Byte-snake-engine/maps/hazards.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

591 lines
18 KiB
Go

package maps
import (
"math"
"github.com/BattlesnakeOfficial/rules"
)
type InnerBorderHazardsMap struct{}
func init() {
globalRegistry.RegisterMap("hz_inner_wall", InnerBorderHazardsMap{})
globalRegistry.RegisterMap("hz_rings", ConcentricRingsHazardsMap{})
globalRegistry.RegisterMap("hz_columns", ColumnsHazardsMap{})
globalRegistry.RegisterMap("hz_spiral", SpiralHazardsMap{})
globalRegistry.RegisterMap("hz_scatter", ScatterFillMap{})
globalRegistry.RegisterMap("hz_grow_box", DirectionalExpandingBoxMap{})
globalRegistry.RegisterMap("hz_expand_box", ExpandingBoxMap{})
globalRegistry.RegisterMap("hz_expand_scatter", ExpandingScatterMap{})
}
func (m InnerBorderHazardsMap) ID() string {
return "hz_inner_wall"
}
func (m InnerBorderHazardsMap) Meta() Metadata {
return Metadata{
Name: "hz_inner_wall",
Description: "Creates a static map on turn 0 that is a 1-square wall of hazard that is inset 2 squares from the edge of the board",
Author: "Battlesnake",
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m InnerBorderHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if err := (StandardMap{}).SetupBoard(lastBoardState, settings, editor); err != nil {
return err
}
// draw the initial, single ring of hazards
hazards, err := drawRing(lastBoardState.Width, lastBoardState.Height, 2, 2)
if err != nil {
return err
}
for _, p := range hazards {
editor.AddHazard(p)
}
return nil
}
func (m InnerBorderHazardsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m InnerBorderHazardsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
}
type ConcentricRingsHazardsMap struct{}
func (m ConcentricRingsHazardsMap) ID() string {
return "hz_rings"
}
func (m ConcentricRingsHazardsMap) Meta() Metadata {
return Metadata{
Name: "hz_rings",
Description: "Creates a static map where there are rings of hazard sauce starting from the center with a 1 square space between the rings that has no sauce",
Author: "Battlesnake",
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m ConcentricRingsHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if err := (StandardMap{}).SetupBoard(lastBoardState, settings, editor); err != nil {
return err
}
// draw concentric rings of hazards
for offset := 2; offset < lastBoardState.Width/2; offset += 2 {
hazards, err := drawRing(lastBoardState.Width, lastBoardState.Height, offset, offset)
if err != nil {
return err
}
for _, p := range hazards {
editor.AddHazard(p)
}
}
return nil
}
func (m ConcentricRingsHazardsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m ConcentricRingsHazardsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
}
type ColumnsHazardsMap struct{}
func (m ColumnsHazardsMap) ID() string {
return "hz_columns"
}
func (m ColumnsHazardsMap) Meta() Metadata {
return Metadata{
Name: "hz_columns",
Description: "Creates a static map on turn 0 that fills in odd squares, i.e. (1,1), (1,3), (3,3) ... with hazard sauce",
Author: "Battlesnake",
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m ColumnsHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
if err := (StandardMap{}).SetupBoard(lastBoardState, settings, editor); err != nil {
return err
}
for x := 0; x < lastBoardState.Width; x++ {
for y := 0; y < lastBoardState.Height; y++ {
if x%2 == 1 && y%2 == 1 {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
}
return nil
}
func (m ColumnsHazardsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m ColumnsHazardsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
}
type SpiralHazardsMap struct{}
func (m SpiralHazardsMap) ID() string {
return "hz_spiral"
}
func (m SpiralHazardsMap) Meta() Metadata {
return Metadata{
Name: "hz_spiral",
Description: `Generates a dynamic hazard map that grows in a spiral pattern clockwise from a random point on
the map. Each 2 turns a new hazard square is added to the map`,
Author: "altersaddle",
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m SpiralHazardsMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).SetupBoard(lastBoardState, settings, editor)
}
func (m SpiralHazardsMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m SpiralHazardsMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
currentTurn := lastBoardState.Turn + 1
spawnEveryNTurns := 3
// no-op if we're not on a turn that spawns hazards
if currentTurn < spawnEveryNTurns || currentTurn%spawnEveryNTurns != 0 {
return nil
}
rand := settings.GetRand(0)
spawnArea := 0.3 // Center spiral in the middle 0.6 of the board
// randomly choose a location between the start point and the edge of the board
spawnOffsetX := int(math.Floor(float64(lastBoardState.Width) * spawnArea))
maxX := lastBoardState.Width - 1 - spawnOffsetX
startX := rand.Range(spawnOffsetX, maxX)
spawnOffsetY := int(math.Floor(float64(lastBoardState.Height) * spawnArea))
maxY := lastBoardState.Height - 1 - spawnOffsetY
startY := rand.Range(spawnOffsetY, maxY)
if currentTurn == spawnEveryNTurns {
editor.AddHazard(rules.Point{X: startX, Y: startY})
return nil
}
// determine number of rings in spiral
numRings := maxInt(startX, startY, lastBoardState.Width-startX, lastBoardState.Height-startY)
turnCtr := spawnEveryNTurns
for ring := 0; ring < numRings; ring++ {
offset := ring + 1
x := startX - ring
y := startY + offset
numSquaresInRing := 8 * offset
for i := 0; i < numSquaresInRing; i++ {
turnCtr += spawnEveryNTurns
if turnCtr > currentTurn {
break
}
if turnCtr == currentTurn && isOnBoard(lastBoardState.Width, lastBoardState.Height, x, y) {
editor.AddHazard(rules.Point{X: x, Y: y})
}
// move the "cursor"
if y == startY+offset && x < startX+offset {
// top line, move right
x += 1
} else if x == startX+offset && y > startY-offset {
// right side, go down
y -= 1
} else if y == startY-offset && x > startX-offset {
// bottom line, move left
x -= 1
} else if x == startX-offset && y < startY+offset {
y += 1
}
}
}
return nil
}
type ScatterFillMap struct{}
func (m ScatterFillMap) ID() string {
return "hz_scatter"
}
func (m ScatterFillMap) Meta() Metadata {
return Metadata{
Name: "hz_scatter",
Description: `Fills the entire board with hazard squares that are set to appear on regular turn schedule. Each square is picked at random.`,
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m ScatterFillMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).SetupBoard(lastBoardState, settings, editor)
}
func (m ScatterFillMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m ScatterFillMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
currentTurn := lastBoardState.Turn + 1
spawnEveryNTurns := 2
// no-op if we're not on a turn that spawns hazards
if currentTurn < spawnEveryNTurns || currentTurn%spawnEveryNTurns != 0 {
return nil
}
positions := make([]rules.Point, 0, lastBoardState.Width*lastBoardState.Height)
for x := 0; x < lastBoardState.Width; x++ {
for y := 0; y < lastBoardState.Height; y++ {
positions = append(positions, rules.Point{X: x, Y: y})
}
}
rand := settings.GetRand(0)
rand.Shuffle(len(positions), func(i, j int) {
positions[i], positions[j] = positions[j], positions[i]
})
editor.AddHazard(positions[(currentTurn-2)/2])
return nil
}
type DirectionalExpandingBoxMap struct{}
func (m DirectionalExpandingBoxMap) ID() string {
return "hz_grow_box"
}
func (m DirectionalExpandingBoxMap) Meta() Metadata {
return Metadata{
Name: "hz_grow_box",
Description: `Creates an area of hazard that expands from a point with one random side growing on a turn schedule.`,
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m DirectionalExpandingBoxMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).SetupBoard(lastBoardState, settings, editor)
}
func (m DirectionalExpandingBoxMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m DirectionalExpandingBoxMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
currentTurn := lastBoardState.Turn + 1
startTurn := 1
spawnEveryNTurns := 12
// no-op if we're not on a turn that spawns hazards
if (currentTurn-startTurn)%spawnEveryNTurns != 0 {
return nil
}
// no-op if we have spawned the entire board already
if len(lastBoardState.Hazards) == lastBoardState.Width*lastBoardState.Height {
return nil
}
rand := settings.GetRand(0)
startX := rand.Range(2, lastBoardState.Width-2)
startY := rand.Range(2, lastBoardState.Height-2)
if currentTurn == 1 {
editor.AddHazard(rules.Point{X: startX, Y: startY})
return nil
}
topLeft := rules.Point{X: startX, Y: startY}
bottomRight := rules.Point{X: startX, Y: startY}
// var growthDirection string
maxTurns := (currentTurn - startTurn) / spawnEveryNTurns
for i := 0; i < maxTurns; i++ {
directions := []string{}
if topLeft.X > 0 {
directions = append(directions, "left")
}
if topLeft.Y < lastBoardState.Height-1 {
directions = append(directions, "up")
}
if bottomRight.X < lastBoardState.Width-1 {
directions = append(directions, "right")
}
if bottomRight.Y > 0 {
directions = append(directions, "down")
}
if len(directions) == 0 {
return nil
}
choice := rand.Intn(len(directions))
growthDirection := directions[choice]
addHazards := i == maxTurns-1
if growthDirection == "left" {
x := topLeft.X - 1
if addHazards {
for y := bottomRight.Y; y < topLeft.Y+1; y++ {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
topLeft.X = x
} else if growthDirection == "right" {
x := bottomRight.X + 1
if addHazards {
for y := bottomRight.Y; y < topLeft.Y+1; y++ {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
bottomRight.X = x
} else if growthDirection == "up" {
y := topLeft.Y + 1
if addHazards {
for x := topLeft.X; x < bottomRight.X+1; x++ {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
topLeft.Y = y
} else if growthDirection == "down" {
y := bottomRight.Y - 1
if addHazards {
for x := topLeft.X; x < bottomRight.X+1; x++ {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
bottomRight.Y = y
}
}
return nil
}
type ExpandingBoxMap struct{}
func (m ExpandingBoxMap) ID() string {
return "hz_expand_box"
}
func (m ExpandingBoxMap) Meta() Metadata {
return Metadata{
Name: "hz_expand_box",
Description: `Generates an area of hazard that expands from a random point on the board outward in concentric rings on a periodic turn schedule.`,
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m ExpandingBoxMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).SetupBoard(lastBoardState, settings, editor)
}
func (m ExpandingBoxMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return nil
}
func (m ExpandingBoxMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
currentTurn := lastBoardState.Turn + 1
startTurn := 1 // first hazard appears on turn 1
spawnEveryNTurns := 20
// no-op if we're not on a turn that spawns hazards
if (currentTurn-startTurn)%spawnEveryNTurns != 0 {
return nil
}
// no-op if we have spawned the entire board already
if len(lastBoardState.Hazards) == lastBoardState.Width*lastBoardState.Height {
return nil
}
rand := settings.GetRand(0)
startX := rand.Range(2, lastBoardState.Width-2)
startY := rand.Range(2, lastBoardState.Width-2)
if currentTurn == startTurn {
editor.AddHazard(rules.Point{X: startX, Y: startY})
return nil
}
// determine number of rings in spiral
numRings := maxInt(startX, startY, lastBoardState.Width-startX, lastBoardState.Height-startY)
// no-op when iterations exceed the max rings
if currentTurn/spawnEveryNTurns > numRings {
return nil
}
ring := currentTurn/spawnEveryNTurns - 1
offset := ring + 1
for x := startX - offset; x < startX+offset+1; x++ {
for y := startY - offset; y < startY+offset+1; y++ {
if isOnBoard(lastBoardState.Width, lastBoardState.Height, x, y) {
if ((x == startX-offset || x == startX+offset) && y >= startY-offset && y <= startY+offset) || ((y == startY-offset || y == startY+offset) && x >= startX-offset && x <= startX+offset) {
editor.AddHazard(rules.Point{X: x, Y: y})
}
}
}
}
return nil
}
type ExpandingScatterMap struct{}
func (m ExpandingScatterMap) ID() string {
return "hz_expand_scatter"
}
func (m ExpandingScatterMap) Meta() Metadata {
return Metadata{
Name: "hz_expand_scatter",
Description: `Builds an expanding hazard area that grows from a central point in rings that are randomly filled in on a regular turn schedule.`,
Version: 2,
MinPlayers: 1,
MaxPlayers: 16,
BoardSizes: OddSizes(rules.BoardSizeSmall, rules.BoardSizeXXLarge),
Tags: []string{TAG_HAZARD_PLACEMENT},
}
}
func (m ExpandingScatterMap) SetupBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).SetupBoard(lastBoardState, settings, editor)
}
func (m ExpandingScatterMap) PreUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
return (StandardMap{}).PreUpdateBoard(lastBoardState, settings, editor)
}
func (m ExpandingScatterMap) PostUpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
err := StandardMap{}.PostUpdateBoard(lastBoardState, settings, editor)
if err != nil {
return err
}
currentTurn := lastBoardState.Turn + 1
startTurn := 1 // first hazard appears on turn 1
spawnEveryNTurns := 2
// no-op if we're not on a turn that spawns hazards
if (currentTurn-startTurn)%spawnEveryNTurns != 0 {
return nil
}
// no-op if we have spawned the entire board already
if len(lastBoardState.Hazards) == lastBoardState.Width*lastBoardState.Height {
return nil
}
rand := settings.GetRand(0)
startX := rand.Range(1, lastBoardState.Width-1)
startY := rand.Range(1, lastBoardState.Width-1)
if currentTurn == startTurn {
editor.AddHazard(rules.Point{X: startX, Y: startY})
return nil
}
// determine number of rings in spiral
numRings := maxInt(startX, startY, lastBoardState.Width-startX, lastBoardState.Height-startY)
allPositions := []rules.Point{}
for ring := 0; ring < numRings; ring++ {
offset := ring + 1
positions := []rules.Point{}
for x := startX - offset; x < startX+offset+1; x++ {
for y := startY - offset; y < startY+offset+1; y++ {
if isOnBoard(lastBoardState.Width, lastBoardState.Height, x, y) {
if ((x == startX-offset || x == startX+offset) && y >= startY-offset && y <= startY+offset) || ((y == startY-offset || y == startY+offset) && x >= startX-offset && x <= startX+offset) {
positions = append(positions, rules.Point{X: x, Y: y})
}
}
}
}
// shuffle the positions so they are added scattered/randomly
rand.Shuffle(len(positions), func(i, j int) {
positions[i], positions[j] = positions[j], positions[i]
})
allPositions = append(allPositions, positions...)
}
chosenPos := currentTurn/spawnEveryNTurns - 1
editor.AddHazard(allPositions[chosenPos])
return nil
}