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>
This commit is contained in:
Rob O'Dwyer 2022-10-28 16:49:49 -07:00 committed by GitHub
parent 639362ef46
commit 82e1999126
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GPG key ID: 4AEE18F83AFDEB23
50 changed files with 1349 additions and 1610 deletions

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@ -6,20 +6,21 @@ import (
"github.com/stretchr/testify/require"
)
func TestSoloRulesetInterface(t *testing.T) {
var _ Ruleset = (*SoloRuleset)(nil)
func getSoloRuleset(settings Settings) Ruleset {
return NewRulesetBuilder().WithSettings(settings).NamedRuleset(GameTypeSolo)
}
func TestSoloName(t *testing.T) {
r := SoloRuleset{}
r := getSoloRuleset(Settings{})
require.Equal(t, "solo", r.Name())
}
func TestSoloCreateNextBoardStateSanity(t *testing.T) {
boardState := &BoardState{}
r := SoloRuleset{}
_, err := r.CreateNextBoardState(boardState, []SnakeMove{})
r := getSoloRuleset(Settings{})
gameOver, _, err := r.Execute(boardState, []SnakeMove{})
require.NoError(t, err)
require.True(t, gameOver)
}
func TestSoloIsGameOver(t *testing.T) {
@ -41,7 +42,7 @@ func TestSoloIsGameOver(t *testing.T) {
},
}
r := SoloRuleset{}
r := getSoloRuleset(Settings{})
for _, test := range tests {
b := &BoardState{
Height: 11,
@ -50,7 +51,7 @@ func TestSoloIsGameOver(t *testing.T) {
Food: []Point{},
}
actual, err := r.IsGameOver(b)
actual, _, err := r.Execute(b, nil)
require.NoError(t, err)
require.Equal(t, test.Expected, actual)
}
@ -69,11 +70,11 @@ var soloCaseNotOver = gameTestCase{
Snakes: []Snake{
{
ID: "one",
Body: []Point{{1, 1}, {1, 2}},
Body: []Point{{X: 1, Y: 1}, {X: 1, Y: 2}},
Health: 100,
},
},
Food: []Point{{0, 0}, {1, 0}},
Food: []Point{{X: 0, Y: 0}, {X: 1, Y: 0}},
Hazards: []Point{},
},
[]SnakeMove{
@ -86,11 +87,11 @@ var soloCaseNotOver = gameTestCase{
Snakes: []Snake{
{
ID: "one",
Body: []Point{{1, 0}, {1, 1}, {1, 1}},
Body: []Point{{X: 1, Y: 0}, {X: 1, Y: 1}, {X: 1, Y: 1}},
Health: 100,
},
},
Food: []Point{{0, 0}},
Food: []Point{{X: 0, Y: 0}},
Hazards: []Point{},
},
}
@ -104,14 +105,10 @@ func TestSoloCreateNextBoardState(t *testing.T) {
standardMoveAndCollideMAD,
soloCaseNotOver,
}
r := SoloRuleset{}
rb := NewRulesetBuilder().WithParams(map[string]string{
ParamGameType: GameTypeSolo,
})
r := getSoloRuleset(Settings{})
for _, gc := range cases {
gc.requireValidNextState(t, &r)
// also test a RulesBuilder constructed instance
gc.requireValidNextState(t, rb.Ruleset())
// test a RulesBuilder constructed instance
gc.requireValidNextState(t, r)
// also test a pipeline with the same settings
gc.requireValidNextState(t, NewRulesetBuilder().PipelineRuleset(GameTypeSolo, NewPipeline(soloRulesetStages...)))
}
@ -119,26 +116,18 @@ func TestSoloCreateNextBoardState(t *testing.T) {
// Test a snake running right into the wall is properly eliminated
func TestSoloEliminationOutOfBounds(t *testing.T) {
r := SoloRuleset{}
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,
r.Settings(),
[]SnakeMove{{ID: "one", Move: "right"}},
)
_, next, err := r.Execute(initialState, []SnakeMove{{ID: "one", Move: "right"}})
require.NoError(t, err)
require.NotNil(t, initialState)
ended, next, err := r.Execute(
next,
r.Settings(),
[]SnakeMove{{ID: "one", Move: "right"}},
)
ended, next, err := r.Execute(next, []SnakeMove{{ID: "one", Move: "right"}})
require.NoError(t, err)
require.NotNil(t, initialState)