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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@ -4,6 +4,18 @@ import (
"errors"
)
var squadRulesetStages = []string{
StageMovementStandard,
StageStarvationStandard,
StageHazardDamageStandard,
StageFeedSnakesStandard,
StageSpawnFoodStandard,
StageEliminationStandard,
StageEliminationResurrectSquadCollisions,
StageModifySnakesShareAttributes,
StageGameOverBySquad,
}
type SquadRuleset struct {
StandardRuleset
@ -18,23 +30,13 @@ type SquadRuleset struct {
func (r *SquadRuleset) Name() string { return GameTypeSquad }
func (r SquadRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(squadRulesetStages...).Execute(bs, s, sm)
}
func (r *SquadRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
nextBoardState, err := r.StandardRuleset.CreateNextBoardState(prevState, moves)
if err != nil {
return nil, err
}
err = r.resurrectSquadBodyCollisions(nextBoardState)
if err != nil {
return nil, err
}
err = r.shareSquadAttributes(nextBoardState)
if err != nil {
return nil, err
}
return nextBoardState, nil
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func areSnakesOnSameSquad(squadMap map[string]string, snake *Snake, other *Snake) bool {
@ -45,12 +47,10 @@ func areSnakeIDsOnSameSquad(squadMap map[string]string, snakeID string, otherID
return squadMap[snakeID] == squadMap[otherID]
}
func (r *SquadRuleset) resurrectSquadBodyCollisions(b *BoardState) error {
_, err := r.callStageFunc(ResurrectSnakesSquad, b, []SnakeMove{})
return err
}
func ResurrectSnakesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
if !settings.SquadSettings.AllowBodyCollisions {
return false, nil
}
@ -71,12 +71,10 @@ func ResurrectSnakesSquad(b *BoardState, settings Settings, moves []SnakeMove) (
return false, nil
}
func (r *SquadRuleset) shareSquadAttributes(b *BoardState) error {
_, err := r.callStageFunc(ShareAttributesSquad, b, []SnakeMove{})
return err
}
func ShareAttributesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
squadSettings := settings.SquadSettings
if !(squadSettings.SharedElimination || squadSettings.SharedLength || squadSettings.SharedHealth) {
@ -120,7 +118,7 @@ func ShareAttributesSquad(b *BoardState, settings Settings, moves []SnakeMove) (
}
func (r *SquadRuleset) IsGameOver(b *BoardState) (bool, error) {
return r.callStageFunc(GameOverSquad, b, []SnakeMove{})
return GameOverSquad(b, r.Settings(), nil)
}
func GameOverSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
@ -152,8 +150,3 @@ func (r SquadRuleset) Settings() Settings {
}
return s
}
// Adaptor for integrating stages into SquadRuleset
func (r *SquadRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) {
return stage(boardState, r.Settings(), moves)
}