diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 00000000..b1402343 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "player_code"] + path = server/src/main/resources/player_code + url = https://github.com/delta/codecharacter-default-codes-2022 diff --git a/README.md b/README.md index 22ffcd35..008e2016 100644 --- a/README.md +++ b/README.md @@ -24,7 +24,9 @@ 3. Press `Ctrl+Alt+Shift+S` and make sure the JDK version is 17. 4. Press `Ctrl+Alt+S` and go to `Build, Execution, Deployment -> Docker` and make sure docker is configured correctly/ 5. Copy `server/src/main/resources/application.example.yml` to `server/src/main/resources/application.yml`. If you want to use docker instead, copy the `server/src/main/resources/application.docker.example.yml` to `server/src/main/resources/application.yml`. -6. The run configurations will be available in the top bar: +6. Run `git submodule update --init` +7. Run `cp server/src/main/resources/dcConstans.example.json server/src/main/resources/dcConstans.json` +8. The run configurations will be available in the top bar: ![Run Configurations](https://i.imgur.com/pO2SrPd.png) diff --git a/server/src/main/kotlin/delta/codecharacter/server/config/DefaultCodeMapConfiguration.kt b/server/src/main/kotlin/delta/codecharacter/server/config/DefaultCodeMapConfiguration.kt index 21796d14..00f50ea5 100644 --- a/server/src/main/kotlin/delta/codecharacter/server/config/DefaultCodeMapConfiguration.kt +++ b/server/src/main/kotlin/delta/codecharacter/server/config/DefaultCodeMapConfiguration.kt @@ -9,106 +9,12 @@ import java.time.Instant @Configuration data class DefaultCodeMapConfiguration( val defaultCode: String = - "#include \"player_code.h\"\n" + - "\n" + - "// This initial code is well commented and serves as a small tutorial for game\n" + - "// APIs, for more information you can refer to the documentation\n" + - "\n" + - "// This is the function player has to fill\n" + - "// You can define any new functions here that you want\n" + - "Game run(const State &state) {\n" + - "\n" + - " // Always start by instantiating a Game class object\n" + - " Game game;\n" + - "\n" + - " size_t remaining_coins = state.get_coins_left();\n" + - "\n" + - " game.logr() << \"TURN \" << state.get_turn_no() << \" LOGS:\";\n" + - "\n" + - " // Get all the attackers and defenders in the game and store it\n" + - " const std::vector &attackers = state.get_attackers();\n" + - " const std::vector &defenders = state.get_defenders();\n" + - "\n" + - " // The function get_all_valid_spawn_positions() is a helper which will give us\n" + - " // the list of valid spawn positions in map.\n" + - " // If the position we're spawning is not one of these, the player will be\n" + - " // penalized by deducting the spawn cost but not spawning the attacker\n" + - " std::vector all_valid_spawn_positions =\n" + - " get_all_valid_spawn_positions();\n" + - "\n" + - " // Lets say I want to spawn an attacker of each of the type in one turn\n" + - " // and I want to use the all_valid_spawn_positions list as well. In order to\n" + - " // keep traack of the last index in the list that we spawned at, we can use a\n" + - " // static variable in c++\n" + - "\n" + - " static int last_spawned = 0;\n" + - "\n" + - " // If there's no defenders left,we can stop spawning and save up on coins,\n" + - " // which are important for boosting game score\n" + - " if (!defenders.empty()) {\n" + - " for (size_t type_id = 1; type_id <= Constants::NO_OF_ATTACKER_TYPES;\n" + - " type_id++) {\n" + - " // Spawn the attacker of type_id at position\n" + - " // all_valid_spawn_positions[last_spawned]\n" + - "\n" + - " // There are two cases when you might be panalized\n" + - " // - Spawning at invalid position\n" + - " // - Spawning at position where you have already spawned one attacker\n" + - " // in the same turn\n" + - " //\n" + - " // We have provided helpers to check just that\n" + - "\n" + - " // game class will keep track of all your spawned positions for you and\n" + - " // provides a helper method called already_spawned_at_position(Position)\n" + - " // to check if you already spawned in the position\n" + - "\n" + - " // Mostly a good practice to check with these two helpers before spawning,\n" + - " // to save up on accidental penalties\n" + - " if (is_valid_spawn_position(all_valid_spawn_positions[last_spawned]) &&\n" + - " !game.already_spawned_at_position(\n" + - " all_valid_spawn_positions[last_spawned])) {\n" + - " // If lets say you had run out of coins left, the game will just ignore\n" + - " // the spawn\n" + - " game.spawn_attacker(type_id, all_valid_spawn_positions[last_spawned]);\n" + - "\n" + - " // This has the starting attributes for the attacker we are about to\n" + - " // spawn\n" + - " // For full information about the Attributes class refer the\n" + - " // documentation\n" + - " Attributes attackers_attributes =\n" + - " Constants::ATTACKER_TYPE_ATTRIBUTES.at(type_id);\n" + - "\n" + - " // You can use the logger we provide to show log messages in the\n" + - " // rendered game\n" + - " game.logr() << \"(\" << attackers_attributes.hp << \",\"\n" + - " << attackers_attributes.attack_power\n" + - " << \") to be spawned at Position(\"\n" + - " << all_valid_spawn_positions[last_spawned].get_x() << \",\"\n" + - " << all_valid_spawn_positions[last_spawned].get_y() << \")\"\n" + - " << '\\n';\n" + - " (last_spawned += 1) %= all_valid_spawn_positions.size();\n" + - " }\n" + - " }\n" + - " }\n" + - "\n" + - " // Now lets say you always want to set the target for the attackers[0] to\n" + - " // defenders[0]\n" + - " // To do that you do\n" + - " if (!attackers.empty() && !defenders.empty()) {\n" + - " // check if they are empty beforehand to be safe from unexpected errors\n" + - " game.set_target(attackers.front(), defenders.front());\n" + - " }\n" + - "\n" + - " // Lets log all the spawned positions for this turn\n" + - " for (auto &[type_id, pos] : game.get_spawn_positions()) {\n" + - " // you can use logger macro as well, which is an alias for game.logr()\n" + - " logger << \"Type \" << type_id << \" at Position (\" << pos.get_x() << \",\"\n" + - " << pos.get_y() << \")\\n\";\n" + - " }\n" + - "\n" + - " // always return the game object\n" + - " return game;\n" + - "}\n", + DefaultCodeMapConfiguration::class + .java + .classLoader + .getResource("player_code/cpp/run.cpp") + ?.readText() + ?: "", val defaultLanguage: LanguageEnum = LanguageEnum.CPP, val defaultMap: String = 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diff --git a/server/src/main/resources/player_code b/server/src/main/resources/player_code new file mode 160000 index 00000000..e0f86331 --- /dev/null +++ b/server/src/main/resources/player_code @@ -0,0 +1 @@ +Subproject commit e0f863311c745db79ec59fdd4fdd5005d8914964