Class: GameRuleLogic

Inherits:
Object
  • Object
show all
Includes:
Constants
Defined in:
lib/software_challenge_client/game_rule_logic.rb

Overview

Methoden, welche die Spielregeln von Piranhas abbilden.

Es gibt hier viele Helfermethoden, die von den beiden Hauptmethoden GameRuleLogic.valid_move? und GameRuleLogic.possible_moves benutzt werden.

Constant Summary

Constants included from Constants

Constants::BOARD_SIZE, Constants::GAME_IDENTIFIER, Constants::ROUND_LIMIT, Constants::SHIFT, Constants::STARTING_PIECES

Class Method Summary collapse

Class Method Details

.accessible_neighbours_except(board, start, except) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 263

def self.accessible_neighbours_except(board, start, except)
  get_neighbours(board, start).filter do |neighbour|
    neighbour.empty? && can_move_between_except(board, start, neighbour, except) && neighbour.coordinates != except
  end
end

.add_blocked_fields(board) ⇒ Board

Fügt einem leeren Spielfeld drei Brombeeren hinzu.

Diese Methode ist dazu gedacht, ein initiales Spielbrett regelkonform zu generieren.

Parameters:

  • board (Board)

    Das zu modifizierende Spielbrett. Es wird nicht geprüft, ob sich auf dem Spielbrett bereits Brombeeren befinden.

Returns:

  • (Board)

    Das modifizierte Spielbrett.



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 21

def self.add_blocked_fields(board)
  raise "todo"
  board
end

.can_move_between(board, coords1, coords2) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 222

def self.can_move_between(board, coords1, coords2)
  shared = shared_neighbours_of_two_coords(board, coords1, coords2)
  (shared.size == 1 || shared.any? { |n| n.empty? && !n.obstructed }) && shared.any? { |n| !n.pieces.empty? }
end

.can_move_between_except(board, coords1, coords2, except) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 269

def self.can_move_between_except(board, coords1, coords2, except)
  shared = shared_neighbours_of_two_coords(board, coords1, coords2).reject do |f|
    f.pieces.size == 1 && except == f.coordinates
  end
  (shared.size == 1 || shared.any? { |s| s.empty? && !s.obstructed }) && shared.any? { |s| !s.pieces.empty? }
end

.empty_fields_connected_to_swarm(board) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 344

def self.empty_fields_connected_to_swarm(board)
  board.field_list
    .filter { |f| f.has_owner }
    .flat_map { |f| get_neighbours(board, f).filter { f.empty? } }
    .uniq
end

.get_accessible_neighbours(board, start) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 286

def self.get_accessible_neighbours(board, start)
  get_neighbours(board, start).filter do |neighbour|
    neighbour.empty? && can_move_between(board, start, neighbour)
  end
end

.get_accessible_neighbours_except(board, start, except) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 292

def self.get_accessible_neighbours_except(board, start, except)
  get_neighbours(board, start).filter do |neighbour|
    neighbour.empty? &&
      can_move_between_except(board, start, neighbour, except) &&
      neighbour.coordinates != except
  end
end

.get_line_between_coords(board, start, destination) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 243

def self.get_line_between_coords(board, start, destination)
  if (!two_fields_on_one_straight(start, destination))
    raise InvalidMoveException.new("destination is not in line with start")
  end

  # TODO use Direction shift
  dX = start.x - destination.x
  dY = start.y - destination.y
  dZ = start.z - destination.z
  d = (dX == 0) ? dY.abs : dX.abs
  (1..(d-1)).to_a.map do |i|
    board.field_at(
      CubeCoordinates.new(
        destination.x + i * (dX <=> 0),
        destination.y + i * (dY <=> 0),
        destination.z + i * (dZ <=> 0)
      )
    )
  end
end

.get_neighbour_in_direction(board, coords, direction) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 26

def self.get_neighbour_in_direction(board, coords, direction)
  board.field_at(direction.translate(coords))
end

.get_neighbours(board, coordinates) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 30

def self.get_neighbours(board, coordinates)
  Direction.map { |d| get_neighbour_in_direction(board, coordinates, d) }.compact
end

.has_player_placed_bee(gamestate) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 61

def self.has_player_placed_bee(gamestate)
  gamestate.deployed_pieces(gamestate.current_player_color).any? { |p| p.type == PieceType::BEE }
end

.is_bee_blocked(board, color) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 34

def self.is_bee_blocked(board, color)
  bee_fields = board.field_list.select { |f| f.pieces.include?(Piece.new(color, PieceType::BEE)) }
  return false if bee_fields.empty?
  return get_neighbours(board, bee_fields[0].coordinates).all? { |f| !f.empty? }
end

.is_neighbour(start, destination) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 205

def self.is_neighbour(start, destination)
  Direction.map do |d|
    d.translate(start)
  end.include?(destination)
end

.is_on_board(coords) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 56

def self.is_on_board(coords)
  shift = (BOARD_SIZE - 1) / 2
  -shift <= coords.x && coords.x <= shift && -shift <= coords.y && coords.y <= shift
end

.is_swarm_connected(board) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 173

def self.is_swarm_connected(board)
  board_fields = board.field_list.select{ |f| !f.pieces.empty? }
  return true if board_fields.empty?
  visited_fields = board_fields.take 1
  total_pieces = board.pieces.size
  index = 0
  while index < visited_fields.size
    current_field = visited_fields[index]
    occupied_neighbours =
      get_neighbours(board, current_field.coordinates)
        .filter { |f| !f.pieces.empty? }
    occupied_neighbours -= visited_fields
    visited_fields += occupied_neighbours
    return true if visited_fields.sum{ |f| f.pieces.size } == total_pieces
    index += 1
  end
  false
end

.perform_move(gamestate, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 300

def self.perform_move(gamestate, move)
  raise "Invalid move!" unless valid_move?(gamestate, move)
  case move
  when SetMove
    # delete first occurrence of piece
    gamestate.undeployed_pieces(move.piece.color).delete_at(
      gamestate.undeployed_pieces(move.piece.color).index(move.piece) ||
      gamestate.undeployed_pieces(move.piece.color).length
    )
    gamestate.board.field_at(move.destination).add_piece(move.piece)
  when DragMove
    piece_to_move = gamestate.board.field_at(move.start).remove_piece
    gamestate.board.field_at(move.destination).add_piece(piece_to_move)
  end
  gamestate.turn += 1
  gamestate.last_move = move
end

.possible_drag_moves(gamestate) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 323

def self.possible_drag_moves(gamestate)
  gamestate.board.fields_of_color(gamestate.current_player_color).flat_map do |start_field|
    edge_targets = empty_fields_connected_to_swarm(gamestate.board)
    additional_targets =
      if start_field.pieces.last.type == PieceType::BEETLE
        get_neighbours(gamestate.board, start_field).uniq
      else
        []
      end
    edge_targets + additional_targets.map do |destination|
      move = DragMove.new(start_field, destination)
      begin
        valid_move?(gamestate, move)
        move
      rescue InvalidMoveException
        nil
      end
    end.compact
  end
end

.possible_moves(gamestate) ⇒ Object

all possible moves, but will not return the skip move if no other moves are possible!



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 319

def self.possible_moves(gamestate)
  possible_set_moves(gamestate) + possible_drag_moves(gamestate)
end

.possible_set_move_destinations(board, owner) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 351

def self.possible_set_move_destinations(board, owner)
  board.fields_of_color(owner)
    .flat_map { |f| get_neighbours(board, f).filter { |f| f.empty? } }
    .uniq
    .filter { |f| get_neighbours(board, f).all? { |n| n.color != owner.opponent } }
end

.possible_set_moves(gamestate) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 358

def self.possible_set_moves(gamestate)
  undeployed = gamestate.undeployed_pieces(gamestate.current_player_color)
  set_destinations =
    if (undeployed.size == STARTING_PIECES.size)
      # current player has not placed any pieces yet (first or second turn)
      if (gamestate.undeployed_pieces(gamestate.other_player_color).size == STARTING_PIECES.size)
        # other player also has not placed any pieces yet (first turn, all destinations allowed (except obstructed)
        gamestate.board.field_list.filter { |f| f.empty? }
      else
        # other player placed a piece already
        gamestate.board
          .fields_of_color(gamestate.other_player_color)
          .flat_map do |f|
            GameRuleLogic.get_neighbours(gamestate.board, f).filter(&:empty?)
          end
      end
    else
      possible_set_move_destinations(gamestate.board, gamestate.current_player_color)
    end

  possible_piece_types =
    if (!has_player_placed_bee(gamestate) && gamestate.turn > 5)
      [PieceType::BEE]
    else
      undeployed.map(&:type).uniq
    end
  set_destinations
    .flat_map do |d|
      possible_piece_types.map do |u|
        SetMove.new(Piece.new(gamestate.current_player_color, u), d)
      end
  end
end

.shared_neighbours_of_two_coords(board, first_coords, second_coords) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 211

def self.shared_neighbours_of_two_coords(board, first_coords, second_coords)
  get_neighbours(board, first_coords) & get_neighbours(board, second_coords)
end

.two_fields_on_one_straight(coords1, coords2) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 239

def self.two_fields_on_one_straight(coords1, coords2)
  return coords1.x == coords2.x || coords1.y == coords2.y || coords1.z == coords2.z
end

.valid_move?(gamestate, move) ⇒ ?

Prueft, ob ein Spielzug fuer den gegebenen Gamestate valide ist

Parameters:

  • gamestate (Gamestate)
  • move (Move)

Returns:

  • (?)


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# File 'lib/software_challenge_client/game_rule_logic.rb', line 45

def self.valid_move?(gamestate, move)
  case move
  when SetMove
    validate_set_move(gamestate, move)
  when DragMove
    validate_drag_move(gamestate, move)
  when SkipMove
    validate_skip_move(gamestate, move)
  end
end

.validate_ant_move(board, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 160

def self.validate_ant_move(board, move)
  visited_fields = [move.start]
  index = 0
  while index < visited_fields.size
    current_field = visited_fields[index]
    new_fields = accessible_neighbours_except(board, current_field, move.start).reject { |f| visited_fields.include? f }
    return true if new_fields.map(&:coordinates).include?(move.destination)
    visited_fields += new_fields
    index += 1
  end
  raise InvalidMoveException.new("No path found for ant move", move)
end

.validate_bee_move(board, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 215

def self.validate_bee_move(board, move)
  validate_destination_next_to_start(move)
  if (!can_move_between(board, move.start, move.destination))
    raise InvalidMoveException.new("There is no path to your destination", move)
  end
end

.validate_beetle_move(board, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 192

def self.validate_beetle_move(board, move)
  validate_destination_next_to_start(move)
  if ((shared_neighbours_of_two_coords(board, move.start, move.destination) + [board.field_at(move.destination), board.field_at(move.start)]).all? { |f| f.pieces.empty? })
    raise InvalidMoveException.new("Beetle has to move along swarm", move)
  end
end

.validate_destination_next_to_start(move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 199

def self.validate_destination_next_to_start(move)
  if (!is_neighbour(move.start, move.destination))
    raise InvalidMoveException.new("Destination field is not next to start field", move)
  end
end

.validate_drag_move(gamestate, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 111

def self.validate_drag_move(gamestate, move)
  unless has_player_placed_bee(gamestate)
    raise InvalidMoveException.new("You have to place the bee to be able to perform dragmoves", move)
  end

  if (!is_on_board(move.destination) || !is_on_board(move.start))
    raise InvalidMoveException.new("The Move is out of bounds", move)
  end

  if (gamestate.board.field_at(move.start).pieces.empty?)
    raise InvalidMoveException.new("There is no piece to move", move)
  end

  piece_to_drag = gamestate.board.field_at(move.start).pieces.last

  if (piece_to_drag.owner != gamestate.current_player_color)
    raise InvalidMoveException.new("Trying to move piece of the other player", move)
  end

  if (move.start == move.destination)
    raise InvalidMoveException.new("Destination and start are equal", move)
  end

  if (!gamestate.board.field_at(move.destination).pieces.empty? && piece_to_drag.type != PieceType::BEETLE)
    raise InvalidMoveException.new("Only beetles are allowed to climb on other Pieces", move)
  end

  board_without_piece = gamestate.board.clone
  board_without_piece.field_at(move.start).pieces.pop

  if (!is_swarm_connected(board_without_piece))
    raise InvalidMoveException.new("Moving piece would disconnect swarm", move)
  end

  case piece_to_drag.type
  when PieceType::ANT
    validate_ant_move(board_without_piece, move)
  when PieceType::BEE
    validate_bee_move(board_without_piece, move)
  when PieceType::BEETLE
    validate_beetle_move(board_without_piece, move)
  when PieceType::GRASSHOPPER
    validate_grasshopper_move(board_without_piece, move)
  when PieceType::SPIDER
    validate_spider_move(board_without_piece, move)
  end
  true
end

.validate_grasshopper_move(board, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 227

def self.validate_grasshopper_move(board, move)
  if (!two_fields_on_one_straight(move.start, move.destination))
    raise InvalidMoveException.new("Grasshopper can only move straight lines", move)
  end
  if (is_neighbour(move.start, move.destination))
    raise InvalidMoveException.new("Grasshopper has to jump over at least one piece", move)
  end
  if (get_line_between_coords(board, move.start, move.destination).any? { |f| f.empty? })
    raise InvalidMoveException.new("Grasshopper can only jump over occupied fields, not empty ones", move)
  end
end

.validate_set_move(gamestate, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 65

def self.validate_set_move(gamestate, move)
  unless is_on_board(move.destination)
    raise InvalidMoveException.new("Piece has to be placed on board. Destination ${move.destination} is out of bounds.", move)
  end
  unless gamestate.board.field_at(move.destination).empty?
    raise InvalidMoveException.new("Set destination is not empty!", move)
  end

  owned_fields = gamestate.board.fields_of_color(gamestate.current_player_color)
  if owned_fields.empty?
    other_player_fields = gamestate.board.fields_of_color(gamestate.other_player_color)
    if !other_player_fields.empty?
      unless other_player_fields.map{ |of| get_neighbours(gamestate.board, of.coordinates).map{ |n| n.coordinates } }.flatten.include?(move.destination)
        raise InvalidMoveException.new("Piece has to be placed next to other players piece", move)
      end
    end
  else
    if gamestate.round == 3 && !has_player_placed_bee(gamestate) && move.piece.type != PieceType::BEE
      raise InvalidMoveException.new("The bee must be placed in fourth round latest", move)
    end

    if !gamestate.undeployed_pieces(gamestate.current_player_color).include?(move.piece)
      raise InvalidMoveException.new("Piece is not a undeployed piece of the current player", move)
    end

    destination_neighbours = get_neighbours(gamestate.board, move.destination)
    if !destination_neighbours.any? { |f| f.color == gamestate.current_player_color }
      raise InvalidMoveException.new("A newly placed piece must touch an own piece", move)
    end
    if destination_neighbours.any? { |f| f.color == gamestate.other_player_color }
      raise InvalidMoveException.new("A newly placed is not allowed to touch an opponent's piece", move)
    end
  end
  true
end

.validate_skip_move(gamestate, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 101

def self.validate_skip_move(gamestate, move)
  if !possible_moves(gamestate).empty?
    raise InvalidMoveException.new("Skipping a turn is only allowed when no other moves can be made.", move)
  end
  if gamestate.round == 3 && !has_player_placed_bee(gamestate)
    raise InvalidMoveException.new("The bee must be placed in fourth round latest", move)
  end
  true
end

.validate_spider_move(board, move) ⇒ Object



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 276

def self.validate_spider_move(board, move)
  found = get_accessible_neighbours(board, move.start).any? do |depth_one|
    get_accessible_neighbours_except(board, depth_one, move.start).any? do |depth_two|
      get_accessible_neighbours_except(board, depth_two, move.start).reject{ |f| f.coordinates == depth_one.coordinates }.any? { |f| move.destination == f.coordinates }
    end
  end
  return true if (found)
  raise InvalidMoveException.new("No path found for spider move", move)
end

.winning_condition(gamestate) ⇒ Condition

Prueft, ob ein Spieler im gegebenen GameState gewonnen hat.

Parameters:

  • gamestate (GameState)

    Der zu untersuchende GameState.

Returns:

  • (Condition)

    nil, if the game is not won or a Condition indicating the winning player



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# File 'lib/software_challenge_client/game_rule_logic.rb', line 395

def self.winning_condition(gamestate)
  raise "Not implemented yet!"
  winner_by_single_swarm = [PlayerColor::RED, PlayerColor::BLUE].select do |player_color|
    GameRuleLogic.swarm_size(gamestate.board, player_color) ==
      gamestate.board.fields_of_type(PlayerColor.field_type(player_color)).size
  end
  if winner_by_single_swarm.any? && gamestate.turn.even?
    return Condition.new(nil, "Unentschieden.") if winner_by_single_swarm.size == 2
    return Condition.new(winner_by_single_swarm.first, "Schwarm wurde vereint.")
  end
  player_with_biggest_swarm = [PlayerColor::RED, PlayerColor::BLUE].sort_by do |player_color|
    GameRuleLogic.swarm_size(gamestate.board, player_color)
  end.reverse.first
  return Condition.new(player_with_biggest_swarm, "Rundenlimit erreicht, Schwarm mit den meisten Fischen gewinnt.") if gamestate.turn == 60
  nil
end