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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@ -218,8 +218,15 @@ func TestStandardCreateNextBoardState(t *testing.T) {
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standardMoveAndCollideMAD,
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}
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r := StandardRuleset{}
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeStandard,
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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, NewRulesetBuilder().PipelineRuleset(GameTypeStandard, NewPipeline(standardRulesetStages...)))
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}
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}
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@ -552,7 +559,7 @@ func TestMoveSnakes(t *testing.T) {
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{ID: "two", Move: test.MoveTwo},
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{ID: "three", Move: test.MoveThree},
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}
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err := r.moveSnakes(b, moves)
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_, err := MoveSnakesStandard(b, r.Settings(), moves)
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require.NoError(t, err)
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require.Len(t, b.Snakes, 3)
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@ -597,7 +604,7 @@ func TestMoveSnakesWrongID(t *testing.T) {
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}
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r := StandardRuleset{}
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err := r.moveSnakes(b, moves)
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_, err := MoveSnakesStandard(b, r.Settings(), moves)
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require.Equal(t, ErrorNoMoveFound, err)
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}
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@ -622,7 +629,7 @@ func TestMoveSnakesNotEnoughMoves(t *testing.T) {
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}
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r := StandardRuleset{}
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err := r.moveSnakes(b, moves)
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_, err := MoveSnakesStandard(b, r.Settings(), moves)
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require.Equal(t, ErrorNoMoveFound, err)
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}
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@ -647,7 +654,7 @@ func TestMoveSnakesExtraMovesIgnored(t *testing.T) {
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}
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r := StandardRuleset{}
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err := r.moveSnakes(b, moves)
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_, err := MoveSnakesStandard(b, r.Settings(), moves)
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require.NoError(t, err)
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require.Equal(t, []Point{{1, 0}}, b.Snakes[0].Body)
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}
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@ -699,7 +706,7 @@ func TestMoveSnakesDefault(t *testing.T) {
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}
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moves := []SnakeMove{{ID: "one", Move: test.Move}}
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err := r.moveSnakes(b, moves)
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_, err := MoveSnakesStandard(b, r.Settings(), moves)
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require.NoError(t, err)
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require.Len(t, b.Snakes, 1)
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require.Equal(t, len(test.Body), len(b.Snakes[0].Body))
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@ -795,25 +802,25 @@ func TestReduceSnakeHealth(t *testing.T) {
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}
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r := StandardRuleset{}
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err := r.reduceSnakeHealth(b)
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_, err := ReduceSnakeHealthStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, b.Snakes[0].Health, int32(98))
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require.Equal(t, b.Snakes[1].Health, int32(1))
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require.Equal(t, b.Snakes[2].Health, int32(50))
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err = r.reduceSnakeHealth(b)
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_, err = ReduceSnakeHealthStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, b.Snakes[0].Health, int32(97))
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require.Equal(t, b.Snakes[1].Health, int32(0))
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require.Equal(t, b.Snakes[2].Health, int32(50))
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err = r.reduceSnakeHealth(b)
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_, err = ReduceSnakeHealthStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, b.Snakes[0].Health, int32(96))
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require.Equal(t, b.Snakes[1].Health, int32(-1))
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require.Equal(t, b.Snakes[2].Health, int32(50))
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err = r.reduceSnakeHealth(b)
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_, err = ReduceSnakeHealthStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, b.Snakes[0].Health, int32(95))
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require.Equal(t, b.Snakes[1].Health, int32(-2))
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@ -1214,7 +1221,7 @@ func TestMaybeEliminateSnakes(t *testing.T) {
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Height: 10,
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Snakes: test.Snakes,
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}
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err := r.maybeEliminateSnakes(b)
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_, err := EliminateSnakesStandard(b, r.Settings(), mockSnakeMoves())
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require.Equal(t, test.Err, err)
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for i, snake := range b.Snakes {
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require.Equal(t, test.ExpectedEliminatedCauses[i], snake.EliminatedCause)
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@ -1254,7 +1261,7 @@ func TestMaybeEliminateSnakesPriority(t *testing.T) {
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r := StandardRuleset{}
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for _, test := range tests {
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b := &BoardState{Width: 10, Height: 10, Snakes: test.Snakes}
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err := r.maybeEliminateSnakes(b)
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_, err := EliminateSnakesStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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for i, snake := range b.Snakes {
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require.Equal(t, test.ExpectedEliminatedCauses[i], snake.EliminatedCause, snake.ID)
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@ -1320,7 +1327,7 @@ func TestMaybeDamageHazards(t *testing.T) {
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for _, test := range tests {
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b := &BoardState{Snakes: test.Snakes, Hazards: test.Hazards, Food: test.Food}
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r := StandardRuleset{HazardDamagePerTurn: 100}
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err := r.maybeDamageHazards(b)
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_, err := DamageHazardsStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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for i, snake := range b.Snakes {
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@ -1361,7 +1368,7 @@ func TestHazardDamagePerTurn(t *testing.T) {
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}
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r := StandardRuleset{HazardDamagePerTurn: test.HazardDamagePerTurn}
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err := r.maybeDamageHazards(b)
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_, err := DamageHazardsStandard(b, r.Settings(), mockSnakeMoves())
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require.Equal(t, test.Error, err)
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require.Equal(t, test.ExpectedHealth, b.Snakes[0].Health)
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require.Equal(t, test.ExpectedEliminationCause, b.Snakes[0].EliminatedCause)
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@ -1441,7 +1448,7 @@ func TestMaybeFeedSnakes(t *testing.T) {
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Snakes: test.Snakes,
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Food: test.Food,
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}
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err := r.maybeFeedSnakes(b)
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_, err := FeedSnakesStandard(b, r.Settings(), nil)
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require.NoError(t, err, test.Name)
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require.Equal(t, len(test.ExpectedSnakes), len(b.Snakes), test.Name)
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for i := 0; i < len(b.Snakes); i++ {
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@ -1477,7 +1484,7 @@ func TestMaybeSpawnFoodMinimum(t *testing.T) {
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Food: test.Food,
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}
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err := r.maybeSpawnFood(b)
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_, err := SpawnFoodStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, test.ExpectedFood, len(b.Food))
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}
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@ -1495,7 +1502,7 @@ func TestMaybeSpawnFoodZeroChance(t *testing.T) {
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Food: []Point{},
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}
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for i := 0; i < 1000; i++ {
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err := r.maybeSpawnFood(b)
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_, err := SpawnFoodStandard(b, r.Settings(), nil)
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require.NoError(t, err)
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require.Equal(t, len(b.Food), 0)
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}
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@ -1513,7 +1520,7 @@ func TestMaybeSpawnFoodHundredChance(t *testing.T) {
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Food: []Point{},
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}
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for i := 1; i <= 22; i++ {
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err := r.maybeSpawnFood(b)
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_, err := SpawnFoodStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, i, len(b.Food))
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}
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@ -1547,7 +1554,7 @@ func TestMaybeSpawnFoodHalfChance(t *testing.T) {
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}
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rand.Seed(test.Seed)
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err := r.maybeSpawnFood(b)
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_, err := SpawnFoodStandard(b, r.Settings(), mockSnakeMoves())
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require.NoError(t, err)
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require.Equal(t, test.ExpectedFood, int32(len(b.Food)), "Seed %d", test.Seed)
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}
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