* 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
118 lines
2.5 KiB
Go
118 lines
2.5 KiB
Go
package rules
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import (
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"testing"
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"github.com/stretchr/testify/require"
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)
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func TestSoloRulesetInterface(t *testing.T) {
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var _ Ruleset = (*SoloRuleset)(nil)
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}
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func TestSoloName(t *testing.T) {
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r := SoloRuleset{}
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require.Equal(t, "solo", r.Name())
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}
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func TestSoloCreateNextBoardStateSanity(t *testing.T) {
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boardState := &BoardState{}
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r := SoloRuleset{}
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_, err := r.CreateNextBoardState(boardState, []SnakeMove{})
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require.NoError(t, err)
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}
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func TestSoloIsGameOver(t *testing.T) {
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tests := []struct {
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Snakes []Snake
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Expected bool
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}{
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{[]Snake{}, true},
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{[]Snake{{}}, false},
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{[]Snake{{}, {}, {}}, false},
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{[]Snake{{EliminatedCause: EliminatedByOutOfBounds}}, true},
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{
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[]Snake{
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{EliminatedCause: EliminatedByOutOfBounds},
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{EliminatedCause: EliminatedByOutOfBounds},
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{EliminatedCause: EliminatedByOutOfBounds},
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},
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true,
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},
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}
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r := SoloRuleset{}
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for _, test := range tests {
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b := &BoardState{
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Height: 11,
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Width: 11,
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Snakes: test.Snakes,
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Food: []Point{},
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}
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actual, err := r.IsGameOver(b)
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require.NoError(t, err)
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require.Equal(t, test.Expected, actual)
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}
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}
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// Checks that a single snake doesn't end the game
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// also that:
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// - snake moves okay
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// - food gets consumed
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// - snake grows and gets health from food
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var soloCaseNotOver = gameTestCase{
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"Solo Case Game Not Over",
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&BoardState{
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Width: 10,
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Height: 10,
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Snakes: []Snake{
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{
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ID: "one",
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Body: []Point{{1, 1}, {1, 2}},
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Health: 100,
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},
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},
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Food: []Point{{0, 0}, {1, 0}},
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Hazards: []Point{},
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},
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[]SnakeMove{
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{ID: "one", Move: MoveDown},
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},
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nil,
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&BoardState{
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Width: 10,
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Height: 10,
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Snakes: []Snake{
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{
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ID: "one",
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Body: []Point{{1, 0}, {1, 1}, {1, 1}},
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Health: 100,
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},
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},
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Food: []Point{{0, 0}},
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Hazards: []Point{},
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},
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}
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func TestSoloCreateNextBoardState(t *testing.T) {
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cases := []gameTestCase{
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// inherits these test cases from standard
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standardCaseErrNoMoveFound,
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standardCaseErrZeroLengthSnake,
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standardCaseMoveEatAndGrow,
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standardMoveAndCollideMAD,
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soloCaseNotOver,
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}
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r := SoloRuleset{}
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeSolo,
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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(GameTypeSolo, NewPipeline(soloRulesetStages...)))
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}
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}
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