DEV-1096 - add a new "pipeline" concept (#67)
* add a new "pipeline" concept - added new Pipeline type which is a series of stages - added a global registry to facilitate plugin architecture - 100% test coverage * Refactor rulesets to provide and use Pipeline * fix copypasta comments * fix lint for unused method * include game over stages in ruleset pipelines * clean up unused private standard methods * remove unused private methods in squad ruleset * remove unused private methods in royale ruleset * refactor: pipeline clone + return next board state * YAGNI: remove unused Append * refactor: improve stage names * add no-op behavior to stages for initial state * refactor: no-op decision within stage functions * remove misleading comment that isn't true * dont bother checking for init in gameover stages * remove redundant test * refactor: provide a combined ruleset/pipeline type * fix: movement no-op for GameOver check IsGameOver needs to run pipeline, move snakes needs to no-op for that * add test coverage * refactor: improve stage names and use constants * add Error method Support error checking before calling Execute() * update naming to be American style * panic when overwriting stages in global registry * rename "Error" method and improve docs * use testify lib for panic assertion * remove redundant food stage * use ruleset-specific logic for game over checks * re-work Pipeline errors * rework errors again * add defensive check for zero length snake * use old logic which checks current state, not next * add warning about how PipelineRuleset checks for game over
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18 changed files with 723 additions and 235 deletions
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@ -26,7 +26,9 @@ func (gc *gameTestCase) clone() *gameTestCase {
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// requireValidNextState requires that the ruleset produces a valid next state
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func (gc *gameTestCase) requireValidNextState(t *testing.T, r Ruleset) {
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t.Helper()
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t.Run(gc.name, func(t *testing.T) {
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t.Helper()
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prev := gc.prevState.Clone() // clone to protect against mutation (so we can ru-use test cases)
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nextState, err := r.CreateNextBoardState(prev, gc.moves)
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require.Equal(t, gc.expectedError, err)
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@ -39,3 +41,9 @@ func (gc *gameTestCase) requireValidNextState(t *testing.T, r Ruleset) {
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}
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})
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}
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func mockSnakeMoves() []SnakeMove {
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return []SnakeMove{
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{ID: "test-mock-move", Move: "mocked"},
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}
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}
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