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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@ -26,14 +26,14 @@ func TestSquadCreateNextBoardStateSanity(t *testing.T) {
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func TestSquadResurrectSquadBodyCollisionsSanity(t *testing.T) {
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boardState := &BoardState{}
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r := SquadRuleset{}
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err := r.resurrectSquadBodyCollisions(boardState)
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_, err := ResurrectSnakesSquad(boardState, r.Settings(), nil)
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require.NoError(t, err)
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}
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func TestSquadSharedAttributesSanity(t *testing.T) {
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boardState := &BoardState{}
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r := SquadRuleset{}
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err := r.shareSquadAttributes(boardState)
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_, err := ShareAttributesSquad(boardState, r.Settings(), nil)
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require.NoError(t, err)
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}
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@ -77,7 +77,7 @@ func TestSquadAllowBodyCollisions(t *testing.T) {
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require.Equal(t, len(squadMap), len(boardState.Snakes), "squad map is wrong size, error in test setup")
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r := SquadRuleset{SquadMap: squadMap, AllowBodyCollisions: true}
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err := r.resurrectSquadBodyCollisions(boardState)
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_, err := ResurrectSnakesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(testSnakes))
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@ -113,7 +113,7 @@ func TestSquadAllowBodyCollisionsEliminatedByNotSet(t *testing.T) {
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"2": "red",
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},
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}
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err := r.resurrectSquadBodyCollisions(boardState)
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_, err := ResurrectSnakesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.Error(t, err)
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}
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@ -152,7 +152,7 @@ func TestSquadShareSquadHealth(t *testing.T) {
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require.Equal(t, len(squadMap), len(boardState.Snakes), "squad map is wrong size, error in test setup")
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r := SquadRuleset{SharedHealth: true, SquadMap: squadMap}
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err := r.shareSquadAttributes(boardState)
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_, err := ShareAttributesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(testSnakes))
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@ -202,7 +202,7 @@ func TestSquadSharedLength(t *testing.T) {
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require.Equal(t, len(squadMap), len(boardState.Snakes), "squad map is wrong size, error in test setup")
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r := SquadRuleset{SharedLength: true, SquadMap: squadMap}
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err := r.shareSquadAttributes(boardState)
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_, err := ShareAttributesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(testSnakes))
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@ -255,7 +255,7 @@ func TestSquadSharedElimination(t *testing.T) {
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require.Equal(t, len(squadMap), len(boardState.Snakes), "squad map is wrong size, error in test setup")
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r := SquadRuleset{SharedElimination: true, SquadMap: squadMap}
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err := r.shareSquadAttributes(boardState)
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_, err := ShareAttributesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(testSnakes))
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@ -291,7 +291,7 @@ func TestSquadSharedAttributesErrorLengthZero(t *testing.T) {
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"2": "red",
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},
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}
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err := r.shareSquadAttributes(boardState)
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_, err := ShareAttributesSquad(boardState, r.Settings(), mockSnakeMoves())
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require.Error(t, err)
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}
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@ -547,8 +547,19 @@ func TestSquadCreateNextBoardState(t *testing.T) {
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},
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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: GameTypeSquad,
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})
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rb.WithSeed(0)
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for s, ss := range r.SquadMap {
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rb = rb.AddSnakeToSquad(s, ss)
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}
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for _, gc := range standardCases {
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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(GameTypeSquad, NewPipeline(squadRulesetStages...)))
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}
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extendedCases := []gameTestCase{
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@ -557,7 +568,15 @@ func TestSquadCreateNextBoardState(t *testing.T) {
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}
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r.SharedHealth = true
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r.AllowBodyCollisions = true
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rb = rb.WithParams(map[string]string{
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ParamSharedHealth: "true",
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ParamAllowBodyCollisions: "true",
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})
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for _, gc := range extendedCases {
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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(GameTypeSquad, NewPipeline(squadRulesetStages...)))
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}
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}
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