DEV-765 pipeline refactor (#64)

Refactor rulesets into smaller composable operations

In order to mix up the functionality from different rulesets like Solo, Royale, etc. the code in these classes needs to be broken up into small functions that can be composed in a pipeline to make a custom game mode.
This commit is contained in:
Torben 2022-03-16 16:58:05 -07:00 committed by GitHub
parent 5e629e9e93
commit 397d925110
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 1475 additions and 222 deletions

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@ -4,29 +4,32 @@ type ConstrictorRuleset struct {
StandardRuleset
}
func (r *ConstrictorRuleset) Name() string { return "constrictor" }
func (r *ConstrictorRuleset) Name() string { return GameTypeConstrictor }
func (r *ConstrictorRuleset) ModifyInitialBoardState(initialBoardState *BoardState) (*BoardState, error) {
initialBoardState, err := r.StandardRuleset.ModifyInitialBoardState(initialBoardState)
if err != nil {
return nil, err
}
newBoardState := initialBoardState.Clone()
err = r.applyConstrictorRules(newBoardState)
r.removeFood(initialBoardState)
err = r.applyConstrictorRules(initialBoardState)
if err != nil {
return nil, err
}
return newBoardState, nil
return initialBoardState, nil
}
func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
nextState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
r.removeFood(nextState)
err = r.applyConstrictorRules(nextState)
if err != nil {
return nil, err
@ -35,10 +38,23 @@ func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves [
return nextState, nil
}
func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
func (r *ConstrictorRuleset) removeFood(b *BoardState) {
_, _ = r.callStageFunc(RemoveFoodConstrictor, b, []SnakeMove{})
}
func RemoveFoodConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
// Remove all food from the board
b.Food = []Point{}
return false, nil
}
func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
_, err := r.callStageFunc(GrowSnakesConstrictor, b, []SnakeMove{})
return err
}
func GrowSnakesConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
// Set all snakes to max health and ensure they grow next turn
for i := 0; i < len(b.Snakes); i++ {
b.Snakes[i].Health = SnakeMaxHealth
@ -46,9 +62,9 @@ func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
tail := b.Snakes[i].Body[len(b.Snakes[i].Body)-1]
subTail := b.Snakes[i].Body[len(b.Snakes[i].Body)-2]
if tail != subTail {
r.growSnake(&b.Snakes[i])
growSnake(&b.Snakes[i])
}
}
return nil
return false, nil
}