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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86ef6ad068
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18 changed files with 723 additions and 235 deletions
47
royale.go
47
royale.go
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@ -5,6 +5,17 @@ import (
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"math/rand"
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)
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var royaleRulesetStages = []string{
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StageMovementStandard,
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StageStarvationStandard,
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StageHazardDamageStandard,
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StageFeedSnakesStandard,
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StageSpawnFoodStandard,
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StageEliminationStandard,
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StageSpawnHazardsShrinkMap,
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StageGameOverStandard,
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}
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type RoyaleRuleset struct {
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StandardRuleset
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@ -15,31 +26,22 @@ type RoyaleRuleset struct {
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func (r *RoyaleRuleset) Name() string { return GameTypeRoyale }
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func (r RoyaleRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
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return NewPipeline(royaleRulesetStages...).Execute(bs, s, sm)
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}
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func (r *RoyaleRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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if r.StandardRuleset.HazardDamagePerTurn < 1 {
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return nil, errors.New("royale damage per turn must be greater than zero")
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}
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nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
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if err != nil {
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return nil, err
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}
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// Royale's only job is now to populate the hazards for next turn - StandardRuleset takes care of applying hazard damage.
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err = r.populateHazards(nextBoardState)
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if err != nil {
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return nil, err
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}
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return nextBoardState, nil
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}
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func (r *RoyaleRuleset) populateHazards(b *BoardState) error {
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_, err := r.callStageFunc(PopulateHazardsRoyale, b, []SnakeMove{})
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return err
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_, nextState, err := r.Execute(prevState, r.Settings(), moves)
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return nextState, err
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}
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func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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if IsInitialization(b, settings, moves) {
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return false, nil
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}
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b.Hazards = []Point{}
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// Royale uses the current turn to generate hazards, not the previous turn that's in the board state
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@ -82,6 +84,10 @@ func PopulateHazardsRoyale(b *BoardState, settings Settings, moves []SnakeMove)
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return false, nil
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}
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func (r *RoyaleRuleset) IsGameOver(b *BoardState) (bool, error) {
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return GameOverStandard(b, r.Settings(), nil)
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}
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func (r RoyaleRuleset) Settings() Settings {
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s := r.StandardRuleset.Settings()
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s.RoyaleSettings = RoyaleSettings{
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@ -90,8 +96,3 @@ func (r RoyaleRuleset) Settings() Settings {
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}
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return s
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}
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// Adaptor for integrating stages into RoyaleRuleset
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func (r *RoyaleRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) {
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return stage(boardState, r.Settings(), moves)
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}
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