start over. Move randomly in a valid direction
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@ -14,99 +14,71 @@ use log::info;
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use rand::seq::SliceRandom;
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use serde_json::{json, Value};
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use crate::{Battlesnake, Board, Coord, Direction, Game, Move};
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use crate::{Battlesnake, Board, Direction, Game, Move};
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const MAX_HEALTH: i32 = 100;
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impl Battlesnake {
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/// Check if moving the snake in `direction` is safe.
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#[must_use]
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pub fn is_direction_safe(&self, direction: Direction, game: &Game, board: &Board) -> bool {
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if self.is_direction_death(direction, game, board) {
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return false;
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}
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let target = self.head.move_to(direction);
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// check if a bigger snake could move to this square
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if board
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.snakes
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.iter()
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.filter(|snake| snake.id != self.id && self.length <= snake.length)
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.flat_map(|snake| enum_iterator::all().map(|dir| snake.head.move_to(dir)))
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.any(|coord| target == coord)
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{
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return false;
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}
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// check for hazards
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if board.hazards.iter().any(|&coord| target == coord) {
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return false;
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}
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true
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fn possible_moves_without_heads<'a>(
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&'a self,
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game: &'a Game,
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board: &'a Board,
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) -> impl Iterator<Item = Direction> + 'a {
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enum_iterator::all::<Direction>()
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.filter(|direction| {
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// filter out directions that would go outside the field
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let target = self.head.move_to(*direction);
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(0..board.width).contains(&target.x) && (0..board.height).contains(&target.y)
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})
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.filter(|direction| {
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let target = self.head.move_to(*direction);
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// don't collide with any snake
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!board
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.snakes
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.iter()
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.filter(|snake| {
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// filter out snakes that are in our squad if body collisions are allowed
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!(game.ruleset.settings.squad.allow_body_collisions
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&& self.squad == snake.squad
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&& self.id != snake.id)
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})
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.flat_map(|snake| {
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// get all coordinates of the snake body. The tail of the body can be ignored
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// if the snake hasn't just eaten, as it will move out of the way
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let has_eaten = snake.health == MAX_HEALTH;
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snake.body[..snake.body.len() - usize::from(!has_eaten)].iter()
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})
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.any(|&coord| coord == target)
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})
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}
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#[must_use]
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pub fn is_direction_death(&self, direction: Direction, game: &Game, board: &Board) -> bool {
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let target = self.head.move_to(direction);
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// check if target is out of bounds
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if !((0..board.width).contains(&target.x) && (0..board.height).contains(&target.y)) {
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return true;
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}
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// check if target is inside a snake
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if board
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.snakes
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.iter()
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.filter(|snake| {
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!(game.ruleset.settings.squad.allow_body_collisions && self.squad == snake.squad)
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pub fn possible_moves(&self, game: &Game, board: &Board) -> Vec<Direction> {
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self.possible_moves_without_heads(game, board)
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.filter(|direction| {
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// don't go into spots where a bigger snake must go
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let target = self.head.move_to(*direction);
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!board
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.snakes
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.iter()
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.filter(|snake| {
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// The other snake must be bigger than we are
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snake.length > self.length
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})
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.filter_map(|snake| {
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// get all snakes movement options
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let moves = snake
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.possible_moves_without_heads(game, board)
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.collect::<Vec<_>>();
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// only snakes that have a single option
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match moves[..] {
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[direction] => Some(snake.head.move_to(direction)),
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_ => None,
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}
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})
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.any(|coord| coord == target)
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})
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.flat_map(|snake| snake.body.iter())
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.any(|&coord| target == coord)
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{
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return true;
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}
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false
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}
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#[must_use]
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pub fn health_cost(&self, tile: Coord, game: &Game, board: &Board) -> i32 {
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// we can't leave the board
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if !((0..board.width).contains(&tile.x) && (0..board.height).contains(&tile.y)) {
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return self.health;
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}
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// we can't move into other snakes
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if board
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.snakes
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.iter()
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.filter(|snake| {
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!(game.ruleset.settings.squad.allow_body_collisions && self.squad == snake.squad)
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})
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.flat_map(|snake| snake.body.iter())
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.any(|&coord| tile == coord)
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{
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return self.health;
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}
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// every step costs us one health point
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let mut cost = 1;
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// hazards increase the health loss
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if board.hazards.iter().any(|&hazard| tile == hazard) {
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cost += game.ruleset.settings.hazard_damage_per_turn;
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}
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// check for bigger snakes that can move into this square
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for snake in board
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.snakes
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.iter()
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.filter(|snake| snake.id != self.id && self.length <= snake.length)
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{
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let moves = enum_iterator::all().map(|dir| snake.head.move_to(dir));
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}
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cost
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.collect()
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}
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}
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@ -139,19 +111,13 @@ pub fn end(_game: &Game, _turn: i32, _board: &Board, _you: &Battlesnake) {
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// Valid moves are "up", "down", "left", or "right"
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// See https://docs.battlesnake.com/api/example-move for available data
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pub fn get_move(game: &Game, turn: i32, board: &Board, you: &Battlesnake) -> Option<Move> {
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let moves = enum_iterator::all()
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.filter(|&direction| !you.is_direction_death(direction, game, board))
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.collect::<Vec<_>>();
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let safe_moves = moves
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.iter()
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.copied()
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.filter(|&direction| you.is_direction_safe(direction, game, board))
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.collect::<Vec<_>>();
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let moves = you.possible_moves(game, board);
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if moves.is_empty() {
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return None;
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}
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// Choose a random move from the safe ones
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let chosen = safe_moves
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.choose(&mut rand::thread_rng())
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.or_else(|| moves.choose(&mut rand::thread_rng()))?;
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let chosen = moves.choose(&mut rand::thread_rng())?;
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info!("MOVE {}: {:?}", turn, chosen);
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Some(Move {
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