* extract board generation out of rules.Ruleset * update comment and remove redundant interface check * clone boardState in constrictor to respect the ModifyBoardState interface
395 lines
9.6 KiB
Go
395 lines
9.6 KiB
Go
package rules
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import (
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"math/rand"
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"sort"
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)
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type StandardRuleset struct {
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FoodSpawnChance int32 // [0, 100]
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MinimumFood int32
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HazardDamagePerTurn int32
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}
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func (r *StandardRuleset) Name() string { return "standard" }
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func (r *StandardRuleset) ModifyInitialBoardState(initialState *BoardState) (*BoardState, error) {
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// No-op
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return initialState, nil
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}
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func (r *StandardRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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// We specifically want to copy prevState, so as not to alter it directly.
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nextState := prevState.Clone()
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// TODO: Gut check the BoardState?
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// TODO: LOG?
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err := r.moveSnakes(nextState, moves)
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if err != nil {
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return nil, err
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}
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// TODO: LOG?
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err = r.reduceSnakeHealth(nextState)
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if err != nil {
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return nil, err
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}
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err = r.maybeDamageHazards(nextState)
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if err != nil {
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return nil, err
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}
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// TODO: LOG?
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// bvanvugt: We specifically want this to happen before elimination for two reasons:
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// 1) We want snakes to be able to eat on their very last turn and still survive.
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// 2) So that head-to-head collisions on food still remove the food.
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// This does create an artifact though, where head-to-head collisions
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// of equal length actually show length + 1 and full health, as if both snakes ate.
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err = r.maybeFeedSnakes(nextState)
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if err != nil {
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return nil, err
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}
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// TODO: LOG?
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err = r.maybeSpawnFood(nextState)
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if err != nil {
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return nil, err
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}
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// TODO: LOG?
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err = r.maybeEliminateSnakes(nextState)
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if err != nil {
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return nil, err
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}
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return nextState, nil
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}
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func (r *StandardRuleset) moveSnakes(b *BoardState, moves []SnakeMove) error {
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// Sanity check that all non-eliminated snakes have moves and bodies.
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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continue
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}
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if len(snake.Body) == 0 {
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return ErrorZeroLengthSnake
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}
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moveFound := false
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for _, move := range moves {
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if snake.ID == move.ID {
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moveFound = true
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break
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}
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}
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if !moveFound {
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return ErrorNoMoveFound
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}
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}
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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continue
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}
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for _, move := range moves {
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if move.ID == snake.ID {
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var newHead = Point{}
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switch move.Move {
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case MoveDown:
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newHead.X = snake.Body[0].X
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newHead.Y = snake.Body[0].Y - 1
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case MoveLeft:
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newHead.X = snake.Body[0].X - 1
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newHead.Y = snake.Body[0].Y
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case MoveRight:
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newHead.X = snake.Body[0].X + 1
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newHead.Y = snake.Body[0].Y
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case MoveUp:
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newHead.X = snake.Body[0].X
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newHead.Y = snake.Body[0].Y + 1
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default:
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// Default to UP
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var dX int32 = 0
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var dY int32 = 1
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// If neck is available, use neck to determine last direction
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if len(snake.Body) >= 2 {
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dX = snake.Body[0].X - snake.Body[1].X
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dY = snake.Body[0].Y - snake.Body[1].Y
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if dX == 0 && dY == 0 {
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dY = 1 // Move up if no last move was made
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}
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}
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// Apply
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newHead.X = snake.Body[0].X + dX
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newHead.Y = snake.Body[0].Y + dY
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}
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// Append new head, pop old tail
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snake.Body = append([]Point{newHead}, snake.Body[:len(snake.Body)-1]...)
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}
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}
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}
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return nil
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}
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func (r *StandardRuleset) reduceSnakeHealth(b *BoardState) error {
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for i := 0; i < len(b.Snakes); i++ {
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if b.Snakes[i].EliminatedCause == NotEliminated {
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b.Snakes[i].Health = b.Snakes[i].Health - 1
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}
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}
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return nil
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}
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func (r *StandardRuleset) maybeDamageHazards(b *BoardState) error {
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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continue
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}
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head := snake.Body[0]
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for _, p := range b.Hazards {
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if head == p {
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// If there's a food in this square, don't reduce health
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foundFood := false
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for _, food := range b.Food {
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if p == food {
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foundFood = true
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}
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}
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if foundFood {
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continue
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}
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// Snake is in a hazard, reduce health
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snake.Health = snake.Health - r.HazardDamagePerTurn
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if snake.Health < 0 {
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snake.Health = 0
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}
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if r.snakeIsOutOfHealth(snake) {
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snake.EliminatedCause = EliminatedByOutOfHealth
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}
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}
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}
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}
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return nil
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}
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func (r *StandardRuleset) maybeEliminateSnakes(b *BoardState) error {
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// First order snake indices by length.
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// In multi-collision scenarios we want to always attribute elimination to the longest snake.
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snakeIndicesByLength := make([]int, len(b.Snakes))
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for i := 0; i < len(b.Snakes); i++ {
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snakeIndicesByLength[i] = i
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}
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sort.Slice(snakeIndicesByLength, func(i int, j int) bool {
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lenI := len(b.Snakes[snakeIndicesByLength[i]].Body)
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lenJ := len(b.Snakes[snakeIndicesByLength[j]].Body)
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return lenI > lenJ
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})
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// First, iterate over all non-eliminated snakes and eliminate the ones
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// that are out of health or have moved out of bounds.
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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continue
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}
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if len(snake.Body) <= 0 {
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return ErrorZeroLengthSnake
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}
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if r.snakeIsOutOfHealth(snake) {
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snake.EliminatedCause = EliminatedByOutOfHealth
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continue
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}
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if r.snakeIsOutOfBounds(snake, b.Width, b.Height) {
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snake.EliminatedCause = EliminatedByOutOfBounds
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continue
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}
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}
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// Next, look for any collisions. Note we apply collision eliminations
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// after this check so that snakes can collide with each other and be properly eliminated.
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type CollisionElimination struct {
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ID string
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Cause string
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By string
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}
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collisionEliminations := []CollisionElimination{}
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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continue
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}
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if len(snake.Body) <= 0 {
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return ErrorZeroLengthSnake
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}
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// Check for self-collisions first
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if r.snakeHasBodyCollided(snake, snake) {
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collisionEliminations = append(collisionEliminations, CollisionElimination{
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ID: snake.ID,
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Cause: EliminatedBySelfCollision,
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By: snake.ID,
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})
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continue
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}
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// Check for body collisions with other snakes second
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hasBodyCollided := false
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for _, otherIndex := range snakeIndicesByLength {
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other := &b.Snakes[otherIndex]
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if other.EliminatedCause != NotEliminated {
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continue
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}
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if snake.ID != other.ID && r.snakeHasBodyCollided(snake, other) {
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collisionEliminations = append(collisionEliminations, CollisionElimination{
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ID: snake.ID,
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Cause: EliminatedByCollision,
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By: other.ID,
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})
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hasBodyCollided = true
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break
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}
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}
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if hasBodyCollided {
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continue
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}
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// Check for head-to-heads last
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hasHeadCollided := false
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for _, otherIndex := range snakeIndicesByLength {
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other := &b.Snakes[otherIndex]
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if other.EliminatedCause != NotEliminated {
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continue
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}
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if snake.ID != other.ID && r.snakeHasLostHeadToHead(snake, other) {
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collisionEliminations = append(collisionEliminations, CollisionElimination{
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ID: snake.ID,
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Cause: EliminatedByHeadToHeadCollision,
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By: other.ID,
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})
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hasHeadCollided = true
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break
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}
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}
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if hasHeadCollided {
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continue
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}
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}
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// Apply collision eliminations
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for _, elimination := range collisionEliminations {
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.ID == elimination.ID {
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snake.EliminatedCause = elimination.Cause
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snake.EliminatedBy = elimination.By
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break
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}
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}
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}
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return nil
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}
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func (r *StandardRuleset) snakeIsOutOfHealth(s *Snake) bool {
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return s.Health <= 0
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}
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func (r *StandardRuleset) snakeIsOutOfBounds(s *Snake, boardWidth int32, boardHeight int32) bool {
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for _, point := range s.Body {
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if (point.X < 0) || (point.X >= boardWidth) {
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return true
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}
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if (point.Y < 0) || (point.Y >= boardHeight) {
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return true
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}
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}
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return false
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}
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func (r *StandardRuleset) snakeHasBodyCollided(s *Snake, other *Snake) bool {
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head := s.Body[0]
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for i, body := range other.Body {
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if i == 0 {
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continue
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} else if head.X == body.X && head.Y == body.Y {
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return true
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}
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}
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return false
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}
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func (r *StandardRuleset) snakeHasLostHeadToHead(s *Snake, other *Snake) bool {
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if s.Body[0].X == other.Body[0].X && s.Body[0].Y == other.Body[0].Y {
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return len(s.Body) <= len(other.Body)
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}
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return false
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}
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func (r *StandardRuleset) maybeFeedSnakes(b *BoardState) error {
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newFood := []Point{}
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for _, food := range b.Food {
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foodHasBeenEaten := false
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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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// Ignore eliminated and zero-length snakes, they can't eat.
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if snake.EliminatedCause != NotEliminated || len(snake.Body) == 0 {
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continue
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}
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if snake.Body[0].X == food.X && snake.Body[0].Y == food.Y {
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r.feedSnake(snake)
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foodHasBeenEaten = true
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}
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}
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// Persist food to next BoardState if not eaten
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if !foodHasBeenEaten {
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newFood = append(newFood, food)
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}
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}
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b.Food = newFood
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return nil
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}
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func (r *StandardRuleset) feedSnake(snake *Snake) {
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r.growSnake(snake)
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snake.Health = SnakeMaxHealth
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}
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func (r *StandardRuleset) growSnake(snake *Snake) {
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if len(snake.Body) > 0 {
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snake.Body = append(snake.Body, snake.Body[len(snake.Body)-1])
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}
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}
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func (r *StandardRuleset) maybeSpawnFood(b *BoardState) error {
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numCurrentFood := int32(len(b.Food))
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if numCurrentFood < r.MinimumFood {
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return PlaceFoodRandomly(b, r.MinimumFood-numCurrentFood)
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} else if r.FoodSpawnChance > 0 && int32(rand.Intn(100)) < r.FoodSpawnChance {
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return PlaceFoodRandomly(b, 1)
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}
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return nil
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}
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func (r *StandardRuleset) IsGameOver(b *BoardState) (bool, error) {
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numSnakesRemaining := 0
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for i := 0; i < len(b.Snakes); i++ {
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if b.Snakes[i].EliminatedCause == NotEliminated {
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numSnakesRemaining++
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}
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}
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return numSnakesRemaining <= 1, nil
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}
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