-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlogic.go
331 lines (273 loc) · 6.84 KB
/
logic.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
package main
import (
"context"
"math/rand"
"github.com/rs/zerolog"
)
// info returns the Battlesnake appearance and author permissions.
// For customization options, see https://docs.battlesnake.com/references/personalization
func info(ctx context.Context) BattlesnakeInfoResponse {
zerolog.Ctx(ctx).Info().Msg("Sending snake info")
return BattlesnakeInfoResponse{
APIVersion: "1",
Author: "Tiago Queiroz",
Color: "#1a0a74",
Head: "snowman",
Tail: "coffee",
}
}
// start is called everytime the Battlesnake is entered into a game.
// The provided GameState contains information about the game that's about to be played.
func start(ctx context.Context, state GameState) {
zerolog.Ctx(ctx).Info().Msg("Starting game!")
}
// end is called when a a game has ended.
func end(ctx context.Context, state GameState) {
zerolog.Ctx(ctx).Info().Msg("The game has ended")
}
// mode is called on every turn and returns the Battlesnake's next move
func move(ctx context.Context, state GameState) BattlesnakeMoveResponse {
logger := zerolog.Ctx(ctx)
possibleMoves := safeMoves(state, true, true, true)
safeMovesCount := 0
for _, isSafe := range possibleMoves {
if isSafe {
safeMovesCount++
}
}
if safeMovesCount == 0 {
logger.Debug().Msg("no safe moves, trying a less restrictive approach") //
nextMove := randomEmptySquare(ctx, state)
logger.Info().Msgf("MOVE: %s", nextMove)
return BattlesnakeMoveResponse{
Move: nextMove,
}
}
nextMove := findNextMove(ctx, state, possibleMoves)
logger.Info().Msgf("MOVE: %s", nextMove)
return BattlesnakeMoveResponse{
Move: nextMove,
}
}
func randomEmptySquare(ctx context.Context, state GameState) string {
zerolog.Ctx(ctx).Debug().Msg("Random empty square")
possibleMoves := safeMoves(state, true, false, true)
return randomMove(ctx, state, possibleMoves)
}
func findNextMove(
ctx context.Context,
state GameState,
possibleMoves map[string]bool,
) string {
me := state.You
// Find food
if me.Health < 75 {
zerolog.Ctx(ctx).Debug().Msg("find food!")
return gotoFood(ctx, state, possibleMoves)
}
// loop up and down
if possibleMoves["up"] {
return "up"
}
if possibleMoves["left"] {
return "left"
}
if possibleMoves["down"] {
return "down"
}
if possibleMoves["right"] {
return "right"
}
return "down"
}
// onHarzard returns true if any part of a snake is into
// a hazard square
func onHarzard(me Battlesnake, hazard []Coord) bool {
for _, sauce := range hazard {
if me.Head == sauce {
return true
}
}
return false
}
func gotoFood(ctx context.Context, state GameState, possibleMoves map[string]bool) string {
logger := zerolog.Ctx(ctx)
logger.Info().Msgf("%s TURN %d: Finding food", state.Game.ID, state.Turn)
myHead := state.You.Head
// If there is no food, move randomly
if len(state.Board.Food) == 0 {
return randomMove(ctx, state, possibleMoves)
}
for _, food := range state.Board.Food {
if myHead.X > food.X {
if possibleMoves["left"] {
return "left"
}
continue
}
if myHead.X < food.X {
if possibleMoves["right"] {
return "right"
}
continue
}
if myHead.Y > food.Y {
if possibleMoves["down"] {
return "down"
}
continue
}
if myHead.Y < food.Y {
if possibleMoves["up"] {
return "up"
}
continue
}
}
return randomMove(ctx, state, possibleMoves)
}
func movesToSlice(possibleMoves map[string]bool) []string {
safeMovesSlice := []string{}
for move, isSafe := range possibleMoves {
if isSafe {
safeMovesSlice = append(safeMovesSlice, move)
}
}
return safeMovesSlice
}
func randomMove(
ctx context.Context,
state GameState,
possibleMoves map[string]bool,
) string {
safeMovesSlice := movesToSlice(possibleMoves)
if len(safeMovesSlice) == 0 {
zerolog.Ctx(ctx).Info().Msg("NO SAFE MOVES! Trying to go into sauce")
desperateMovesSlice := movesToSlice(safeMoves(state, true, false, false))
if len(desperateMovesSlice) != 0 {
return desperateMovesSlice[rand.Intn(len(desperateMovesSlice))]
}
zerolog.Ctx(ctx).Info().Msg("NO SAFE MOVES! Going down")
return "down"
}
zerolog.Ctx(ctx).Info().Msg("Random move!")
return safeMovesSlice[rand.Intn(len(safeMovesSlice))]
}
func nextPossibleMoves(head Coord) []Coord {
moves := []Coord{}
moves = append(moves, Coord{X: head.X + 1, Y: head.Y})
moves = append(moves, Coord{X: head.X - 1, Y: head.Y})
moves = append(moves, Coord{X: head.X, Y: head.Y + 1})
moves = append(moves, Coord{X: head.X, Y: head.Y - 1})
return moves
}
// safeMoves returns all safe moves.
// - allowHeadColision: Allows for head collisions when we're bigger
// - predictMoves: makes unsae any move that could hit any
// snake's head on the next move
func safeMoves(
state GameState,
allowHeadColision, predictMoves bool,
avoidHazard bool,
) map[string]bool {
possibleMoves := map[string]bool{
"up": true,
"down": true,
"left": true,
"right": true,
}
me := state.You
myHead := me.Head
boardWidth := state.Board.Width
boardHeight := state.Board.Height
// Avoid Walls
if myHead.X == boardWidth-1 {
possibleMoves["right"] = false
}
if myHead.X == 0 {
possibleMoves["left"] = false
}
if myHead.Y == boardHeight-1 {
possibleMoves["up"] = false
}
if myHead.Y == 0 {
possibleMoves["down"] = false
}
// Avoid hitting other noGoCoords
noGoCoords := map[Coord]struct{}{}
// Add ourselves
for _, c := range me.Body {
noGoCoords[c] = struct{}{}
}
// Add all other snakes and allow for head-to-head
// if we can win
for _, s := range state.Board.Snakes {
if me.ID == s.ID {
continue
}
// Add the whole snake's body
for _, p := range s.Body {
noGoCoords[p] = struct{}{}
}
if allowHeadColision {
// If we win on head to head collisions
// remove the other snake's head from noGoCoords
if me.Health > s.Health {
delete(noGoCoords, s.Head)
}
}
}
if predictMoves {
// Add possible next moves fom all snakes
// but ourselves
for _, s := range state.Board.Snakes {
if me.ID == s.ID {
continue
}
for _, p := range nextPossibleMoves(s.Head) {
noGoCoords[p] = struct{}{}
}
}
}
if avoidHazard {
for _, sauce := range state.Board.Hazards {
noGoCoords[sauce] = struct{}{}
}
}
// For each possible move, verify which ones are safe
for p := range noGoCoords {
for _, m := range []string{"up", "down", "left", "right"} {
switch m {
case "up":
nextHead := myHead
nextHead.Y++
if p == nextHead {
possibleMoves["up"] = false
}
break
case "down":
nextHead := myHead
nextHead.Y--
if p == nextHead {
possibleMoves["down"] = false
}
break
case "left":
nextHead := myHead
nextHead.X--
if p == nextHead {
possibleMoves["left"] = false
}
break
case "right":
nextHead := myHead
nextHead.X++
if p == nextHead {
possibleMoves["right"] = false
}
break
}
}
}
return possibleMoves
}