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