Byte-snake-engine/constrictor.go
Torben 397d925110
DEV-765 pipeline refactor (#64)
Refactor rulesets into smaller composable operations

In order to mix up the functionality from different rulesets like Solo, Royale, etc. the code in these classes needs to be broken up into small functions that can be composed in a pipeline to make a custom game mode.
2022-03-16 16:58:05 -07:00

70 lines
1.7 KiB
Go

package rules
type ConstrictorRuleset struct {
StandardRuleset
}
func (r *ConstrictorRuleset) Name() string { return GameTypeConstrictor }
func (r *ConstrictorRuleset) ModifyInitialBoardState(initialBoardState *BoardState) (*BoardState, error) {
initialBoardState, err := r.StandardRuleset.ModifyInitialBoardState(initialBoardState)
if err != nil {
return nil, err
}
r.removeFood(initialBoardState)
err = r.applyConstrictorRules(initialBoardState)
if err != nil {
return nil, err
}
return initialBoardState, nil
}
func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
nextState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
r.removeFood(nextState)
err = r.applyConstrictorRules(nextState)
if err != nil {
return nil, err
}
return nextState, nil
}
func (r *ConstrictorRuleset) removeFood(b *BoardState) {
_, _ = r.callStageFunc(RemoveFoodConstrictor, b, []SnakeMove{})
}
func RemoveFoodConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
// Remove all food from the board
b.Food = []Point{}
return false, nil
}
func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
_, err := r.callStageFunc(GrowSnakesConstrictor, b, []SnakeMove{})
return err
}
func GrowSnakesConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
// Set all snakes to max health and ensure they grow next turn
for i := 0; i < len(b.Snakes); i++ {
b.Snakes[i].Health = SnakeMaxHealth
tail := b.Snakes[i].Body[len(b.Snakes[i].Body)-1]
subTail := b.Snakes[i].Body[len(b.Snakes[i].Body)-2]
if tail != subTail {
growSnake(&b.Snakes[i])
}
}
return false, nil
}