Byte-snake-engine/solo_test.go

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package rules
import (
"testing"
"github.com/stretchr/testify/require"
)
func getSoloRuleset(settings Settings) Ruleset {
return NewRulesetBuilder().WithSettings(settings).NamedRuleset(GameTypeSolo)
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}
func TestSoloName(t *testing.T) {
r := getSoloRuleset(Settings{})
require.Equal(t, "solo", r.Name())
}
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func TestSoloCreateNextBoardStateSanity(t *testing.T) {
boardState := &BoardState{}
r := getSoloRuleset(Settings{})
gameOver, _, err := r.Execute(boardState, []SnakeMove{})
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require.NoError(t, err)
require.True(t, gameOver)
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}
func TestSoloIsGameOver(t *testing.T) {
tests := []struct {
Snakes []Snake
Expected bool
}{
{[]Snake{}, true},
{[]Snake{{}}, false},
{[]Snake{{}, {}, {}}, false},
{[]Snake{{EliminatedCause: EliminatedByOutOfBounds}}, true},
{
[]Snake{
{EliminatedCause: EliminatedByOutOfBounds},
{EliminatedCause: EliminatedByOutOfBounds},
{EliminatedCause: EliminatedByOutOfBounds},
},
true,
},
}
r := getSoloRuleset(Settings{})
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for _, test := range tests {
b := &BoardState{
Height: 11,
Width: 11,
Snakes: test.Snakes,
Food: []Point{},
}
actual, _, err := r.Execute(b, nil)
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require.NoError(t, err)
require.Equal(t, test.Expected, actual)
}
}
// Checks that a single snake doesn't end the game
// also that:
// - snake moves okay
// - food gets consumed
// - snake grows and gets health from food
var soloCaseNotOver = gameTestCase{
"Solo Case Game Not Over",
&BoardState{
Width: 10,
Height: 10,
Snakes: []Snake{
{
ID: "one",
Body: []Point{{X: 1, Y: 1}, {X: 1, Y: 2}},
Health: 100,
},
},
Food: []Point{{X: 0, Y: 0}, {X: 1, Y: 0}},
Hazards: []Point{},
},
[]SnakeMove{
{ID: "one", Move: MoveDown},
},
nil,
&BoardState{
Width: 10,
Height: 10,
Snakes: []Snake{
{
ID: "one",
Body: []Point{{X: 1, Y: 0}, {X: 1, Y: 1}, {X: 1, Y: 1}},
Health: 100,
},
},
Food: []Point{{X: 0, Y: 0}},
Hazards: []Point{},
},
}
func TestSoloCreateNextBoardState(t *testing.T) {
cases := []gameTestCase{
// inherits these test cases from standard
standardCaseErrNoMoveFound,
standardCaseErrZeroLengthSnake,
standardCaseMoveEatAndGrow,
standardMoveAndCollideMAD,
soloCaseNotOver,
}
r := getSoloRuleset(Settings{})
for _, gc := range cases {
// test a RulesBuilder constructed instance
gc.requireValidNextState(t, r)
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
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// also test a pipeline with the same settings
gc.requireValidNextState(t, NewRulesetBuilder().PipelineRuleset(GameTypeSolo, NewPipeline(soloRulesetStages...)))
}
}
// Test a snake running right into the wall is properly eliminated
func TestSoloEliminationOutOfBounds(t *testing.T) {
r := getSoloRuleset(Settings{})
// Using MaxRand is important because it ensures that the snakes are consistently placed in a way this test will work.
// Actually random placement could result in the assumptions made by this test being incorrect.
initialState, err := CreateDefaultBoardState(MaxRand, 2, 2, []string{"one"})
require.NoError(t, err)
_, next, err := r.Execute(initialState, []SnakeMove{{ID: "one", Move: "right"}})
require.NoError(t, err)
require.NotNil(t, initialState)
ended, next, err := r.Execute(next, []SnakeMove{{ID: "one", Move: "right"}})
require.NoError(t, err)
require.NotNil(t, initialState)
require.True(t, ended)
require.Equal(t, EliminatedByOutOfBounds, next.Snakes[0].EliminatedCause)
require.Equal(t, "", next.Snakes[0].EliminatedBy)
require.Equal(t, 1, next.Snakes[0].EliminatedOnTurn)
}