Byte-snake-engine/royale.go
Rob O'Dwyer 1adbc79168
DEV 953: Add basic maps support to CLI (#74)
* remove squad support and switch to using pipelines only in RulesBuilder

* remove spawn_food.standard from legacy ruleset definitions

* bugfix: Royale map generates Standard food

* add maps support to CLI

* add automated tests for all registered GameMap implementations

* update README
2022-05-25 11:24:27 -07:00

93 lines
2.2 KiB
Go

package rules
import (
"errors"
)
var royaleRulesetStages = []string{
StageMovementStandard,
StageStarvationStandard,
StageHazardDamageStandard,
StageFeedSnakesStandard,
StageEliminationStandard,
StageSpawnHazardsShrinkMap,
StageGameOverStandard,
}
type RoyaleRuleset struct {
StandardRuleset
ShrinkEveryNTurns int
}
func (r *RoyaleRuleset) Name() string { return GameTypeRoyale }
func (r RoyaleRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(royaleRulesetStages...).Execute(bs, s, sm)
}
func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
if r.StandardRuleset.HazardDamagePerTurn < 1 {
return nil, errors.New("royale damage per turn must be greater than zero")
}
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
b.Hazards = []Point{}
// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
turn := b.Turn + 1
if settings.RoyaleSettings.ShrinkEveryNTurns < 1 {
return false, errors.New("royale game can't shrink more frequently than every turn")
}
if turn < settings.RoyaleSettings.ShrinkEveryNTurns {
return false, nil
}
randGenerator := settings.GetRand(0)
numShrinks := turn / settings.RoyaleSettings.ShrinkEveryNTurns
minX, maxX := 0, b.Width-1
minY, maxY := 0, b.Height-1
for i := 0; i < numShrinks; i++ {
switch randGenerator.Intn(4) {
case 0:
minX += 1
case 1:
maxX -= 1
case 2:
minY += 1
case 3:
maxY -= 1
}
}
for x := 0; x < b.Width; x++ {
for y := 0; y < b.Height; y++ {
if x < minX || x > maxX || y < minY || y > maxY {
b.Hazards = append(b.Hazards, Point{x, y})
}
}
}
return false, nil
}
func (r *RoyaleRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverStandard(b, r.Settings(), nil)
}
func (r RoyaleRuleset) Settings() Settings {
s := r.StandardRuleset.Settings()
s.RoyaleSettings = RoyaleSettings{
ShrinkEveryNTurns: r.ShrinkEveryNTurns,
}
return s
}