, } // Load game map gameMap, err := maps.GetMap(gameState.MapName) if err != nil { log.Fatalf("Failed to load game map %#v: %v", gameState.MapName, err) } gameState.gameMap = gameMap // Create settings object gameState.settings = map[string]string{ rules.ParamGameType: gameState.GameType, rules.ParamFoodSpawnChance: fmt.Sprint(gameState.FoodSpawnChance), rules.ParamMinimumFood: fmt.Sprint(gameState.MinimumFood), rules.ParamHazardDamagePerTurn: fmt.Sprint(gameState.HazardDamagePerTurn), rules.ParamShrinkEveryNTurns: fmt.Sprint(gameState.ShrinkEveryNTurns), } // Build ruleset from settings ruleset := rules.NewRulesetBuilder().WithSeed(gameState.Seed).WithParams(gameState.settings).Ruleset() gameState.ruleset = ruleset // Initialize snake states as empty until we can ping the snake URLs gameState.snakeStates = map[string]SnakeState{} } // Setup and run a full game. func (gameState *GameState) Run() { gameState.initialize() // Setup local state for snakes gameState.snakeStates = gameState.buildSnakesFromOptions() rand.Seed(gameState.Seed) boardState := gameState.initializeBoardFromArgs() exportGame := gameState.Output != "" gameExporter := GameExporter{ game: gameState.createClientGame(), snakeRequests: make([]client.SnakeRequest, 0), winner: SnakeState{}, isDraw: false, } if gameState.ViewMap { gameState.printMap(boardState) } var endTime time.Time for v := false; !v; v, _ = gameState.ruleset.IsGameOver(boardState) { if gameState.TurnDuration > 0 { endTime = time.Now().Add(time.Duration(gameState.TurnDuration) * time.Millisecond) } // Export game first, if enabled, so that we save the board on turn zero if exportGame { // The output file was designed in a way so that (nearly) every entry is equivalent to a valid API request. // This is meant to help unlock further development of tools such as replaying a saved game by simply copying each line and sending it as a POST request. // There was a design choice to be made here: the difference between SnakeRequest and BoardState is the `you` key. // We could choose to either store the SnakeRequest of each snake OR to omit the `you` key OR fill the `you` key with one of the snakes // In all cases the API request is technically non-compliant with how the actual API request should be. // The third option (filling the `you` key with an arbitrary snake) is the closest to the actual API request that would need the least manipulation to // be adjusted to look like an API call for a specific snake in the game. for _, snakeState := range gameState.snakeStates { snakeRequest := gameState.getRequestBodyForSnake(boardState, snakeState) gameExporter.AddSnakeRequest(snakeRequest) break } } boardState = gameState.createNextBoardState(boardState) if gameState.ViewMap { gameState.printMap(boardState) } else { log.Printf("[%v]: State: %v\n", boardState.Turn, boardState) } if gameState.TurnDelay > 0 { time.Sleep(time.Duration(gameState.TurnDelay) * time.Millisecond) } if gameState.TurnDuration > 0 { time.Sleep(time.Until(endTime)) } } isDraw := true if gameState.GameType == "solo" { log.Printf("[DONE]: Game completed after %v turns.", boardState.Turn) if exportGame { // These checks for exportGame are present to avoid vacuuming up RAM when an export is not requred. for _, snakeState := range gameState.snakeStates { gameExporter.winner = snakeState break } } } else { var winner SnakeState for _, snake := range boardState.Snakes { snakeState := gameState.snakeStates[snake.ID] if snake.EliminatedCause == rules.NotEliminated { isDraw = false winner = snakeState } gameState.sendEndRequest(boardState, snakeState) } if isDraw { log.Printf("[DONE]: Game completed after %v turns. It was a draw.", boardState.Turn) } else { log.Printf("[DONE]: Game completed after %v turns. %v is the winner.", boardState.Turn, winner.Name) } if exportGame { gameExporter.winner = winner gameExporter.isDraw = isDraw } } if exportGame { err := gameExporter.FlushToFile(gameState.Output, "JSONL") if err != nil { log.Printf("[WARN]: Unable to export game. Reason: %v\n", err.Error()) os.Exit(1) } } } func (gameState *GameState) initializeBoardFromArgs() *rules.BoardState { snakeIds := []string{} for _, snakeState := range gameState.snakeStates { snakeIds = append(snakeIds, snakeState.ID) } boardState, err := maps.SetupBoard(gameState.gameMap.ID(), gameState.ruleset.Settings(), gameState.Width, gameState.Height, snakeIds) if err != nil { log.Fatalf("Error Initializing Board State: %v", err) } boardState, err = gameState.ruleset.ModifyInitialBoardState(boardState) if err != nil { log.Fatalf("Error Initializing Board State: %v", err) } for _, snakeState := range gameState.snakeStates { snakeRequest := gameState.getRequestBodyForSnake(boardState, snakeState) requestBody := serialiseSnakeRequest(snakeRequest) u, _ := url.ParseRequestURI(snakeState.URL) u.Path = path.Join(u.Path, "start") if gameState.DebugRequests { log.Printf("POST %s: %v", u, string(requestBody)) } _, err = gameState.httpClient.Post(u.String(), "application/json", bytes.NewBuffer(requestBody)) if err != nil { log.Printf("[WARN]: Request to %v failed", u.String()) } } return boardState } func (gameState *GameState) createNextBoardState(boardState *rules.BoardState) *rules.BoardState { var moves []rules.SnakeMove if gameState.Sequential { for _, snakeState := range gameState.snakeStates { for _, snake := range boardState.Snakes { if snakeState.ID == snake.ID && snake.EliminatedCause == rules.NotEliminated { moves = append(moves, gameState.getMoveForSnake(boardState, snakeState)) } } } } else { var wg sync.WaitGroup c := make(chan rules.SnakeMove, len(gameState.snakeStates)) for _, snakeState := range gameState.snakeStates { for _, snake := range boardState.Snakes { if snakeState.ID == snake.ID && snake.EliminatedCause == rules.NotEliminated { wg.Add(1) go func(snakeState SnakeState) { defer wg.Done() c <- gameState.getMoveForSnake(boardState, snakeState) }(snakeState) } } } wg.Wait() close(c) for move := range c { moves = append(moves, move) } } for _, move := range moves { snakeState := gameState.snakeStates[move.ID] snakeState.LastMove = move.Move gameState.snakeStates[move.ID] = snakeState } boardState, err := gameState.ruleset.CreateNextBoardState(boardState, moves) if err != nil { log.Fatalf("Error producing next board state: %v", err) } boardState, err = maps.UpdateBoard(gameState.gameMap.ID(), boardState, gameState.ruleset.Settings()) if err != nil { log.Fatalf("Error updating board with game map: %v", err) } boardState.Turn += 1 return boardState } func (gameState *GameState) getMoveForSnake(boardState *rules.BoardState, snakeState SnakeState) rules.SnakeMove { snakeRequest := gameState.getRequestBodyForSnake(boardState, snakeState) requestBody := serialiseSnakeRequest(snakeRequest) u, _ := url.ParseRequestURI(snakeState.URL) u.Path = path.Join(u.Path, "move") if gameState.DebugRequests { log.Printf("POST %s: %v", u, string(requestBody)) } res, err := gameState.httpClient.Post(u.String(), "application/json", bytes.NewBuffer(requestBody)) move := snakeState.LastMove if err != nil { log.Printf("[WARN]: Request to %v failed\n", u.String()) log.Printf("Body --> %v\n", string(requestBody)) } else if res.Body != nil { defer res.Body.Close() body, readErr := ioutil.ReadAll(res.Body) if readErr != nil { log.Fatal(readErr) } else { playerResponse := client.MoveResponse{} jsonErr := json.Unmarshal(body, &playerResponse) if jsonErr != nil { log.Fatal(jsonErr) } else { move = playerResponse.Move } } } return rules.SnakeMove{ID: snakeState.ID, Move: move} } func (gameState *GameState) sendEndRequest(boardState *rules.BoardState, snakeState SnakeState) { snakeRequest := gameState.getRequestBodyForSnake(boardState, snakeState) requestBody := serialiseSnakeRequest(snakeRequest) u, _ := url.ParseRequestURI(snakeState.URL) u.Path = path.Join(u.Path, "end") if gameState.DebugRequests { log.Printf("POST %s: %v", u, string(requestBody)) } _, err := gameState.httpClient.Post(u.String(), "application/json", bytes.NewBuffer(requestBody)) if err != nil { log.Printf("[WARN]: Request to %v failed", u.String()) } } func (gameState *GameState) getRequestBodyForSnake(boardState *rules.BoardState, snakeState SnakeState) client.SnakeRequest { var youSnake rules.Snake for _, snk := range boardState.Snakes { if snakeState.ID == snk.ID { youSnake = snk break } } request := client.SnakeRequest{ Game: gameState.createClientGame(), Turn: boardState.Turn, Board: convertStateToBoard(boardState, gameState.snakeStates), You: convertRulesSnake(youSnake, snakeState), } return request } func (gameState *GameState) createClientGame() client.Game { return client.Game{ ID: gameState.gameID, Timeout: gameState.Timeout, Ruleset: client.Ruleset{ Name: gameState.ruleset.Name(), Version: "cli", // TODO: Use GitHub Release Version Settings: gameState.ruleset.Settings(), }, Map: gameState.gameMap.ID(), } } func (gameState *GameState) buildSnakesFromOptions() map[string]SnakeState { bodyChars := []rune{'■', '⌀', '●', '☻', '◘', '☺', '□', '⍟'} var numSnakes int snakes := map[string]SnakeState{} numNames := len(gameState.Names) numURLs := len(gameState.URLs) if numNames > numURLs { numSnakes = numNames } else { numSnakes = numURLs } if numNames != numURLs { log.Println("[WARN]: Number of Names and URLs do not match: defaults will be applied to missing values") } for i := int(0); i < numSnakes; i++ { var snakeName string var snakeURL string id := uuid.New().String() if i < numNames { snakeName = gameState.Names[i] } else { log.Printf("[WARN]: Name for URL %v is missing: a default name will be applied\n", gameState.URLs[i]) snakeName = id } if i < numURLs { u, err := url.ParseRequestURI(gameState.URLs[i]) if err != nil { log.Printf("[WARN]: URL %v is not valid: a default will be applied\n", gameState.URLs[i]) snakeURL = "https://example.com" } else { snakeURL = u.String() } } else { log.Printf("[WARN]: URL for Name %v is missing: a default URL will be applied\n", gameState.Names[i]) snakeURL = "https://example.com" } snakeState := SnakeState{ Name: snakeName, URL: snakeURL, ID: id, LastMove: "up", Character: bodyChars[i%8], } res, err := gameState.httpClient.Get(snakeURL) if err != nil { log.Printf("[WARN]: Request to %v failed: %v", snakeURL, err) } else if res.Body != nil { defer res.Body.Close() body, readErr := ioutil.ReadAll(res.Body) if readErr != nil { log.Fatal(readErr) } pingResponse := client.SnakeMetadataResponse{} jsonErr := json.Unmarshal(body, &pingResponse) if jsonErr != nil { log.Printf("Error reading response from %v: %v", snakeURL, jsonErr) } else { snakeState.Head = pingResponse.Head snakeState.Tail = pingResponse.Tail snakeState.Color = pingResponse.Color } } snakes[snakeState.ID] = snakeState } return snakes } func (gameState *GameState) printMap(boardState *rules.BoardState) { var o bytes.Buffer o.WriteString(fmt.Sprintf("Ruleset: %s, Seed: %d, Turn: %v\n", gameState.GameType, gameState.Seed, boardState.Turn)) board := make([][]string, boardState.Width) for i := range board { board[i] = make([]string, boardState.Height) } for y := int(0); y < boardState.Height; y++ { for x := int(0); x < boardState.Width; x++ { if gameState.UseColor { board[x][y] = TERM_FG_LIGHTGRAY + "□" } else { board[x][y] = "◦" } } } for _, oob := range boardState.Hazards { if gameState.UseColor { board[oob.X][oob.Y] = TERM_BG_GRAY + " " + TERM_BG_WHITE } else { board[oob.X][oob.Y] = "░" } } if gameState.UseColor { o.WriteString(fmt.Sprintf("Hazards "+TERM_BG_GRAY+" "+TERM_RESET+": %v\n", boardState.Hazards)) } else { o.WriteString(fmt.Sprintf("Hazards ░: %v\n", boardState.Hazards)) } for _, f := range boardState.Food { if gameState.UseColor { board[f.X][f.Y] = TERM_FG_FOOD + "●" } else { board[f.X][f.Y] = "⚕" } } if gameState.UseColor { o.WriteString(fmt.Sprintf("Food "+TERM_FG_FOOD+TERM_BG_WHITE+"●"+TERM_RESET+": %v\n", boardState.Food)) } else { o.WriteString(fmt.Sprintf("Food ⚕: %v\n", boardState.Food)) } for _, s := range boardState.Snakes { red, green, blue := parseSnakeColor(gameState.snakeStates[s.ID].Color) for _, b := range s.Body { if b.X >= 0 && b.X < boardState.Width && b.Y >= 0 && b.Y < boardState.Height { if gameState.UseColor { board[b.X][b.Y] = fmt.Sprintf(TERM_FG_RGB+"■", red, green, blue) } else { board[b.X][b.Y] = string(gameState.snakeStates[s.ID].Character) } } } if gameState.UseColor { o.WriteString(fmt.Sprintf("%v "+TERM_FG_RGB+TERM_BG_WHITE+"■■■"+TERM_RESET+": %v\n", gameState.snakeStates[s.ID].Name, red, green, blue, s)) } else { o.WriteString(fmt.Sprintf("%v %c: %v\n", gameState.snakeStates[s.ID].Name, gameState.snakeStates[s.ID].Character, s)) } } for y := boardState.Height - 1; y >= 0; y-- { if gameState.UseColor { o.WriteString(TERM_BG_WHITE) } for x := int(0); x < boardState.Width; x++ { o.WriteString(board[x][y]) } if gameState.UseColor { o.WriteString(TERM_RESET) } o.WriteString("\n") } log.Print(o.String()) } func serialiseSnakeRequest(snakeRequest client.SnakeRequest) []byte { requestJSON, err := json.Marshal(snakeRequest) if err != nil { log.Fatalf("Error marshalling JSON from State: %v", err) } return requestJSON } func convertRulesSnake(snake rules.Snake, snakeState SnakeState) client.Snake { return client.Snake{ ID: snake.ID, Name: snakeState.Name, Health: snake.Health, Body: client.CoordFromPointArray(snake.Body), Latency: "0", Head: client.CoordFromPoint(snake.Body[0]), Length: int(len(snake.Body)), Shout: "", Customizations: client.Customizations{ Head: snakeState.Head, Tail: snakeState.Tail, Color: snakeState.Color, }, } } func convertRulesSnakes(snakes []rules.Snake, snakeStates map[string]SnakeState) []client.Snake { a := make([]client.Snake, 0) for _, snake := range snakes { if snake.EliminatedCause == rules.NotEliminated { a = append(a, convertRulesSnake(snake, snakeStates[snake.ID])) } } return a } func convertStateToBoard(boardState *rules.BoardState, snakeStates map[string]SnakeState) client.Board { return client.Board{ Height: boardState.Height, Width: boardState.Width, Food: client.CoordFromPointArray(boardState.Food), Hazards: client.CoordFromPointArray(boardState.Hazards), Snakes: convertRulesSnakes(boardState.Snakes, snakeStates), } } // Parses a color string like "#ef03d3" to rgb values from 0 to 255 or returns // the default gray if any errors occure func parseSnakeColor(color string) (int64, int64, int64) { if len(color) == 7 { red, err_r := strconv.ParseInt(color[1:3], 16, 64) green, err_g := strconv.ParseInt(color[3:5], 16, 64) blue, err_b := strconv.ParseInt(color[5:], 16, 64) if err_r == nil && err_g == nil && err_b == nil { return red, green, blue } } // Default gray color from Battlesnake board return 136, 136, 136 }