DEV 953: Add basic maps support to CLI (#74)

* remove squad support and switch to using pipelines only in RulesBuilder

* remove spawn_food.standard from legacy ruleset definitions

* bugfix: Royale map generates Standard food

* add maps support to CLI

* add automated tests for all registered GameMap implementations

* update README
This commit is contained in:
Rob O'Dwyer 2022-05-25 11:24:27 -07:00 committed by GitHub
parent 3bd1e47bb4
commit 1adbc79168
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GPG key ID: 4AEE18F83AFDEB23
27 changed files with 565 additions and 1371 deletions

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@ -59,7 +59,6 @@ func TestSoloRulesetSettings(t *testing.T) {
func TestRoyaleRulesetSettings(t *testing.T) {
ruleset := rules.RoyaleRuleset{
Seed: 30,
ShrinkEveryNTurns: 12,
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
@ -94,32 +93,6 @@ func TestConstrictorRulesetSettings(t *testing.T) {
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestSquadRulesetSettings(t *testing.T) {
ruleset := rules.SquadRuleset{
AllowBodyCollisions: true,
SharedElimination: false,
SharedHealth: true,
SharedLength: false,
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
},
}
assert.Equal(t, ruleset.AllowBodyCollisions, ruleset.Settings().SquadSettings.AllowBodyCollisions)
assert.Equal(t, ruleset.SharedElimination, ruleset.Settings().SquadSettings.SharedElimination)
assert.Equal(t, ruleset.SharedHealth, ruleset.Settings().SquadSettings.SharedHealth)
assert.Equal(t, ruleset.SharedLength, ruleset.Settings().SquadSettings.SharedLength)
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestRulesetBuilder(t *testing.T) {
// Test that a fresh instance can produce a Ruleset
require.NotNil(t, rules.NewRulesetBuilder().Ruleset())
@ -131,22 +104,11 @@ func TestRulesetBuilder(t *testing.T) {
// make sure it works okay for lots of game types
expectedResults := []struct {
GameType string
Snakes map[string]string
}{
{GameType: rules.GameTypeStandard},
{GameType: rules.GameTypeWrapped},
{GameType: rules.GameTypeRoyale},
{GameType: rules.GameTypeSolo},
{GameType: rules.GameTypeSquad, Snakes: map[string]string{
"one": "s1",
"two": "s1",
"three": "s2",
"four": "s2",
"five": "s3",
"six": "s3",
"seven": "s4",
"eight": "s4",
}},
{GameType: rules.GameTypeConstrictor},
}
@ -164,11 +126,6 @@ func TestRulesetBuilder(t *testing.T) {
rules.ParamHazardMapAuthor: "tester",
})
// add any snake squads
for id, squad := range expected.Snakes {
rsb = rsb.AddSnakeToSquad(id, squad)
}
require.NotNil(t, rsb.Ruleset())
require.Equal(t, expected.GameType, rsb.Ruleset().Name())
// All the standard settings should always be copied over
@ -200,8 +157,8 @@ func TestRulesetBuilderGetRand(t *testing.T) {
rand1 := ruleset.Settings().GetRand(turn)
// Should produce a predictable series of numbers based on a seed
require.Equal(t, 80, rand1.Intn(100))
require.Equal(t, 94, rand1.Intn(100))
require.Equal(t, 83, rand1.Intn(100))
require.Equal(t, 15, rand1.Intn(100))
// Should produce the same number if re-initialized
require.Equal(
@ -211,6 +168,6 @@ func TestRulesetBuilderGetRand(t *testing.T) {
)
// Should produce a different series of numbers for another turn
require.Equal(t, 22, rand1.Intn(100))
require.Equal(t, 16, rand1.Intn(100))
require.Equal(t, 69, rand1.Intn(100))
require.Equal(t, 86, rand1.Intn(100))
}