Byte-snake-engine/maps/hazard_pits.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

139 lines
3.7 KiB
Go

package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
func init() {
globalRegistry.RegisterMap("hz_hazard_pits", HazardPitsMap{})
}
type HazardPitsMap struct{}
func (m HazardPitsMap) ID() string {
return "hz_hazard_pits"
}
func (m HazardPitsMap) Meta() Metadata {
return Metadata{
Name: "hz_hazard_pits",
Description: "A map that that fills in grid-like pattern of squares with pits filled with hazard sauce. Every N turns the pits will fill with another layer of sauce up to a maximum of 4 layers which last a few cycles, then the pits drain and the pattern repeats",
Author: "Battlesnake",
Version: 1,
MinPlayers: 0,
MaxPlayers: len(hazardPitStartPositions),
BoardSizes: FixedSizes(Dimensions{11, 11}),
Tags: []string{TAG_FOOD_PLACEMENT, TAG_HAZARD_PLACEMENT, TAG_SNAKE_PLACEMENT},
}
}
func (m HazardPitsMap) AddHazardPits(board *rules.BoardState, settings rules.Settings, editor Editor) {
for x := 0; x < board.Width; x++ {
for y := 0; y < board.Height; y++ {
if x%2 == 1 && y%2 == 1 {
point := rules.Point{X: x, Y: y}
isStartPosition := false
for _, startPos := range hazardPitStartPositions {
if startPos == point {
isStartPosition = true
}
}
if !isStartPosition {
editor.AddHazard(point)
}
}
}
}
}
func (m HazardPitsMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if err := m.Meta().Validate(initialBoardState); err != nil {
return err
}
rand := settings.GetRand(0)
rand.Shuffle(len(hazardPitStartPositions), func(i int, j int) {
hazardPitStartPositions[i], hazardPitStartPositions[j] = hazardPitStartPositions[j], hazardPitStartPositions[i]
})
snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState := rules.NewBoardState(initialBoardState.Width, initialBoardState.Height)
tempBoardState.Snakes = make([]rules.Snake, len(snakeIDs))
for i := 0; i < len(snakeIDs); i++ {
tempBoardState.Snakes[i] = rules.Snake{
ID: snakeIDs[i],
Health: rules.SnakeMaxHealth,
}
}
for index, snake := range initialBoardState.Snakes {
head := hazardPitStartPositions[index]
err := rules.PlaceSnake(tempBoardState, snake.ID, []rules.Point{head, head, head})
if err != nil {
return err
}
}
err := rules.PlaceFoodFixed(rand, tempBoardState)
if err != nil {
return err
}
// Copy food from temp board state
for _, f := range tempBoardState.Food {
editor.AddFood(f)
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
return nil
}
func (m HazardPitsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m HazardPitsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
// Cycle 0 - no hazards
// Cycle 1 - 1 layer
// Cycle 2 - 2 layers
// Cycle 3 - 3 layers
// Cycle 4-6 - 4 layers of hazards
shrinkEveryNTurns := settings.Int(rules.ParamShrinkEveryNTurns, 0)
if lastBoardState.Turn%shrinkEveryNTurns == 0 {
// Is it time to update the hazards
layers := (lastBoardState.Turn / shrinkEveryNTurns) % 7
if layers > 4 {
layers = 4
}
editor.ClearHazards()
// Add 1-4 layers of hazard pits depending on the cycle
for n := 0; n < layers; n++ {
m.AddHazardPits(lastBoardState, settings, editor)
}
}
return nil
}
var hazardPitStartPositions = []rules.Point{
{X: 1, Y: 1},
{X: 9, Y: 1},
{X: 1, Y: 9},
{X: 9, Y: 9},
}