Byte-snake-engine/cases_test.go

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package rules
import (
"testing"
"github.com/stretchr/testify/require"
)
type gameTestCase struct {
name string
prevState *BoardState
moves []SnakeMove
expectedError error
expectedState *BoardState
}
func (gc *gameTestCase) clone() *gameTestCase {
return &gameTestCase{
name: gc.name,
expectedError: gc.expectedError,
moves: append([]SnakeMove{}, gc.moves...),
prevState: gc.prevState.Clone(),
expectedState: gc.expectedState.Clone(),
}
}
// requireValidNextState requires that the ruleset produces a valid next state
func (gc *gameTestCase) requireValidNextState(t *testing.T, r Ruleset) {
DEV-1096 - add a new "pipeline" concept (#67) * add a new "pipeline" concept - added new Pipeline type which is a series of stages - added a global registry to facilitate plugin architecture - 100% test coverage * Refactor rulesets to provide and use Pipeline * fix copypasta comments * fix lint for unused method * include game over stages in ruleset pipelines * clean up unused private standard methods * remove unused private methods in squad ruleset * remove unused private methods in royale ruleset * refactor: pipeline clone + return next board state * YAGNI: remove unused Append * refactor: improve stage names * add no-op behavior to stages for initial state * refactor: no-op decision within stage functions * remove misleading comment that isn't true * dont bother checking for init in gameover stages * remove redundant test * refactor: provide a combined ruleset/pipeline type * fix: movement no-op for GameOver check IsGameOver needs to run pipeline, move snakes needs to no-op for that * add test coverage * refactor: improve stage names and use constants * add Error method Support error checking before calling Execute() * update naming to be American style * panic when overwriting stages in global registry * rename "Error" method and improve docs * use testify lib for panic assertion * remove redundant food stage * use ruleset-specific logic for game over checks * re-work Pipeline errors * rework errors again * add defensive check for zero length snake * use old logic which checks current state, not next * add warning about how PipelineRuleset checks for game over
2022-04-19 15:52:57 -07:00
t.Helper()
t.Run(gc.name, func(t *testing.T) {
DEV-1096 - add a new "pipeline" concept (#67) * add a new "pipeline" concept - added new Pipeline type which is a series of stages - added a global registry to facilitate plugin architecture - 100% test coverage * Refactor rulesets to provide and use Pipeline * fix copypasta comments * fix lint for unused method * include game over stages in ruleset pipelines * clean up unused private standard methods * remove unused private methods in squad ruleset * remove unused private methods in royale ruleset * refactor: pipeline clone + return next board state * YAGNI: remove unused Append * refactor: improve stage names * add no-op behavior to stages for initial state * refactor: no-op decision within stage functions * remove misleading comment that isn't true * dont bother checking for init in gameover stages * remove redundant test * refactor: provide a combined ruleset/pipeline type * fix: movement no-op for GameOver check IsGameOver needs to run pipeline, move snakes needs to no-op for that * add test coverage * refactor: improve stage names and use constants * add Error method Support error checking before calling Execute() * update naming to be American style * panic when overwriting stages in global registry * rename "Error" method and improve docs * use testify lib for panic assertion * remove redundant food stage * use ruleset-specific logic for game over checks * re-work Pipeline errors * rework errors again * add defensive check for zero length snake * use old logic which checks current state, not next * add warning about how PipelineRuleset checks for game over
2022-04-19 15:52:57 -07:00
t.Helper()
prev := gc.prevState.Clone() // clone to protect against mutation (so we can ru-use test cases)
nextState, err := r.CreateNextBoardState(prev, gc.moves)
require.Equal(t, gc.expectedError, err)
if gc.expectedState != nil {
require.Equal(t, gc.expectedState.Width, nextState.Width)
require.Equal(t, gc.expectedState.Height, nextState.Height)
require.Equal(t, gc.expectedState.Food, nextState.Food)
require.Equal(t, gc.expectedState.Snakes, nextState.Snakes)
require.Equal(t, gc.expectedState.Hazards, nextState.Hazards)
}
})
}
DEV-1096 - add a new "pipeline" concept (#67) * add a new "pipeline" concept - added new Pipeline type which is a series of stages - added a global registry to facilitate plugin architecture - 100% test coverage * Refactor rulesets to provide and use Pipeline * fix copypasta comments * fix lint for unused method * include game over stages in ruleset pipelines * clean up unused private standard methods * remove unused private methods in squad ruleset * remove unused private methods in royale ruleset * refactor: pipeline clone + return next board state * YAGNI: remove unused Append * refactor: improve stage names * add no-op behavior to stages for initial state * refactor: no-op decision within stage functions * remove misleading comment that isn't true * dont bother checking for init in gameover stages * remove redundant test * refactor: provide a combined ruleset/pipeline type * fix: movement no-op for GameOver check IsGameOver needs to run pipeline, move snakes needs to no-op for that * add test coverage * refactor: improve stage names and use constants * add Error method Support error checking before calling Execute() * update naming to be American style * panic when overwriting stages in global registry * rename "Error" method and improve docs * use testify lib for panic assertion * remove redundant food stage * use ruleset-specific logic for game over checks * re-work Pipeline errors * rework errors again * add defensive check for zero length snake * use old logic which checks current state, not next * add warning about how PipelineRuleset checks for game over
2022-04-19 15:52:57 -07:00
func mockSnakeMoves() []SnakeMove {
return []SnakeMove{
{ID: "test-mock-move", Move: "mocked"},
}
}