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
This commit is contained in:
Torben 2022-04-19 15:52:57 -07:00 committed by GitHub
parent 86ef6ad068
commit d378759d58
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 723 additions and 235 deletions

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@ -1,45 +1,39 @@
package rules
var constrictorRulesetStages = []string{
StageMovementStandard,
StageStarvationStandard,
StageHazardDamageStandard,
StageFeedSnakesStandard,
StageEliminationStandard,
StageSpawnFoodNoFood,
StageModifySnakesAlwaysGrow,
StageGameOverStandard,
}
type ConstrictorRuleset struct {
StandardRuleset
}
func (r *ConstrictorRuleset) Name() string { return GameTypeConstrictor }
func (r ConstrictorRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(constrictorRulesetStages...).Execute(bs, s, sm)
}
func (r *ConstrictorRuleset) ModifyInitialBoardState(initialBoardState *BoardState) (*BoardState, error) {
initialBoardState, err := r.StandardRuleset.ModifyInitialBoardState(initialBoardState)
if err != nil {
return nil, err
}
r.removeFood(initialBoardState)
err = r.applyConstrictorRules(initialBoardState)
if err != nil {
return nil, err
}
return initialBoardState, nil
_, nextState, err := r.Execute(initialBoardState, r.Settings(), nil)
return nextState, err
}
func (r *ConstrictorRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
nextState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
r.removeFood(nextState)
err = r.applyConstrictorRules(nextState)
if err != nil {
return nil, err
}
return nextState, nil
return nextState, err
}
func (r *ConstrictorRuleset) removeFood(b *BoardState) {
_, _ = r.callStageFunc(RemoveFoodConstrictor, b, []SnakeMove{})
func (r *ConstrictorRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverStandard(b, r.Settings(), nil)
}
func RemoveFoodConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
@ -49,14 +43,12 @@ func RemoveFoodConstrictor(b *BoardState, settings Settings, moves []SnakeMove)
return false, nil
}
func (r *ConstrictorRuleset) applyConstrictorRules(b *BoardState) error {
_, err := r.callStageFunc(GrowSnakesConstrictor, b, []SnakeMove{})
return err
}
func GrowSnakesConstrictor(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
// Set all snakes to max health and ensure they grow next turn
for i := 0; i < len(b.Snakes); i++ {
if len(b.Snakes[i].Body) <= 0 {
return false, ErrorZeroLengthSnake
}
b.Snakes[i].Health = SnakeMaxHealth
tail := b.Snakes[i].Body[len(b.Snakes[i].Body)-1]