Byte-snake-engine/royale.go

141 lines
2.9 KiB
Go

package rules
import (
"errors"
"hash/crc32"
"math/rand"
)
type RoyaleRuleset struct {
StandardRuleset
Turn int32
ShrinkEveryNTurns int32
DamagePerTurn int32
// Output
OutOfBounds []Point
}
func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
if r.ShrinkEveryNTurns < 1 {
return nil, errors.New("royale game must shrink at least every turn")
}
nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
// Algorithm:
// - Populate OOB for last turn
// - Apply damage to snake heads that are OOB
// - Re-populate OOB for this turn
// ---> This means damage on board shrinks doesn't hit until the following turn.
// TODO: LOG?
err = r.populateOutOfBounds(nextBoardState, r.Turn-1)
if err != nil {
return nil, err
}
// TODO: LOG?
err = r.damageOutOfBounds(nextBoardState)
if err != nil {
return nil, err
}
// TODO: LOG?
err = r.populateOutOfBounds(nextBoardState, r.Turn)
if err != nil {
return nil, err
}
return nextBoardState, nil
}
func (r *RoyaleRuleset) populateOutOfBounds(b *BoardState, turn int32) error {
r.OutOfBounds = []Point{}
if r.ShrinkEveryNTurns < 1 {
return errors.New("royale game must shrink at least every turn")
}
if turn < r.ShrinkEveryNTurns {
return nil
}
randGenerator, err := r.getRandGenerator(b)
if err != nil {
return err
}
numShrinks := turn / r.ShrinkEveryNTurns
minX, maxX := int32(0), b.Width-1
minY, maxY := int32(0), b.Height-1
for i := int32(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 := int32(0); x < b.Width; x++ {
for y := int32(0); y < b.Height; y++ {
if x < minX || x > maxX || y < minY || y > maxY {
r.OutOfBounds = append(r.OutOfBounds, Point{x, y})
}
}
}
return nil
}
func (r *RoyaleRuleset) damageOutOfBounds(b *BoardState) error {
if r.DamagePerTurn < 1 {
return errors.New("royale damage per turn must be greater than zero")
}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause == NotEliminated {
head := snake.Body[0]
for _, p := range r.OutOfBounds {
if head == p {
// Snake is now out of bounds, reduce health
snake.Health = snake.Health - r.DamagePerTurn
if snake.Health <= 0 {
snake.Health = 0
snake.EliminatedCause = EliminatedByStarvation
}
}
}
}
}
return nil
}
func (r *RoyaleRuleset) getRandGenerator(b *BoardState) (*rand.Rand, error) {
if len(b.Snakes) < 1 {
return nil, errors.New("royale mode requires at least one snake id")
}
// Use the "lowest" Snake ID as a random seed
seedStr := b.Snakes[0].ID
for i := 1; i < len(b.Snakes); i++ {
if b.Snakes[i].ID < seedStr {
seedStr = b.Snakes[i].ID
}
}
seed := int64(crc32.ChecksumIEEE([]byte(seedStr)))
return rand.New(rand.NewSource(seed)), nil
}