DEV-1761: New rules API (#118)
* DEV-1761: Clean up Ruleset interface (#115) * remove legacy ruleset types and simplify ruleset interface * remove unnecessary settings argument from Ruleset interface * decouple rules.Settings from client API and store settings as strings * DEV 1761: Add new BoardState and Point fields (#117) * add Point.TTL, Point.Value, GameState and PointState to BoardState * allow maps to access BoardState.GameState,PointState * add PreUpdateBoard and refactor snail_mode with it * fix bug where an extra turn was printed to the console * fix formatting * fix lint errors Co-authored-by: JonathanArns <jonathan.arns@googlemail.com>
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50 changed files with 1349 additions and 1610 deletions
47
solo_test.go
47
solo_test.go
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@ -6,20 +6,21 @@ import (
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"github.com/stretchr/testify/require"
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)
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func TestSoloRulesetInterface(t *testing.T) {
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var _ Ruleset = (*SoloRuleset)(nil)
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func getSoloRuleset(settings Settings) Ruleset {
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return NewRulesetBuilder().WithSettings(settings).NamedRuleset(GameTypeSolo)
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}
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func TestSoloName(t *testing.T) {
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r := SoloRuleset{}
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r := getSoloRuleset(Settings{})
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require.Equal(t, "solo", r.Name())
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}
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func TestSoloCreateNextBoardStateSanity(t *testing.T) {
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boardState := &BoardState{}
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r := SoloRuleset{}
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_, err := r.CreateNextBoardState(boardState, []SnakeMove{})
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r := getSoloRuleset(Settings{})
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gameOver, _, err := r.Execute(boardState, []SnakeMove{})
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require.NoError(t, err)
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require.True(t, gameOver)
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}
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func TestSoloIsGameOver(t *testing.T) {
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@ -41,7 +42,7 @@ func TestSoloIsGameOver(t *testing.T) {
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},
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}
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r := SoloRuleset{}
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r := getSoloRuleset(Settings{})
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for _, test := range tests {
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b := &BoardState{
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Height: 11,
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@ -50,7 +51,7 @@ func TestSoloIsGameOver(t *testing.T) {
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Food: []Point{},
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}
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actual, err := r.IsGameOver(b)
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actual, _, err := r.Execute(b, nil)
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require.NoError(t, err)
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require.Equal(t, test.Expected, actual)
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}
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@ -69,11 +70,11 @@ var soloCaseNotOver = gameTestCase{
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Snakes: []Snake{
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{
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ID: "one",
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Body: []Point{{1, 1}, {1, 2}},
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Body: []Point{{X: 1, Y: 1}, {X: 1, Y: 2}},
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Health: 100,
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},
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},
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Food: []Point{{0, 0}, {1, 0}},
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Food: []Point{{X: 0, Y: 0}, {X: 1, Y: 0}},
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Hazards: []Point{},
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},
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[]SnakeMove{
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@ -86,11 +87,11 @@ var soloCaseNotOver = gameTestCase{
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Snakes: []Snake{
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{
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ID: "one",
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Body: []Point{{1, 0}, {1, 1}, {1, 1}},
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Body: []Point{{X: 1, Y: 0}, {X: 1, Y: 1}, {X: 1, Y: 1}},
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Health: 100,
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},
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},
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Food: []Point{{0, 0}},
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Food: []Point{{X: 0, Y: 0}},
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Hazards: []Point{},
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},
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}
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@ -104,14 +105,10 @@ func TestSoloCreateNextBoardState(t *testing.T) {
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standardMoveAndCollideMAD,
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soloCaseNotOver,
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}
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r := SoloRuleset{}
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeSolo,
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})
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r := getSoloRuleset(Settings{})
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for _, gc := range cases {
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gc.requireValidNextState(t, &r)
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// also test a RulesBuilder constructed instance
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gc.requireValidNextState(t, rb.Ruleset())
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// test a RulesBuilder constructed instance
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gc.requireValidNextState(t, r)
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// also test a pipeline with the same settings
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gc.requireValidNextState(t, NewRulesetBuilder().PipelineRuleset(GameTypeSolo, NewPipeline(soloRulesetStages...)))
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}
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@ -119,26 +116,18 @@ func TestSoloCreateNextBoardState(t *testing.T) {
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// Test a snake running right into the wall is properly eliminated
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func TestSoloEliminationOutOfBounds(t *testing.T) {
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r := SoloRuleset{}
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r := getSoloRuleset(Settings{})
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// Using MaxRand is important because it ensures that the snakes are consistently placed in a way this test will work.
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// Actually random placement could result in the assumptions made by this test being incorrect.
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initialState, err := CreateDefaultBoardState(MaxRand, 2, 2, []string{"one"})
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require.NoError(t, err)
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_, next, err := r.Execute(
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initialState,
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r.Settings(),
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[]SnakeMove{{ID: "one", Move: "right"}},
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)
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_, next, err := r.Execute(initialState, []SnakeMove{{ID: "one", Move: "right"}})
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require.NoError(t, err)
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require.NotNil(t, initialState)
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ended, next, err := r.Execute(
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next,
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r.Settings(),
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[]SnakeMove{{ID: "one", Move: "right"}},
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)
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ended, next, err := r.Execute(next, []SnakeMove{{ID: "one", Move: "right"}})
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require.NoError(t, err)
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require.NotNil(t, initialState)
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