* change map support for large #'s of snakes * test square board fn * format comment * add whitespace * better support large #'s of snakes on small boards * include an intermediate xlarge size
325 lines
7.8 KiB
Go
325 lines
7.8 KiB
Go
package maps_test
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import (
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"fmt"
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"testing"
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"github.com/BattlesnakeOfficial/rules"
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"github.com/BattlesnakeOfficial/rules/maps"
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"github.com/stretchr/testify/require"
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)
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func TestStandardMapInterface(t *testing.T) {
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var _ maps.GameMap = maps.StandardMap{}
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}
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func TestStandardMapSetupBoard(t *testing.T) {
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m := maps.StandardMap{}
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settings := rules.Settings{}
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tests := []struct {
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name string
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initialBoardState *rules.BoardState
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rand rules.Rand
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expected *rules.BoardState
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err error
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}{
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{
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"empty 7x7",
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rules.NewBoardState(7, 7),
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rules.MinRand,
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&rules.BoardState{
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Width: 7,
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Height: 7,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 3, Y: 3}},
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Hazards: []rules.Point{},
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},
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nil,
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},
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{
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"not enough room for snakes 7x7",
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&rules.BoardState{
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Width: 7,
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Height: 7,
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Snakes: generateSnakes(17),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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nil,
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rules.ErrorTooManySnakes,
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},
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{
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"not enough room for snakes 5x5",
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&rules.BoardState{
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Width: 5,
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Height: 5,
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Snakes: generateSnakes(14),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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nil,
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rules.ErrorTooManySnakes,
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},
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{
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"full 11x11 min",
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: generateSnakes(8),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: []rules.Snake{
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{ID: "1", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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},
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Food: []rules.Point{
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{X: 0, Y: 2},
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{X: 0, Y: 8},
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{X: 8, Y: 0},
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{X: 8, Y: 10},
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{X: 0, Y: 4},
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{X: 4, Y: 0},
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{X: 4, Y: 10},
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{X: 10, Y: 4},
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{X: 5, Y: 5},
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},
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Hazards: []rules.Point{},
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},
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nil,
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},
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{
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"full 11x11 max",
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: generateSnakes(8),
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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rules.MaxRand,
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&rules.BoardState{
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Width: 11,
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Height: 11,
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Snakes: []rules.Snake{
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{ID: "1", Body: []rules.Point{{X: 5, Y: 1}, {X: 5, Y: 1}, {X: 5, Y: 1}}, Health: 100},
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{ID: "2", Body: []rules.Point{{X: 5, Y: 9}, {X: 5, Y: 9}, {X: 5, Y: 9}}, Health: 100},
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{ID: "3", Body: []rules.Point{{X: 9, Y: 5}, {X: 9, Y: 5}, {X: 9, Y: 5}}, Health: 100},
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{ID: "4", Body: []rules.Point{{X: 1, Y: 5}, {X: 1, Y: 5}, {X: 1, Y: 5}}, Health: 100},
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{ID: "5", Body: []rules.Point{{X: 1, Y: 9}, {X: 1, Y: 9}, {X: 1, Y: 9}}, Health: 100},
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{ID: "6", Body: []rules.Point{{X: 9, Y: 1}, {X: 9, Y: 1}, {X: 9, Y: 1}}, Health: 100},
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{ID: "7", Body: []rules.Point{{X: 9, Y: 9}, {X: 9, Y: 9}, {X: 9, Y: 9}}, Health: 100},
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{ID: "8", Body: []rules.Point{{X: 1, Y: 1}, {X: 1, Y: 1}, {X: 1, Y: 1}}, Health: 100},
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},
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Food: []rules.Point{
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{X: 6, Y: 0},
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{X: 6, Y: 10},
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{X: 10, Y: 6},
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{X: 0, Y: 6},
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{X: 2, Y: 10},
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{X: 10, Y: 2},
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{X: 10, Y: 8},
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{X: 2, Y: 0},
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{X: 5, Y: 5},
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},
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Hazards: []rules.Point{},
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},
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nil,
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},
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}
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for _, test := range tests {
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t.Run(test.name, func(t *testing.T) {
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nextBoardState := rules.NewBoardState(test.initialBoardState.Width, test.initialBoardState.Height)
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editor := maps.NewBoardStateEditor(nextBoardState)
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settings := settings.WithRand(test.rand)
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err := m.SetupBoard(test.initialBoardState, settings, editor)
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if test.err != nil {
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require.Equal(t, test.err, err)
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} else {
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require.Equalf(t, test.expected, nextBoardState, "%#v", nextBoardState.Food)
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}
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})
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}
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}
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func TestStandardMapUpdateBoard(t *testing.T) {
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m := maps.StandardMap{}
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tests := []struct {
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name string
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initialBoardState *rules.BoardState
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settings rules.Settings
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rand rules.Rand
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expected *rules.BoardState
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}{
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{
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"empty no food",
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rules.NewBoardState(2, 2),
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rules.Settings{
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FoodSpawnChance: 0,
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MinimumFood: 0,
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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},
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{
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"empty MinimumFood",
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rules.NewBoardState(2, 2),
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rules.Settings{
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FoodSpawnChance: 0,
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MinimumFood: 2,
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}, {X: 0, Y: 1}},
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Hazards: []rules.Point{},
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},
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},
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{
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"not empty MinimumFood",
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 1}},
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Hazards: []rules.Point{},
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},
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rules.Settings{
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FoodSpawnChance: 0,
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MinimumFood: 2,
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 1}, {X: 0, Y: 0}},
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Hazards: []rules.Point{},
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},
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},
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{
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"empty FoodSpawnChance inactive",
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rules.NewBoardState(2, 2),
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rules.Settings{
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FoodSpawnChance: 50,
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MinimumFood: 0,
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},
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rules.MinRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{},
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Hazards: []rules.Point{},
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},
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},
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{
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"empty FoodSpawnChance active",
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rules.NewBoardState(2, 2),
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rules.Settings{
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FoodSpawnChance: 50,
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MinimumFood: 0,
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},
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rules.MaxRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 1}},
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Hazards: []rules.Point{},
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},
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},
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{
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"not empty FoodSpawnChance active",
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}},
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Hazards: []rules.Point{},
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},
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rules.Settings{
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FoodSpawnChance: 50,
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MinimumFood: 0,
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},
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rules.MaxRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}, {X: 1, Y: 0}},
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Hazards: []rules.Point{},
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},
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},
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{
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"not empty FoodSpawnChance no room",
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 0}, {X: 1, Y: 1}},
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Hazards: []rules.Point{},
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},
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rules.Settings{
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FoodSpawnChance: 50,
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MinimumFood: 0,
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},
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rules.MaxRand,
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&rules.BoardState{
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Width: 2,
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Height: 2,
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Snakes: []rules.Snake{},
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Food: []rules.Point{{X: 0, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 0}, {X: 1, Y: 1}},
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Hazards: []rules.Point{},
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},
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},
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}
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for _, test := range tests {
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t.Run(test.name, func(t *testing.T) {
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nextBoardState := test.initialBoardState.Clone()
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settings := test.settings.WithRand(test.rand)
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editor := maps.NewBoardStateEditor(nextBoardState)
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err := m.UpdateBoard(test.initialBoardState.Clone(), settings, editor)
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require.NoError(t, err)
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require.Equal(t, test.expected, nextBoardState)
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})
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}
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}
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func generateSnakes(n int) []rules.Snake {
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var snakes []rules.Snake
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for i := 0; i < n; i++ {
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snakes = append(snakes, rules.Snake{
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ID: fmt.Sprint(i + 1),
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})
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}
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return snakes
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}
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