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