355 lines
8.3 KiB
Go
355 lines
8.3 KiB
Go
package rulesets
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import (
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"errors"
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"math/rand"
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)
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type StandardRuleset struct{}
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const (
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BOARD_SIZE_SMALL = 7
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BOARD_SIZE_MEDIUM = 11
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BOARD_SIZE_LARGE = 19
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FOOD_SPAWN_CHANCE = 0.1
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SNAKE_MAX_HEALTH = 100
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// bvanvugt - TODO: Just return formatted strings instead of codes?
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ELIMINATED_COLLISION = "snake-collision"
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ELIMINATED_SELF_COLLISION = "snake-self-collision"
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ELIMINATED_STARVATION = "starvation"
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ELIMINATED_HEAD_TO_HEAD = "head-collision"
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ELIMINATED_OUT_OF_BOUNDS = "wall-collision"
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)
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func (r *StandardRuleset) CreateInitialBoard(width int32, height int32, snakeIDs []string) (*BoardState, error) {
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var err error
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snakes := []*Snake{}
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for _, id := range snakeIDs {
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snakes = append(snakes,
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&Snake{
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ID: id,
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Health: SNAKE_MAX_HEALTH,
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},
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)
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}
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initialBoardState := &BoardState{
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Height: height,
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Width: width,
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Snakes: snakes,
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}
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// Place Snakes
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if r.isKnownBoardSize(initialBoardState) {
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err = r.placeSnakesFixed(initialBoardState)
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} else {
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err = r.placeSnakesRandomly(initialBoardState)
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}
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if err != nil {
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return nil, err
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}
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// Place Food
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err = r.placeInitialFood(initialBoardState)
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if err != nil {
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return nil, err
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}
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return initialBoardState, nil
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}
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func (r *StandardRuleset) placeSnakesFixed(b *BoardState) error {
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// Sanity check
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if len(b.Snakes) >= 8 {
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return errors.New("too many snakes for fixed start positions")
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}
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// Create start points
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mn, md, mx := int32(1), (b.Width-1)/2, b.Width-2
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startPoints := []Point{
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{mn, mn},
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{mn, md},
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{mn, mx},
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{md, mn},
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{md, mx},
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{mx, mn},
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{mx, md},
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{mx, mx},
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}
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// Randomly order them
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rand.Shuffle(len(startPoints), func(i int, j int) {
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startPoints[i], startPoints[j] = startPoints[j], startPoints[i]
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})
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// Assign to snakes in order given
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for i, snake := range b.Snakes {
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p := startPoints[i]
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for j := 0; j < 3; j++ {
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snake.Body = append(snake.Body, &Point{p.X, p.Y})
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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) placeSnakesRandomly(b *BoardState) error {
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for _, snake := range b.Snakes {
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unoccupiedPoints := r.getUnoccupiedPoints(b)
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p := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
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for j := 0; j < 3; j++ {
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snake.Body = append(snake.Body, &Point{p.X, p.Y})
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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) isKnownBoardSize(b *BoardState) bool {
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if b.Height == BOARD_SIZE_SMALL && b.Width == BOARD_SIZE_SMALL {
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return true
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}
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if b.Height == BOARD_SIZE_MEDIUM && b.Width == BOARD_SIZE_MEDIUM {
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return true
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}
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if b.Height == BOARD_SIZE_LARGE && b.Width == BOARD_SIZE_LARGE {
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return true
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}
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return false
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}
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func (r *StandardRuleset) placeInitialFood(b *BoardState) error {
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r.spawnFood(b, len(b.Snakes))
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return nil
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}
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func (r *StandardRuleset) ResolveMoves(prevState *BoardState, moves []*SnakeMove) (*BoardState, error) {
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// TODO: DO NOT REFERENCE prevState directly!!!!
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// we're technically altering both states
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nextState := &BoardState{
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Snakes: prevState.Snakes,
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Food: prevState.Food,
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}
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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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// TODO
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// bvanvugt: we specifically want this to happen before elimination
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// so that head-to-head collisions on food still remove the food.
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// It does create an artifact though, where head-to-head collisions
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// of equal length actually show length + 1
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// TODO: LOG?
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err = r.feedSnakes(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, 1)
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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.eliminateSnakes(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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for _, move := range moves {
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var newHead = &Point{}
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switch move.Move {
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case MOVE_DOWN:
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newHead.X = move.Snake.Body[0].X
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newHead.Y = move.Snake.Body[0].Y + 1
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case MOVE_LEFT:
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newHead.X = move.Snake.Body[0].X - 1
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newHead.Y = move.Snake.Body[0].Y
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case MOVE_RIGHT:
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newHead.X = move.Snake.Body[0].X + 1
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newHead.Y = move.Snake.Body[0].Y
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case MOVE_UP:
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newHead.X = move.Snake.Body[0].X
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newHead.Y = move.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(move.Snake.Body) >= 2 {
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dX = move.Snake.Body[0].X - move.Snake.Body[1].X
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dY = move.Snake.Body[0].Y - move.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 = move.Snake.Body[0].X + dX
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newHead.Y = move.Snake.Body[0].Y + dY
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}
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// Append new head, pop old tail
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move.Snake.Body = append([]*Point{newHead}, move.Snake.Body[:len(move.Snake.Body)-1]...)
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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 _, snake := range b.Snakes {
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snake.Health = snake.Health - 1
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}
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return nil
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}
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func (r *StandardRuleset) eliminateSnakes(b *BoardState) error {
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for _, snake := range b.Snakes {
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if r.snakeHasStarved(snake) {
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snake.EliminatedCause = ELIMINATED_STARVATION
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} else if r.snakeIsOutOfBounds(snake, b.Width, b.Height) {
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snake.EliminatedCause = ELIMINATED_OUT_OF_BOUNDS
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} else {
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for _, other := range b.Snakes {
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if r.snakeHasBodyCollided(snake, other) {
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if snake.ID == other.ID {
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snake.EliminatedCause = ELIMINATED_SELF_COLLISION
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} else {
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snake.EliminatedCause = ELIMINATED_COLLISION
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}
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break
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} else if r.snakeHasLostHeadToHead(snake, other) {
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snake.EliminatedCause = ELIMINATED_HEAD_TO_HEAD
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break
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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) snakeHasStarved(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) feedSnakes(b *BoardState) error {
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var newFood []*Point
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var tail *Point
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for _, food := range b.Food {
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foodHasBeenEaten := false
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for _, snake := range b.Snakes {
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if snake.Body[0].X == food.X && snake.Body[0].Y == food.Y {
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foodHasBeenEaten = true
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// Update snake
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snake.Health = SNAKE_MAX_HEALTH
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tail = snake.Body[len(snake.Body)-1]
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snake.Body = append(snake.Body, &Point{X: tail.X, Y: tail.Y})
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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) maybeSpawnFood(b *BoardState, n int) error {
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if rand.Float32() <= FOOD_SPAWN_CHANCE {
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r.spawnFood(b, n)
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}
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return nil
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}
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func (r *StandardRuleset) spawnFood(b *BoardState, n int) {
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for i := 0; i < n; i++ {
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unoccupiedPoints := r.getUnoccupiedPoints(b)
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if len(unoccupiedPoints) > 0 {
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newFood := unoccupiedPoints[rand.Intn(len(unoccupiedPoints))]
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b.Food = append(b.Food, newFood)
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}
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}
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}
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func (r *StandardRuleset) getUnoccupiedPoints(b *BoardState) []*Point {
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pointIsOccupied := map[int32]map[int32]bool{}
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for _, p := range b.Food {
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if _, xExists := pointIsOccupied[p.X]; !xExists {
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pointIsOccupied[p.X] = map[int32]bool{}
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}
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pointIsOccupied[p.X][p.Y] = true
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}
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for _, snake := range b.Snakes {
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for _, p := range snake.Body {
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if _, xExists := pointIsOccupied[p.X]; !xExists {
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pointIsOccupied[p.X] = map[int32]bool{}
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}
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pointIsOccupied[p.X][p.Y] = true
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}
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}
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unoccupiedPoints := []*Point{}
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for x := int32(0); x < b.Width; x++ {
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for y := int32(0); y < b.Height; y++ {
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if _, xExists := pointIsOccupied[x]; xExists {
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if isOccupied, yExists := pointIsOccupied[x][y]; yExists {
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if isOccupied {
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continue
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}
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}
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}
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unoccupiedPoints = append(unoccupiedPoints, &Point{X: x, Y: y})
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}
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}
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return unoccupiedPoints
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}
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