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main.go
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package main
import (
"encoding/json"
"errors"
"fmt"
"math/rand"
"syscall/js"
"github.com/BattlesnakeOfficial/rules"
)
type optsForInit struct {
Seed int64
RulesetName string
RulesetParams rulesetParams
Height int32
Width int32
SnakeIDs []string
}
type optsForNext struct {
Seed int64
RulesetName string
RulesetParams rulesetParams
PreviousState rules.BoardState
SnakeMoves []rules.SnakeMove
}
type optsForGameOver struct {
RulesetName string
RulesetParams rulesetParams
BoardState rules.BoardState
}
// This struct holds params available to ANY supported ruleset. This is an
// anti-pattern and is really just a lazy way to avoid figuring out how to
// appease Go's lack of union types. When a ruleset is intantiated in
// makeRuleset, only the params that it supports will be used.
type rulesetParams struct {
// Applies to Standard, Solo, and Constrictor:
FoodSpawnChance int32
MinimumFood int32
// Royale and Squad params not yet supported
}
func makeRuleset(name string, params rulesetParams) (rules.Ruleset, error) {
standard := rules.StandardRuleset{
FoodSpawnChance: params.FoodSpawnChance,
MinimumFood: params.MinimumFood,
}
switch name {
case "standard":
return &standard, nil
case "solo":
return &rules.SoloRuleset{StandardRuleset: standard}, nil
case "constrictor":
return &rules.ConstrictorRuleset{StandardRuleset: standard}, nil
}
return nil, errors.New("unsupported ruleset")
}
func createInitialBoardState(this js.Value, args []js.Value) interface{} {
if len(args) != 1 || args[0].Type() != js.TypeString {
fmt.Println("unexpected arguments")
return js.Null()
}
var opts optsForInit
err := json.Unmarshal([]byte(args[0].String()), &opts)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
ruleset, err := makeRuleset(opts.RulesetName, opts.RulesetParams)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
rand.Seed(opts.Seed);
initialState, err := ruleset.CreateInitialBoardState(opts.Width, opts.Height, opts.SnakeIDs)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
initialStateJson, err := json.Marshal(initialState)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
return string(initialStateJson)
}
func createNextBoardState(this js.Value, args[]js.Value) interface{} {
if len(args) != 1 || args[0].Type() != js.TypeString {
fmt.Println("unexpected arguments")
return js.Null()
}
var opts optsForNext
err := json.Unmarshal([]byte(args[0].String()), &opts)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
ruleset, err := makeRuleset(opts.RulesetName, opts.RulesetParams)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
rand.Seed(opts.Seed);
nextState, err := ruleset.CreateNextBoardState(&opts.PreviousState, opts.SnakeMoves)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
nextStateJson, err := json.Marshal(nextState)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
return string(nextStateJson)
}
func isGameOver(this js.Value, args[]js.Value) interface{} {
if len(args) != 1 || args[0].Type() != js.TypeString {
fmt.Println("unexpected arguments")
return js.Null()
}
var opts optsForGameOver
err := json.Unmarshal([]byte(args[0].String()), &opts)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
ruleset, err := makeRuleset(opts.RulesetName, opts.RulesetParams)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
gameOverBool, err := ruleset.IsGameOver(&opts.BoardState)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
gameOverJson, err := json.Marshal(gameOverBool)
if err != nil {
fmt.Println(err.Error())
return js.Null()
}
return string(gameOverJson)
}
func makeExports() map[string]interface{} {
exports := make(map[string]interface{})
exports["createInitialBoardState"] = js.FuncOf(createInitialBoardState)
exports["createNextBoardState"] = js.FuncOf(createNextBoardState)
exports["isGameOver"] = js.FuncOf(isGameOver)
return exports
}
func main() {
js.Global().Set("BattlesnakeRules", makeExports())
// The main function must continue running, or else the exported functions
// will no longer be available to use.
<-make(chan bool)
}