Update go version and linting.
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parent
1940f03d40
commit
a1bf6ec0ff
4 changed files with 29 additions and 25 deletions
8
.github/workflows/test.yml
vendored
8
.github/workflows/test.yml
vendored
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@ -3,7 +3,7 @@ name: Test
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on: [push, pull_request]
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env:
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GO_VERSION: 1.18.1
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GO_VERSION: 1.20
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jobs:
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@ -15,6 +15,7 @@ jobs:
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- uses: actions/setup-go@main
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with:
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go-version: '${{ env.GO_VERSION }}'
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check-latest: true
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- name: Run gofmt
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run: test -z $(gofmt -l .) || (gofmt -d . && exit 1)
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@ -27,9 +28,10 @@ jobs:
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- uses: actions/setup-go@main
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with:
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go-version: '${{ env.GO_VERSION }}'
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check-latest: true
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- name: Run golangci-lint
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run: |
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curl -sSfL https://raw.githubusercontent.com/golangci/golangci-lint/master/install.sh | sh -s -- -b $(go env GOPATH)/bin v1.45.2
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curl -sSfL https://raw.githubusercontent.com/golangci/golangci-lint/master/install.sh | sh -s -- -b $(go env GOPATH)/bin v1.51.1
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golangci-lint run -v ./...
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test:
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@ -41,6 +43,7 @@ jobs:
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- uses: actions/setup-go@main
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with:
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go-version: '${{ env.GO_VERSION }}'
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check-latest: true
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- name: Run go test
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run: go test -race ./...
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@ -53,6 +56,7 @@ jobs:
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- uses: actions/setup-go@main
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with:
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go-version: '${{ env.GO_VERSION }}'
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check-latest: true
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- name: Run go build
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run: |
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go build ./cli/battlesnake
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1
.gitignore
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1
.gitignore
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@ -1,5 +1,4 @@
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# Editors
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.cmd
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.devcontainer
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.vscode
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.idea
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5
.golangci.yaml
Normal file
5
.golangci.yaml
Normal file
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@ -0,0 +1,5 @@
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issues:
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exclude-rules:
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- linters:
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- staticcheck
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text: "SA1019:"
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@ -13,11 +13,11 @@ import (
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)
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// When this is flipped to `true` TWO things happen
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// 1. More println style debugging is done
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// 2. We print out the current game board in between each room sub-division,
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// and wait for the CLI User to hit enter to sub-divide the next room. This
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// allows you to see the maze get generated in realtime, which was super useful
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// while debugging issues in the maze generation
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// 1. More println style debugging is done
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// 2. We print out the current game board in between each room sub-division,
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// and wait for the CLI User to hit enter to sub-divide the next room. This
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// allows you to see the maze get generated in realtime, which was super useful
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// while debugging issues in the maze generation
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const DEBUG_MAZE_GENERATION = false
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const INITIAL_MAZE_SIZE = 7
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@ -216,9 +216,9 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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if DEBUG_MAZE_GENERATION {
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log.Print("\n\n\n")
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log.Print(fmt.Sprintf("Subdividing room from %v to %v", lowPoint, highPoint))
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log.Print(fmt.Sprintf("disAllowedVertical %v", disAllowedVertical))
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log.Print(fmt.Sprintf("disAllowedHorizontal %v", disAllowedHorizontal))
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log.Printf("Subdividing room from %v to %v", lowPoint, highPoint)
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log.Printf("disAllowedVertical %v", disAllowedVertical)
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log.Printf("disAllowedHorizontal %v", disAllowedHorizontal)
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printMap(tempBoardState)
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fmt.Print("Press 'Enter' to continue...")
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_, e := bufio.NewReader(os.Stdin).ReadBytes('\n')
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@ -245,7 +245,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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if len(verticalChoices) > 0 {
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verticalWallPosition = verticalChoices[rand.Intn(len(verticalChoices))]
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("drawing Vertical Wall at %v", verticalWallPosition))
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log.Printf("drawing Vertical Wall at %v\n", verticalWallPosition)
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}
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for y := lowPoint.Y; y <= highPoint.Y; y++ {
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@ -265,7 +265,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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if len(horizontalChoices) > 0 {
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horizontalWallPosition = horizontalChoices[rand.Intn(len(horizontalChoices))]
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("drawing horizontal Wall at %v", horizontalWallPosition))
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log.Printf("drawing horizontal Wall at %v\n", horizontalWallPosition)
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}
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for x := lowPoint.X; x <= highPoint.X; x++ {
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@ -289,7 +289,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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disAllowedHorizontal = append(disAllowedHorizontal, hole.Y)
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}
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("Vertical Cuts are at %v", verticalHoles))
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log.Printf("Vertical Cuts are at %v\n", verticalHoles)
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}
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newNewHorizontalWall, horizontalHoles := cutHoleSingle(newHorizontalWall, intersectionPoint, rand)
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@ -298,7 +298,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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disAllowedVertical = append(disAllowedVertical, hole.X)
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}
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("Horizontal Cuts are at %v", horizontalHoles))
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log.Printf("Horizontal Cuts are at %v\n", horizontalHoles)
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}
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} else if len(newVerticalWall) > 1 {
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if DEBUG_MAZE_GENERATION {
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@ -310,7 +310,7 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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disAllowedHorizontal = append(disAllowedHorizontal, hole.Y)
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("Cuts are at %v from index %v", hole, segmentToRemove))
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log.Printf("Cuts are at %v from index %v", hole, segmentToRemove)
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}
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} else if len(newHorizontalWall) > 1 {
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if DEBUG_MAZE_GENERATION {
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@ -322,16 +322,12 @@ func (m SoloMazeMap) SubdivideRoom(tempBoardState *rules.BoardState, rand rules.
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disAllowedVertical = append(disAllowedVertical, hole.X)
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if DEBUG_MAZE_GENERATION {
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log.Print(fmt.Sprintf("Cuts are at %v from index %v", hole, segmentToRemove))
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log.Printf("Cuts are at %v from index %v", hole, segmentToRemove)
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}
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}
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for _, point := range newVerticalWall {
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tempBoardState.Hazards = append(tempBoardState.Hazards, point)
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}
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for _, point := range newHorizontalWall {
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tempBoardState.Hazards = append(tempBoardState.Hazards, point)
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}
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tempBoardState.Hazards = append(tempBoardState.Hazards, newVerticalWall...)
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tempBoardState.Hazards = append(tempBoardState.Hazards, newHorizontalWall...)
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/// We have both so need 4 sub-rooms
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if verticalWallPosition != -1 && horizontalWallPosition != -1 {
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@ -359,7 +355,7 @@ func (m SoloMazeMap) AdjustPosition(mazePosition rules.Point, actualBoardSize in
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yAdjust := int((boardHeight - actualBoardSize) / 2)
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if DEBUG_MAZE_GENERATION {
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fmt.Println(fmt.Sprintf("currentLevel: %v, boardHeight: %v, boardWidth: %v, xAdjust: %v, yAdjust: %v", actualBoardSize, boardHeight, boardWidth, xAdjust, yAdjust))
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fmt.Printf("currentLevel: %v, boardHeight: %v, boardWidth: %v, xAdjust: %v, yAdjust: %v\n", actualBoardSize, boardHeight, boardWidth, xAdjust, yAdjust)
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}
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return rules.Point{X: mazePosition.X + xAdjust, Y: mazePosition.Y + yAdjust}
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@ -399,7 +395,7 @@ func (m SoloMazeMap) WriteBitState(boardState *rules.BoardState, state int64, ed
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}
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}
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/// Return value is first the wall that has been cut, the second is the holes we cut out
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// Return value is first the wall that has been cut, the second is the holes we cut out
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func cutHoles(s []rules.Point, intersection rules.Point, rand rules.Rand) ([]rules.Point, []rules.Point) {
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holes := make([]rules.Point, 0)
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