Byte-snake-engine/maps/helpers.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

299 lines
7.9 KiB
Go

package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
// SetupBoard is a shortcut for looking up a map by ID and initializing a new board state with it.
func SetupBoard(mapID string, settings rules.Settings, width, height int, snakeIDs []string) (*rules.BoardState, error) {
boardState := rules.NewBoardState(width, height)
rules.InitializeSnakes(boardState, snakeIDs)
gameMap, err := GetMap(mapID)
if err != nil {
return nil, err
}
editor := NewBoardStateEditor(boardState)
err = gameMap.SetupBoard(boardState, settings, editor)
if err != nil {
return nil, err
}
return boardState, nil
}
// PreUpdateBoard updates a board state with a map.
func PreUpdateBoard(gameMap GameMap, previousBoardState *rules.BoardState, settings rules.Settings) (*rules.BoardState, error) {
nextBoardState := previousBoardState.Clone()
editor := NewBoardStateEditor(nextBoardState)
err := gameMap.PreUpdateBoard(previousBoardState, settings, editor)
if err != nil {
return nil, err
}
return nextBoardState, nil
}
func PostUpdateBoard(gameMap GameMap, previousBoardState *rules.BoardState, settings rules.Settings) (*rules.BoardState, error) {
nextBoardState := previousBoardState.Clone()
editor := NewBoardStateEditor(nextBoardState)
err := gameMap.PostUpdateBoard(previousBoardState, settings, editor)
if err != nil {
return nil, err
}
return nextBoardState, nil
}
// An implementation of GameMap that just does predetermined placements, for testing.
type StubMap struct {
Id string
SnakePositions map[string]rules.Point
Food []rules.Point
Hazards []rules.Point
Error error
}
func (m StubMap) ID() string {
return m.Id
}
func (StubMap) Meta() Metadata {
return Metadata{}
}
func (m StubMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if m.Error != nil {
return m.Error
}
for _, snake := range initialBoardState.Snakes {
head := m.SnakePositions[snake.ID]
editor.PlaceSnake(snake.ID, []rules.Point{head, head, head}, 100)
}
for _, food := range m.Food {
editor.AddFood(food)
}
for _, hazard := range m.Hazards {
editor.AddHazard(hazard)
}
return nil
}
func (m StubMap) PreUpdateBoard(previousBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m StubMap) PostUpdateBoard(previousBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if m.Error != nil {
return m.Error
}
for _, food := range m.Food {
editor.AddFood(food)
}
for _, hazard := range m.Hazards {
editor.AddHazard(hazard)
}
return nil
}
// drawRing draws a ring of hazard points offset from the outer edge of the board
func drawRing(bw, bh, hOffset, vOffset int) ([]rules.Point, error) {
if bw < 1 {
return nil, rules.RulesetError("board width too small")
}
if bh < 1 {
return nil, rules.RulesetError("board height too small")
}
if hOffset >= bw-1 {
return nil, rules.RulesetError("horizontal offset too large")
}
if vOffset >= bh-1 {
return nil, rules.RulesetError("vertical offset too large")
}
if hOffset < 1 {
return nil, rules.RulesetError("horizontal offset too small")
}
if vOffset < 1 {
return nil, rules.RulesetError("vertical offset too small")
}
// calculate the start/end point of the horizontal borders
xStart := hOffset - 1
xEnd := bw - hOffset
// calculate start/end point of the vertical borders
yStart := vOffset - 1
yEnd := bh - vOffset
// we can pre-determine how many points will be in the ring and allocate a slice of exactly that size
numPoints := 2 * (xEnd - xStart + 1) // horizontal hazard points
// Add vertical walls, if there are any.
// Sometimes there are no vertical walls when the ring height is only 2.
// In that case, the vertical walls are handled by the horizontal walls
if yEnd >= yStart {
numPoints += 2*(yEnd-yStart+1) - 4
}
hazards := make([]rules.Point, 0, numPoints)
// draw horizontal walls
for x := xStart; x <= xEnd; x++ {
hazards = append(hazards,
rules.Point{X: x, Y: yStart},
rules.Point{X: x, Y: yEnd},
)
}
// draw vertical walls, but don't include corners that the horizontal walls already included
for y := yStart + 1; y <= yEnd-1; y++ {
hazards = append(hazards,
rules.Point{X: xStart, Y: y},
rules.Point{X: xEnd, Y: y},
)
}
return hazards, nil
}
func maxInt(n1 int, n ...int) int {
max := n1
for _, v := range n {
if v > max {
max = v
}
}
return max
}
func isOnBoard(w, h, x, y int) bool {
if x >= w || x < 0 {
return false
}
if y >= h || y < 0 {
return false
}
return true
}
func PlaceSnakesInQuadrants(rand rules.Rand, editor Editor, snakes []rules.Snake, quadrants [][]rules.Point) error {
if len(quadrants) != 4 {
return rules.RulesetError("invalid start point configuration - not divided into quadrants")
}
// make sure all quadrants have the same number of positions
for i := 1; i < 4; i++ {
if len(quadrants[i]) != len(quadrants[0]) {
return rules.RulesetError("invalid start point configuration - quadrants aren't even")
}
}
quads := make([]rules.RandomPositionBucket, 4)
for i := 0; i < 4; i++ {
quads[i].Fill(quadrants[i]...)
}
currentQuad := rand.Intn(4) // randomly pick a quadrant to start from
// evenly distribute snakes across quadrants, randomly, by rotating through the quadrants
for _, snake := range snakes {
p, err := quads[currentQuad].Take(rand)
if err != nil {
return err
}
editor.PlaceSnake(snake.ID, []rules.Point{p, p, p}, rules.SnakeMaxHealth)
currentQuad = (currentQuad + 1) % 4
}
return nil
}
func PlaceFoodFixed(rand rules.Rand, initialBoardState *rules.BoardState, editor Editor) error {
width, height := initialBoardState.Width, initialBoardState.Height
centerCoord := rules.Point{X: (width - 1) / 2, Y: (height - 1) / 2}
isSmallBoard := width*height < rules.BoardSizeMedium*rules.BoardSizeMedium
// Up to 4 snakes can be placed such that food is nearby on small boards.
// Otherwise, we skip this and only try to place food in the center.
snakeBodies := editor.SnakeBodies()
if len(snakeBodies) <= 4 || !isSmallBoard {
// Place 1 food within exactly 2 moves of each snake, but never towards the center or in a corner
for _, snakeBody := range snakeBodies {
snakeHead := snakeBody[0]
possibleFoodLocations := []rules.Point{
{X: snakeHead.X - 1, Y: snakeHead.Y - 1},
{X: snakeHead.X - 1, Y: snakeHead.Y + 1},
{X: snakeHead.X + 1, Y: snakeHead.Y - 1},
{X: snakeHead.X + 1, Y: snakeHead.Y + 1},
}
// Remove any invalid/unwanted positions
availableFoodLocations := []rules.Point{}
for _, p := range possibleFoodLocations {
// Don't place in the center
if centerCoord == p {
continue
}
// Ignore points already occupied by food or hazards
if editor.IsOccupied(p, true, true, true) {
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 == (width-1)) && (p.Y == 0 || p.Y == (height-1)) {
continue
}
availableFoodLocations = append(availableFoodLocations, p)
}
if len(availableFoodLocations) <= 0 {
return rules.ErrorNoRoomForFood
}
// Select randomly from available locations
placedFood := availableFoodLocations[rand.Intn(len(availableFoodLocations))]
editor.AddFood(placedFood)
}
}
// Finally, try to place 1 food in center of board for dramatic purposes
if !editor.IsOccupied(centerCoord, true, true, true) {
editor.AddFood(centerCoord)
}
return nil
}