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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parent
86ef6ad068
commit
d378759d58
18 changed files with 723 additions and 235 deletions
117
standard.go
117
standard.go
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@ -13,6 +13,16 @@ type StandardRuleset struct {
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HazardMapAuthor string // optional
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}
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var standardRulesetStages = []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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StageGameOverStandard,
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}
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func (r *StandardRuleset) Name() string { return GameTypeStandard }
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func (r *StandardRuleset) ModifyInitialBoardState(initialState *BoardState) (*BoardState, error) {
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@ -20,55 +30,22 @@ func (r *StandardRuleset) ModifyInitialBoardState(initialState *BoardState) (*Bo
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return initialState, nil
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}
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func (r *StandardRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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// We specifically want to copy prevState, so as not to alter it directly.
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nextState := prevState.Clone()
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err := r.moveSnakes(nextState, moves)
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if err != nil {
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return nil, err
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}
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err = r.reduceSnakeHealth(nextState)
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if err != nil {
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return nil, err
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}
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err = r.maybeDamageHazards(nextState)
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if err != nil {
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return nil, err
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}
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// bvanvugt: We specifically want this to happen before elimination for two reasons:
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// 1) We want snakes to be able to eat on their very last turn and still survive.
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// 2) So that head-to-head collisions on food still remove the food.
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// This does create an artifact though, where head-to-head collisions
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// of equal length actually show length + 1 and full health, as if both snakes ate.
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err = r.maybeFeedSnakes(nextState)
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if err != nil {
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return nil, err
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}
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err = r.maybeSpawnFood(nextState)
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if err != nil {
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return nil, err
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}
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err = r.maybeEliminateSnakes(nextState)
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if err != nil {
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return nil, err
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}
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return nextState, nil
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// impl Pipeline
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func (r StandardRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
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return NewPipeline(standardRulesetStages...).Execute(bs, s, sm)
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}
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func (r *StandardRuleset) moveSnakes(b *BoardState, moves []SnakeMove) error {
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_, err := r.callStageFunc(MoveSnakesStandard, b, moves)
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return err
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func (r *StandardRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
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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 MoveSnakesStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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// If no moves are passed, pass on modifying the initial board state
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if IsInitialization(b, settings, moves) {
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return false, nil
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}
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// no-op when moves are empty
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if len(moves) == 0 {
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return false, nil
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}
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@ -164,12 +141,10 @@ func getDefaultMove(snakeBody []Point) string {
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return MoveUp
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}
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func (r *StandardRuleset) reduceSnakeHealth(b *BoardState) error {
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_, err := r.callStageFunc(ReduceSnakeHealthStandard, b, []SnakeMove{})
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return err
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}
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func ReduceSnakeHealthStandard(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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for i := 0; i < len(b.Snakes); i++ {
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if b.Snakes[i].EliminatedCause == NotEliminated {
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b.Snakes[i].Health = b.Snakes[i].Health - 1
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@ -178,12 +153,10 @@ func ReduceSnakeHealthStandard(b *BoardState, settings Settings, moves []SnakeMo
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return false, nil
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}
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func (r *StandardRuleset) maybeDamageHazards(b *BoardState) error {
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_, err := r.callStageFunc(DamageHazardsStandard, b, []SnakeMove{})
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return err
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}
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func DamageHazardsStandard(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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for i := 0; i < len(b.Snakes); i++ {
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snake := &b.Snakes[i]
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if snake.EliminatedCause != NotEliminated {
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@ -218,12 +191,10 @@ func DamageHazardsStandard(b *BoardState, settings Settings, moves []SnakeMove)
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return false, nil
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}
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func (r *StandardRuleset) maybeEliminateSnakes(b *BoardState) error {
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_, err := r.callStageFunc(EliminateSnakesStandard, b, []SnakeMove{})
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return err
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}
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func EliminateSnakesStandard(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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// First order snake indices by length.
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// In multi-collision scenarios we want to always attribute elimination to the longest snake.
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snakeIndicesByLength := make([]int, len(b.Snakes))
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@ -378,11 +349,6 @@ func snakeHasLostHeadToHead(s *Snake, other *Snake) bool {
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return false
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}
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func (r *StandardRuleset) maybeFeedSnakes(b *BoardState) error {
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_, err := r.callStageFunc(FeedSnakesStandard, b, []SnakeMove{})
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return err
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}
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func FeedSnakesStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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newFood := []Point{}
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for _, food := range b.Food {
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@ -421,12 +387,10 @@ func growSnake(snake *Snake) {
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}
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}
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func (r *StandardRuleset) maybeSpawnFood(b *BoardState) error {
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_, err := r.callStageFunc(SpawnFoodStandard, b, []SnakeMove{})
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return err
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}
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func SpawnFoodStandard(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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numCurrentFood := int32(len(b.Food))
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if numCurrentFood < settings.MinimumFood {
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return false, PlaceFoodRandomly(b, settings.MinimumFood-numCurrentFood)
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@ -438,7 +402,7 @@ func SpawnFoodStandard(b *BoardState, settings Settings, moves []SnakeMove) (boo
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}
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func (r *StandardRuleset) IsGameOver(b *BoardState) (bool, error) {
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return r.callStageFunc(GameOverStandard, b, []SnakeMove{})
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return GameOverStandard(b, r.Settings(), nil)
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}
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func GameOverStandard(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
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@ -461,7 +425,14 @@ func (r StandardRuleset) Settings() Settings {
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}
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}
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// Adaptor for integrating stages into StandardRuleset
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func (r *StandardRuleset) callStageFunc(stage StageFunc, boardState *BoardState, moves []SnakeMove) (bool, error) {
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return stage(boardState, r.Settings(), moves)
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// impl Pipeline
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func (r StandardRuleset) Err() error {
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return nil
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}
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// IsInitialization checks whether the current state means the game is initialising.
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func IsInitialization(b *BoardState, settings Settings, moves []SnakeMove) bool {
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// We can safely assume that the game state is in the initialisation phase when
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// the turn hasn't advanced and the moves are empty
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return b.Turn <= 0 && len(moves) == 0
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}
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