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.
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5e629e9e93
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25 changed files with 1475 additions and 222 deletions
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@ -4,29 +4,32 @@ type ConstrictorRuleset struct {
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StandardRuleset
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}
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func (r *ConstrictorRuleset) Name() string { return "constrictor" }
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func (r *ConstrictorRuleset) Name() string { return GameTypeConstrictor }
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func (r *ConstrictorRuleset) ModifyInitialBoardState(initialBoardState *BoardState) (*BoardState, error) {
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initialBoardState, err := r.StandardRuleset.ModifyInitialBoardState(initialBoardState)
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if err != nil {
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return nil, err
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}
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newBoardState := initialBoardState.Clone()
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err = r.applyConstrictorRules(newBoardState)
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r.removeFood(initialBoardState)
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err = r.applyConstrictorRules(initialBoardState)
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if err != nil {
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return nil, err
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}
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return newBoardState, nil
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return initialBoardState, nil
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}
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func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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nextState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
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if err != nil {
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return nil, err
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}
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r.removeFood(nextState)
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err = r.applyConstrictorRules(nextState)
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if err != nil {
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return nil, err
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@ -35,10 +38,23 @@ func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves [
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return nextState, nil
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}
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func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
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func (r *ConstrictorRuleset) removeFood(b *BoardState) {
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_, _ = r.callStageFunc(RemoveFoodConstrictor, b, []SnakeMove{})
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}
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func RemoveFoodConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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// Remove all food from the board
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b.Food = []Point{}
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return false, nil
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}
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func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
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_, err := r.callStageFunc(GrowSnakesConstrictor, b, []SnakeMove{})
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return err
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}
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func GrowSnakesConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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// Set all snakes to max health and ensure they grow next turn
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for i := 0; i < len(b.Snakes); i++ {
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b.Snakes[i].Health = SnakeMaxHealth
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@ -46,9 +62,9 @@ func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
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tail := b.Snakes[i].Body[len(b.Snakes[i].Body)-1]
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subTail := b.Snakes[i].Body[len(b.Snakes[i].Body)-2]
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if tail != subTail {
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r.growSnake(&b.Snakes[i])
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growSnake(&b.Snakes[i])
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}
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}
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return nil
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return false, nil
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}
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