Byte-snake-engine/maps/standard.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

107 lines
2.8 KiB
Go

package maps
import (
"github.com/BattlesnakeOfficial/rules"
)
type StandardMap struct{}
func init() {
globalRegistry.RegisterMap("standard", StandardMap{})
}
func (m StandardMap) ID() string {
return "standard"
}
func (m StandardMap) Meta() Metadata {
return Metadata{
Name: "Standard",
Description: "Standard snake placement and food spawning",
Author: "Battlesnake",
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{},
}
}
func (m StandardMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(0)
if len(initialBoardState.Snakes) > int(m.Meta().MaxPlayers) {
return rules.ErrorTooManySnakes
}
snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
for _, snake := range initialBoardState.Snakes {
snakeIDs = append(snakeIDs, snake.ID)
}
tempBoardState, err := rules.CreateDefaultBoardState(rand, initialBoardState.Width, initialBoardState.Height, snakeIDs)
if err != nil {
return err
}
// Copy food from temp board state
for _, food := range tempBoardState.Food {
editor.AddFood(food)
}
// Copy snakes from temp board state
for _, snake := range tempBoardState.Snakes {
editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
}
return nil
}
func (m StandardMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m StandardMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
rand := settings.GetRand(lastBoardState.Turn)
foodNeeded := checkFoodNeedingPlacement(rand, settings, lastBoardState)
if foodNeeded > 0 {
placeFoodRandomly(rand, lastBoardState, editor, foodNeeded)
}
return nil
}
func checkFoodNeedingPlacement(rand rules.Rand, settings rules.Settings, state *rules.BoardState) int {
minFood := settings.Int(rules.ParamMinimumFood, 0)
foodSpawnChance := settings.Int(rules.ParamFoodSpawnChance, 0)
numCurrentFood := len(state.Food)
if numCurrentFood < minFood {
return minFood - numCurrentFood
}
if foodSpawnChance > 0 && (100-rand.Intn(100)) < foodSpawnChance {
return 1
}
return 0
}
func placeFoodRandomly(rand rules.Rand, b *rules.BoardState, editor Editor, n int) {
unoccupiedPoints := rules.GetUnoccupiedPoints(b, false, false)
placeFoodRandomlyAtPositions(rand, b, editor, n, unoccupiedPoints)
}
func placeFoodRandomlyAtPositions(rand rules.Rand, b *rules.BoardState, editor Editor, n int, positions []rules.Point) {
if len(positions) < n {
n = len(positions)
}
rand.Shuffle(len(positions), func(i int, j int) {
positions[i], positions[j] = positions[j], positions[i]
})
for i := 0; i < n; i++ {
editor.AddFood(positions[i])
}
}