* 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
117 lines
2.9 KiB
Go
117 lines
2.9 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 TestConstrictorRulesetInterface(t *testing.T) {
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var _ Ruleset = (*ConstrictorRuleset)(nil)
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}
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func TestConstrictorModifyInitialBoardState(t *testing.T) {
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tests := []struct {
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Height int32
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Width int32
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IDs []string
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}{
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{1, 1, []string{}},
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{1, 1, []string{"one"}},
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{2, 2, []string{"one"}},
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{2, 2, []string{"one", "two"}},
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{11, 1, []string{"one", "two"}},
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{11, 11, []string{}},
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{11, 11, []string{"one", "two", "three", "four", "five"}},
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}
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r := ConstrictorRuleset{}
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for testNum, test := range tests {
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state, err := CreateDefaultBoardState(test.Width, test.Height, test.IDs)
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require.NoError(t, err)
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require.NotNil(t, state)
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state, err = r.ModifyInitialBoardState(state)
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require.NoError(t, err)
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require.NotNil(t, state)
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require.Equal(t, test.Width, state.Width)
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require.Equal(t, test.Height, state.Height)
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require.Len(t, state.Food, 0, testNum)
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// Verify snakes
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require.Equal(t, len(test.IDs), len(state.Snakes))
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for i, id := range test.IDs {
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require.Equal(t, id, state.Snakes[i].ID)
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require.Equal(t, state.Snakes[i].Body[2], state.Snakes[i].Body[1])
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}
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}
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}
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// Test that two equal snakes collide and both get eliminated
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// also checks:
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// - food removed
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// - health back to max
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var constrictorMoveAndCollideMAD = gameTestCase{
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"Constrictor Case Move and Collide",
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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}, {2, 1}},
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Health: 99,
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},
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{
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ID: "two",
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Body: []Point{{1, 2}, {2, 2}},
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Health: 99,
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},
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},
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Food: []Point{{10, 10}, {9, 9}, {8, 8}},
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Hazards: []Point{},
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},
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[]SnakeMove{
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{ID: "one", Move: MoveUp},
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{ID: "two", 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, 2}, {1, 1}, {1, 1}},
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Health: 100,
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EliminatedCause: EliminatedByCollision,
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EliminatedBy: "two",
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},
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{
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ID: "two",
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Body: []Point{{1, 1}, {1, 2}, {1, 2}},
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Health: 100,
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EliminatedCause: EliminatedByCollision,
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EliminatedBy: "one",
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},
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},
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Food: []Point{},
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Hazards: []Point{},
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},
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}
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func TestConstrictorCreateNextBoardState(t *testing.T) {
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cases := []gameTestCase{
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standardCaseErrNoMoveFound,
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standardCaseErrZeroLengthSnake,
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constrictorMoveAndCollideMAD,
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}
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeConstrictor,
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})
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r := ConstrictorRuleset{}
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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, rb.PipelineRuleset(GameTypeConstrictor, NewPipeline(constrictorRulesetStages...)))
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}
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}
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