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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@ -15,7 +15,7 @@ func TestRoyaleRulesetInterface(t *testing.T) {
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func TestRoyaleDefaultSanity(t *testing.T) {
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boardState := &BoardState{}
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r := RoyaleRuleset{StandardRuleset: StandardRuleset{HazardDamagePerTurn: 1}, ShrinkEveryNTurns: 0}
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_, err := r.CreateNextBoardState(boardState, []SnakeMove{})
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_, err := r.CreateNextBoardState(boardState, []SnakeMove{{"", ""}})
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require.Error(t, err)
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require.Equal(t, errors.New("royale game can't shrink more frequently than every turn"), err)
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@ -102,7 +102,7 @@ func TestRoyaleHazards(t *testing.T) {
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ShrinkEveryNTurns: test.ShrinkEveryNTurns,
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}
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err := r.populateHazards(b)
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_, err := PopulateHazardsRoyale(b, r.Settings(), mockSnakeMoves())
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require.Equal(t, test.Error, err)
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if err == nil {
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// Obstacles should match
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@ -131,7 +131,7 @@ func TestRoyalDamageNextTurn(t *testing.T) {
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stateAfterTurn := func(prevState *BoardState, turn int32) *BoardState {
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nextState := prevState.Clone()
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nextState.Turn = turn - 1
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err := r.populateHazards(nextState)
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_, err := PopulateHazardsRoyale(nextState, r.Settings(), nil)
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require.NoError(t, err)
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nextState.Turn = turn
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return nextState
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@ -265,7 +265,16 @@ func TestRoyaleCreateNextBoardState(t *testing.T) {
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ShrinkEveryNTurns: 1,
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}
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rand.Seed(0)
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeRoyale,
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ParamHazardDamagePerTurn: "1",
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ParamShrinkEveryNTurns: "1",
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})
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for _, gc := range cases {
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gc.requireValidNextState(t, &r)
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// also test a RulesBuilder constructed instance
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gc.requireValidNextState(t, rb.Ruleset())
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// also test a pipeline with the same settings
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gc.requireValidNextState(t, rb.PipelineRuleset(GameTypeRoyale, NewPipeline(royaleRulesetStages...)))
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}
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}
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