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battleships.go
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battleships.go
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//go:generate protoc --go_out=. pb/state.proto
package battleships
import (
"fmt"
"math/rand"
"google.golang.org/protobuf/proto"
"github.com/bot-games/battleships/pb"
manager "github.com/bot-games/game-manager"
)
type Battleships struct{}
func (b Battleships) Init() (proto.Message, proto.Message, uint8, any) {
return &pb.Options{}, &pb.State{
Field1: generateRandomField(),
Field2: generateRandomField(),
}, 3, nil
}
const (
ActionSkip = "skip"
ActionSetup = "setup"
ActionFire = "fire"
)
func (b Battleships) CheckAction(tickInfo *manager.TickInfo, action proto.Message) error {
switch curAction := action.(*pb.Action).Data.(type) {
case *pb.Action_Skip:
if !GetActions(tickInfo)[ActionSkip] {
return manager.ErrInvalidAction
}
return nil
case *pb.Action_Setup:
return b.CheckActionSetup(tickInfo, curAction.Setup)
case *pb.Action_Fire:
return b.CheckActionFire(tickInfo, curAction.Fire)
default:
panic("invalid action")
}
}
func (b Battleships) ApplyActions(tickInfo *manager.TickInfo, actions []manager.Action) *manager.TickResult {
for _, action := range actions {
tickInfo.CurUid = action.Uid
switch curAction := action.Action.(*pb.Action).Data.(type) {
case *pb.Action_Skip:
// Do nothing
case *pb.Action_Setup:
tickInfo.State = b.DoActionSetup(tickInfo, curAction.Setup)
case *pb.Action_Fire:
tickInfo.State = b.DoActionFire(tickInfo, curAction.Fire)
default:
panic("invalid action")
}
}
res := &manager.TickResult{
NewState: tickInfo.State,
}
if finished, winner := isGameFinished(tickInfo); finished {
res.GameFinished = finished
res.Winner = winner
} else {
res.NextTurnPlayers = 3
}
return res
}
func (Battleships) SmartGuyTurn(tickInfo *manager.TickInfo) proto.Message {
actions := GetActions(tickInfo)
if actions[ActionFire] {
var availableCoords []string
for y := 0; y < 10; y++ {
for x := 0; x < 10; x++ {
c := tickInfo.State.(*pb.State).Field1[y*10+x]
if c == pb.Cell_EMPTY || c == pb.Cell_SHIP {
availableCoords = append(availableCoords, fmt.Sprintf("%s%d", string(rune('A'+y)), x))
}
}
}
return &pb.Action{Data: &pb.Action_Fire{Fire: &pb.ActionFire{Coordinate: availableCoords[rand.Intn(len(availableCoords))]}}}
} else if actions[ActionSkip] {
return &pb.Action{Data: &pb.Action_Skip{}}
} else {
panic("no known actions")
}
}
func GetActions(tickInfo *manager.TickInfo) map[string]bool {
if !tickInfo.Finished.IsZero() {
return map[string]bool{}
}
if tickInfo.Id == 0 {
return map[string]bool{
ActionSkip: true,
ActionSetup: true,
}
}
return map[string]bool{
ActionSkip: true,
ActionFire: true,
}
}
func isGameFinished(tickInfo *manager.TickInfo) (bool, uint8) {
f1HasShips := fieldHasShips(tickInfo.State.(*pb.State).Field1)
f2HasShips := fieldHasShips(tickInfo.State.(*pb.State).Field2)
if f1HasShips && f2HasShips && tickInfo.Id <= 100 {
return false, 0
}
if f1HasShips && !f2HasShips {
return true, 1
}
if !f1HasShips && f2HasShips {
return true, 2
}
return true, 0 // Draw
}
func fieldHasShips(f []pb.Cell) bool {
for _, c := range f {
if c == pb.Cell_SHIP {
return true
}
}
return false
}