* add utility methods to Editor and BoardStateEditor * add Meta.Validate * allow setting Meta.MinPlayers to zero * remove uints in map sizes * use Meta.Validate in HazardPitsMap
134 lines
3.5 KiB
Go
134 lines
3.5 KiB
Go
package maps
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import (
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"github.com/BattlesnakeOfficial/rules"
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)
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func init() {
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globalRegistry.RegisterMap("hz_hazard_pits", HazardPitsMap{})
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}
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type HazardPitsMap struct{}
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func (m HazardPitsMap) ID() string {
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return "hz_hazard_pits"
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}
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func (m HazardPitsMap) Meta() Metadata {
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return Metadata{
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Name: "hz_hazard_pits",
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Description: "A map that that fills in grid-like pattern of squares with pits filled with hazard sauce. Every N turns the pits will fill with another layer of sauce up to a maximum of 4 layers which last a few cycles, then the pits drain and the pattern repeats",
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Author: "Battlesnake",
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Version: 1,
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MinPlayers: 0,
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MaxPlayers: len(hazardPitStartPositions),
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BoardSizes: FixedSizes(Dimensions{11, 11}),
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Tags: []string{TAG_FOOD_PLACEMENT, TAG_HAZARD_PLACEMENT, TAG_SNAKE_PLACEMENT},
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}
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}
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func (m HazardPitsMap) AddHazardPits(board *rules.BoardState, settings rules.Settings, editor Editor) {
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for x := 0; x < board.Width; x++ {
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for y := 0; y < board.Height; y++ {
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if x%2 == 1 && y%2 == 1 {
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point := rules.Point{X: x, Y: y}
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isStartPosition := false
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for _, startPos := range hazardPitStartPositions {
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if startPos == point {
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isStartPosition = true
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}
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}
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if !isStartPosition {
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editor.AddHazard(point)
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}
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}
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}
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}
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}
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func (m HazardPitsMap) SetupBoard(initialBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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if err := m.Meta().Validate(initialBoardState); err != nil {
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return err
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}
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rand := settings.GetRand(0)
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rand.Shuffle(len(hazardPitStartPositions), func(i int, j int) {
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hazardPitStartPositions[i], hazardPitStartPositions[j] = hazardPitStartPositions[j], hazardPitStartPositions[i]
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})
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snakeIDs := make([]string, 0, len(initialBoardState.Snakes))
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for _, snake := range initialBoardState.Snakes {
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snakeIDs = append(snakeIDs, snake.ID)
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}
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tempBoardState := rules.NewBoardState(initialBoardState.Width, initialBoardState.Height)
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tempBoardState.Snakes = make([]rules.Snake, len(snakeIDs))
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for i := 0; i < len(snakeIDs); i++ {
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tempBoardState.Snakes[i] = rules.Snake{
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ID: snakeIDs[i],
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Health: rules.SnakeMaxHealth,
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}
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}
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for index, snake := range initialBoardState.Snakes {
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head := hazardPitStartPositions[index]
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err := rules.PlaceSnake(tempBoardState, snake.ID, []rules.Point{head, head, head})
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if err != nil {
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return err
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}
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}
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err := rules.PlaceFoodFixed(rand, tempBoardState)
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if err != nil {
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return err
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}
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// Copy food from temp board state
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for _, f := range tempBoardState.Food {
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editor.AddFood(f)
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}
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// Copy snakes from temp board state
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for _, snake := range tempBoardState.Snakes {
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editor.PlaceSnake(snake.ID, snake.Body, snake.Health)
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}
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return nil
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}
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func (m HazardPitsMap) UpdateBoard(lastBoardState *rules.BoardState, settings rules.Settings, editor Editor) error {
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err := StandardMap{}.UpdateBoard(lastBoardState, settings, editor)
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if err != nil {
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return err
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}
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// Cycle 0 - no hazards
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// Cycle 1 - 1 layer
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// Cycle 2 - 2 layers
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// Cycle 3 - 3 layers
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// Cycle 4-6 - 4 layers of hazards
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if lastBoardState.Turn%settings.RoyaleSettings.ShrinkEveryNTurns == 0 {
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// Is it time to update the hazards
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layers := (lastBoardState.Turn / settings.RoyaleSettings.ShrinkEveryNTurns) % 7
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if layers > 4 {
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layers = 4
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}
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editor.ClearHazards()
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// Add 1-4 layers of hazard pits depending on the cycle
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for n := 0; n < layers; n++ {
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m.AddHazardPits(lastBoardState, settings, editor)
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}
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}
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return nil
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}
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var hazardPitStartPositions = []rules.Point{
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{X: 1, Y: 1},
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{X: 9, Y: 1},
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{X: 1, Y: 9},
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{X: 9, Y: 9},
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}
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