Byte-snake-engine/board.go
Rob O'Dwyer e94d758a9b
DEV 1303: Add empty and royale maps and update game map interface (#72)
* move random generator into Settings

* add empty and royale maps

* place snakes on either cardinal or corner positions first
2022-05-17 15:45:56 -07:00

391 lines
10 KiB
Go

package rules
import "fmt"
type BoardState struct {
Turn int32
Height int32
Width int32
Food []Point
Snakes []Snake
Hazards []Point
}
type Point struct {
X int32
Y int32
}
// Makes it easier to copy sample points out of Go logs and test failures.
func (p Point) GoString() string {
return fmt.Sprintf("{X:%d, Y:%d}", p.X, p.Y)
}
type Snake struct {
ID string
Body []Point
Health int32
EliminatedCause string
EliminatedOnTurn int32
EliminatedBy string
}
// NewBoardState returns an empty but fully initialized BoardState
func NewBoardState(width, height int32) *BoardState {
return &BoardState{
Turn: 0,
Height: height,
Width: width,
Food: []Point{},
Snakes: []Snake{},
Hazards: []Point{},
}
}
// Clone returns a deep copy of prevState that can be safely modified without affecting the original
func (prevState *BoardState) Clone() *BoardState {
nextState := &BoardState{
Turn: prevState.Turn,
Height: prevState.Height,
Width: prevState.Width,
Food: append([]Point{}, prevState.Food...),
Snakes: make([]Snake, len(prevState.Snakes)),
Hazards: append([]Point{}, prevState.Hazards...),
}
for i := 0; i < len(prevState.Snakes); i++ {
nextState.Snakes[i].ID = prevState.Snakes[i].ID
nextState.Snakes[i].Health = prevState.Snakes[i].Health
nextState.Snakes[i].Body = append([]Point{}, prevState.Snakes[i].Body...)
nextState.Snakes[i].EliminatedCause = prevState.Snakes[i].EliminatedCause
nextState.Snakes[i].EliminatedBy = prevState.Snakes[i].EliminatedBy
}
return nextState
}
// CreateDefaultBoardState is a convenience function for fully initializing a
// "default" board state with snakes and food.
// In a real game, the engine may generate the board without calling this
// function, or customize the results based on game-specific settings.
func CreateDefaultBoardState(rand Rand, width int32, height int32, snakeIDs []string) (*BoardState, error) {
initialBoardState := NewBoardState(width, height)
err := PlaceSnakesAutomatically(rand, initialBoardState, snakeIDs)
if err != nil {
return nil, err
}
err = PlaceFoodAutomatically(rand, initialBoardState)
if err != nil {
return nil, err
}
return initialBoardState, nil
}
// PlaceSnakesAutomatically initializes the array of snakes based on the provided snake IDs and the size of the board.
func PlaceSnakesAutomatically(rand Rand, b *BoardState, snakeIDs []string) error {
if isKnownBoardSize(b) {
return PlaceSnakesFixed(rand, b, snakeIDs)
}
return PlaceSnakesRandomly(rand, b, snakeIDs)
}
func PlaceSnakesFixed(rand Rand, b *BoardState, snakeIDs []string) error {
b.Snakes = make([]Snake, len(snakeIDs))
for i := 0; i < len(snakeIDs); i++ {
b.Snakes[i] = Snake{
ID: snakeIDs[i],
Health: SnakeMaxHealth,
}
}
// Create start 8 points
mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2
cornerPoints := []Point{
{mn, mn},
{mn, mx},
{mx, mn},
{mx, mx},
}
cardinalPoints := []Point{
{mn, md},
{md, mn},
{md, mx},
{mx, md},
}
// Sanity check
if len(b.Snakes) > (len(cornerPoints) + len(cardinalPoints)) {
return ErrorTooManySnakes
}
// Randomly order them
rand.Shuffle(len(cornerPoints), func(i int, j int) {
cornerPoints[i], cornerPoints[j] = cornerPoints[j], cornerPoints[i]
})
rand.Shuffle(len(cardinalPoints), func(i int, j int) {
cardinalPoints[i], cardinalPoints[j] = cardinalPoints[j], cardinalPoints[i]
})
var startPoints []Point
if rand.Intn(2) == 0 {
startPoints = append(startPoints, cornerPoints...)
startPoints = append(startPoints, cardinalPoints...)
} else {
startPoints = append(startPoints, cardinalPoints...)
startPoints = append(startPoints, cornerPoints...)
}
// Assign to snakes in order given
for i := 0; i < len(b.Snakes); i++ {
for j := 0; j < SnakeStartSize; j++ {
b.Snakes[i].Body = append(b.Snakes[i].Body, startPoints[i])
}
}
return nil
}
func PlaceSnakesRandomly(rand Rand, b *BoardState, snakeIDs []string) error {
b.Snakes = make([]Snake, len(snakeIDs))
for i := 0; i < len(snakeIDs); i++ {
b.Snakes[i] = Snake{
ID: snakeIDs[i],
Health: SnakeMaxHealth,
}
}
for i := 0; i < len(b.Snakes); i++ {
unoccupiedPoints := GetEvenUnoccupiedPoints(b)
if len(unoccupiedPoints) <= 0 {
return ErrorNoRoomForSnake
}
p := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
for j := 0; j < SnakeStartSize; j++ {
b.Snakes[i].Body = append(b.Snakes[i].Body, p)
}
}
return nil
}
// Adds all snakes without body coordinates to the board.
// This allows GameMaps to access the list of snakes and perform initial placement.
func InitializeSnakes(b *BoardState, snakeIDs []string) {
b.Snakes = make([]Snake, len(snakeIDs))
for i := 0; i < len(snakeIDs); i++ {
b.Snakes[i] = Snake{
ID: snakeIDs[i],
Health: SnakeMaxHealth,
Body: []Point{},
}
}
}
// PlaceSnake adds a snake to the board with the given ID and body coordinates.
func PlaceSnake(b *BoardState, snakeID string, body []Point) error {
// Update an existing snake that already has a body
for index, snake := range b.Snakes {
if snake.ID == snakeID {
b.Snakes[index].Body = body
return nil
}
}
// Add a new snake
b.Snakes = append(b.Snakes, Snake{
ID: snakeID,
Health: SnakeMaxHealth,
Body: body,
})
return nil
}
// PlaceFoodAutomatically initializes the array of food based on the size of the board and the number of snakes.
func PlaceFoodAutomatically(rand Rand, b *BoardState) error {
if isKnownBoardSize(b) {
return PlaceFoodFixed(rand, b)
}
return PlaceFoodRandomly(rand, b, int32(len(b.Snakes)))
}
func PlaceFoodFixed(rand Rand, b *BoardState) error {
centerCoord := Point{(b.Width - 1) / 2, (b.Height - 1) / 2}
// Place 1 food within exactly 2 moves of each snake, but never towards the center or in a corner
for i := 0; i < len(b.Snakes); i++ {
snakeHead := b.Snakes[i].Body[0]
possibleFoodLocations := []Point{
{snakeHead.X - 1, snakeHead.Y - 1},
{snakeHead.X - 1, snakeHead.Y + 1},
{snakeHead.X + 1, snakeHead.Y - 1},
{snakeHead.X + 1, snakeHead.Y + 1},
}
// Remove any invalid/unwanted positions
availableFoodLocations := []Point{}
for _, p := range possibleFoodLocations {
// Ignore points already occupied by food
isOccupiedAlready := false
for _, food := range b.Food {
if food.X == p.X && food.Y == p.Y {
isOccupiedAlready = true
break
}
}
if isOccupiedAlready {
continue
}
// Food must be further than snake from center on at least one axis
isAwayFromCenter := false
if p.X < snakeHead.X && snakeHead.X < centerCoord.X {
isAwayFromCenter = true
} else if centerCoord.X < snakeHead.X && snakeHead.X < p.X {
isAwayFromCenter = true
} else if p.Y < snakeHead.Y && snakeHead.Y < centerCoord.Y {
isAwayFromCenter = true
} else if centerCoord.Y < snakeHead.Y && snakeHead.Y < p.Y {
isAwayFromCenter = true
}
if !isAwayFromCenter {
continue
}
// Don't spawn food in corners
if (p.X == 0 || p.X == (b.Width-1)) && (p.Y == 0 || p.Y == (b.Height-1)) {
continue
}
availableFoodLocations = append(availableFoodLocations, p)
}
if len(availableFoodLocations) <= 0 {
return ErrorNoRoomForFood
}
// Select randomly from available locations
placedFood := availableFoodLocations[rand.Intn(len(availableFoodLocations))]
b.Food = append(b.Food, placedFood)
}
// Finally, always place 1 food in center of board for dramatic purposes
isCenterOccupied := true
unoccupiedPoints := GetUnoccupiedPoints(b, true)
for _, point := range unoccupiedPoints {
if point == centerCoord {
isCenterOccupied = false
break
}
}
if isCenterOccupied {
return ErrorNoRoomForFood
}
b.Food = append(b.Food, centerCoord)
return nil
}
// PlaceFoodRandomly adds up to n new food to the board in random unoccupied squares
func PlaceFoodRandomly(rand Rand, b *BoardState, n int32) error {
for i := int32(0); i < n; i++ {
unoccupiedPoints := GetUnoccupiedPoints(b, false)
if len(unoccupiedPoints) > 0 {
newFood := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
b.Food = append(b.Food, newFood)
}
}
return nil
}
func absInt32(n int32) int32 {
if n < 0 {
return -n
}
return n
}
func GetEvenUnoccupiedPoints(b *BoardState) []Point {
// Start by getting unoccupied points
unoccupiedPoints := GetUnoccupiedPoints(b, true)
// Create a new array to hold points that are even
evenUnoccupiedPoints := []Point{}
for _, point := range unoccupiedPoints {
if ((point.X + point.Y) % 2) == 0 {
evenUnoccupiedPoints = append(evenUnoccupiedPoints, point)
}
}
return evenUnoccupiedPoints
}
func GetUnoccupiedPoints(b *BoardState, includePossibleMoves bool) []Point {
pointIsOccupied := map[int32]map[int32]bool{}
for _, p := range b.Food {
if _, xExists := pointIsOccupied[p.X]; !xExists {
pointIsOccupied[p.X] = map[int32]bool{}
}
pointIsOccupied[p.X][p.Y] = true
}
for _, snake := range b.Snakes {
if snake.EliminatedCause != NotEliminated {
continue
}
for i, p := range snake.Body {
if _, xExists := pointIsOccupied[p.X]; !xExists {
pointIsOccupied[p.X] = map[int32]bool{}
}
pointIsOccupied[p.X][p.Y] = true
if i == 0 && !includePossibleMoves {
nextMovePoints := []Point{
{X: p.X - 1, Y: p.Y},
{X: p.X + 1, Y: p.Y},
{X: p.X, Y: p.Y - 1},
{X: p.X, Y: p.Y + 1},
}
for _, nextP := range nextMovePoints {
if _, xExists := pointIsOccupied[nextP.X]; !xExists {
pointIsOccupied[nextP.X] = map[int32]bool{}
}
pointIsOccupied[nextP.X][nextP.Y] = true
}
}
}
}
unoccupiedPoints := []Point{}
for x := int32(0); x < b.Width; x++ {
for y := int32(0); y < b.Height; y++ {
if _, xExists := pointIsOccupied[x]; xExists {
if isOccupied, yExists := pointIsOccupied[x][y]; yExists {
if isOccupied {
continue
}
}
}
unoccupiedPoints = append(unoccupiedPoints, Point{X: x, Y: y})
}
}
return unoccupiedPoints
}
func getDistanceBetweenPoints(a, b Point) int32 {
return absInt32(a.X-b.X) + absInt32(a.Y-b.Y)
}
func isKnownBoardSize(b *BoardState) bool {
if b.Height == BoardSizeSmall && b.Width == BoardSizeSmall {
return true
}
if b.Height == BoardSizeMedium && b.Width == BoardSizeMedium {
return true
}
if b.Height == BoardSizeLarge && b.Width == BoardSizeLarge {
return true
}
return false
}