Byte-snake-engine/squad.go
Torben d378759d58
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
2022-04-19 15:52:57 -07:00

152 lines
4.2 KiB
Go

package rules
import (
"errors"
)
var squadRulesetStages = []string{
StageMovementStandard,
StageStarvationStandard,
StageHazardDamageStandard,
StageFeedSnakesStandard,
StageSpawnFoodStandard,
StageEliminationStandard,
StageEliminationResurrectSquadCollisions,
StageModifySnakesShareAttributes,
StageGameOverBySquad,
}
type SquadRuleset struct {
StandardRuleset
SquadMap map[string]string
// These are intentionally designed so that they default to a standard game.
AllowBodyCollisions bool
SharedElimination bool
SharedHealth bool
SharedLength bool
}
func (r *SquadRuleset) Name() string { return GameTypeSquad }
func (r SquadRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(squadRulesetStages...).Execute(bs, s, sm)
}
func (r *SquadRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func areSnakesOnSameSquad(squadMap map[string]string, snake *Snake, other *Snake) bool {
return areSnakeIDsOnSameSquad(squadMap, snake.ID, other.ID)
}
func areSnakeIDsOnSameSquad(squadMap map[string]string, snakeID string, otherID string) bool {
return squadMap[snakeID] == squadMap[otherID]
}
func ResurrectSnakesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
if !settings.SquadSettings.AllowBodyCollisions {
return false, nil
}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause == EliminatedByCollision {
if snake.EliminatedBy == "" {
return false, errors.New("snake eliminated by collision and eliminatedby is not set")
}
if snake.ID != snake.EliminatedBy && areSnakeIDsOnSameSquad(settings.SquadSettings.squadMap, snake.ID, snake.EliminatedBy) {
snake.EliminatedCause = NotEliminated
snake.EliminatedBy = ""
}
}
}
return false, nil
}
func ShareAttributesSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
squadSettings := settings.SquadSettings
if !(squadSettings.SharedElimination || squadSettings.SharedLength || squadSettings.SharedHealth) {
return false, nil
}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause != NotEliminated {
continue
}
for j := 0; j < len(b.Snakes); j++ {
other := &b.Snakes[j]
if areSnakesOnSameSquad(squadSettings.squadMap, snake, other) {
if squadSettings.SharedHealth {
if snake.Health < other.Health {
snake.Health = other.Health
}
}
if squadSettings.SharedLength {
if len(snake.Body) == 0 || len(other.Body) == 0 {
return false, errors.New("found snake of zero length")
}
for len(snake.Body) < len(other.Body) {
growSnake(snake)
}
}
if squadSettings.SharedElimination {
if snake.EliminatedCause == NotEliminated && other.EliminatedCause != NotEliminated {
snake.EliminatedCause = EliminatedBySquad
// We intentionally do not set snake.EliminatedBy because there might be multiple culprits.
snake.EliminatedBy = ""
}
}
}
}
}
return false, nil
}
func (r *SquadRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverSquad(b, r.Settings(), nil)
}
func GameOverSquad(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
snakesRemaining := []*Snake{}
for i := 0; i < len(b.Snakes); i++ {
if b.Snakes[i].EliminatedCause == NotEliminated {
snakesRemaining = append(snakesRemaining, &b.Snakes[i])
}
}
for i := 0; i < len(snakesRemaining); i++ {
if !areSnakesOnSameSquad(settings.SquadSettings.squadMap, snakesRemaining[i], snakesRemaining[0]) {
// There are multiple squads remaining
return false, nil
}
}
// no snakes or single squad remaining
return true, nil
}
func (r SquadRuleset) Settings() Settings {
s := r.StandardRuleset.Settings()
s.SquadSettings = SquadSettings{
squadMap: r.SquadMap,
AllowBodyCollisions: r.AllowBodyCollisions,
SharedElimination: r.SharedElimination,
SharedHealth: r.SharedHealth,
SharedLength: r.SharedLength,
}
return s
}