Byte-snake-engine/ruleset.go
Rob O'Dwyer 82e1999126
DEV-1761: New rules API (#118)
* DEV-1761: Clean up Ruleset interface (#115)

* remove legacy ruleset types and simplify ruleset interface

* remove unnecessary settings argument from Ruleset interface

* decouple rules.Settings from client API and store settings as strings

* DEV 1761: Add new BoardState and Point fields (#117)

* add Point.TTL, Point.Value, GameState and PointState to BoardState

* allow maps to access BoardState.GameState,PointState

* add PreUpdateBoard and refactor snail_mode with it

* fix bug where an extra turn was printed to the console

* fix formatting

* fix lint errors

Co-authored-by: JonathanArns <jonathan.arns@googlemail.com>
2022-10-28 16:49:49 -07:00

143 lines
4.3 KiB
Go

package rules
type Ruleset interface {
// Returns the name of the ruleset, if applicable.
Name() string
// Returns the settings used by the ruleset.
Settings() Settings
// Processes the next turn of the ruleset, returning whether the game has ended, the next BoardState, or an error.
// For turn zero (initialization), moves will be left empty.
Execute(prevState *BoardState, moves []SnakeMove) (gameOver bool, nextState *BoardState, err error)
}
type SnakeMove struct {
ID string
Move string
}
type rulesetBuilder struct {
params map[string]string // game customisation parameters
seed int64 // used for random events in games
rand Rand // used for random number generation
solo bool // if true, only 1 alive snake is required to keep the game from ending
settings *Settings // used to set settings directly instead of via string params
}
// NewRulesetBuilder returns an instance of a builder for the Ruleset types.
func NewRulesetBuilder() *rulesetBuilder {
return &rulesetBuilder{
params: map[string]string{},
}
}
// WithParams accepts a map of string parameters for customizing games.
//
// Parameters are copied. If called multiple times, parameters are merged such that:
// - existing keys in both maps get overwritten by the new ones
// - existing keys not present in the new map will be retained
// - non-existing keys only in the new map will be added
//
// Unrecognised parameters will be ignored and default values will be used.
// Invalid parameters (i.e. a non-numerical value where one is expected), will be ignored
// and default values will be used.
func (rb *rulesetBuilder) WithParams(params map[string]string) *rulesetBuilder {
for k, v := range params {
rb.params[k] = v
}
return rb
}
// WithSeed sets the seed used for randomisation by certain game modes.
func (rb *rulesetBuilder) WithSeed(seed int64) *rulesetBuilder {
rb.seed = seed
return rb
}
// WithRandom overrides the random number generator with a specific instance
// instead of a Rand initialized from the seed.
func (rb *rulesetBuilder) WithRand(rand Rand) *rulesetBuilder {
rb.rand = rand
return rb
}
// WithSolo sets whether the ruleset is a solo game.
func (rb *rulesetBuilder) WithSolo(value bool) *rulesetBuilder {
rb.solo = value
return rb
}
// WithSettings sets the settings object for the ruleset directly.
func (rb *rulesetBuilder) WithSettings(settings Settings) *rulesetBuilder {
rb.settings = &settings
return rb
}
// NamedRuleset constructs a known ruleset by using name to look up a standard pipeline.
func (rb rulesetBuilder) NamedRuleset(name string) Ruleset {
var stages []string
if rb.solo {
stages = append(stages, StageGameOverSoloSnake)
} else {
stages = append(stages, StageGameOverStandard)
}
switch name {
case GameTypeStandard:
stages = append(stages, standardRulesetStages[1:]...)
case GameTypeConstrictor:
stages = append(stages, constrictorRulesetStages[1:]...)
case GameTypeWrappedConstrictor:
stages = append(stages, wrappedConstrictorRulesetStages[1:]...)
case GameTypeRoyale:
stages = append(stages, royaleRulesetStages[1:]...)
case GameTypeSolo:
stages = soloRulesetStages
case GameTypeWrapped:
stages = append(stages, wrappedRulesetStages[1:]...)
default:
name = GameTypeStandard
stages = append(stages, standardRulesetStages[1:]...)
}
return rb.PipelineRuleset(name, NewPipeline(stages...))
}
// PipelineRuleset constructs a ruleset with the given name and pipeline using the parameters passed to the builder.
// This can be used to create custom rulesets.
func (rb rulesetBuilder) PipelineRuleset(name string, p Pipeline) Ruleset {
var settings Settings
if rb.settings != nil {
settings = *rb.settings
} else {
settings = NewSettings(rb.params).WithRand(rb.rand).WithSeed(rb.seed)
}
return &pipelineRuleset{
name: name,
pipeline: p,
settings: settings,
}
}
type pipelineRuleset struct {
pipeline Pipeline
name string
settings Settings
}
// impl Ruleset
func (r pipelineRuleset) Settings() Settings {
return r.settings
}
// impl Ruleset
func (r pipelineRuleset) Name() string { return r.name }
// impl Ruleset
func (r pipelineRuleset) Execute(bs *BoardState, sm []SnakeMove) (bool, *BoardState, error) {
return r.pipeline.Execute(bs, r.Settings(), sm)
}
func (r pipelineRuleset) Err() error {
return r.pipeline.Err()
}