* 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
63 lines
1.5 KiB
Go
63 lines
1.5 KiB
Go
package rules
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var wrappedRulesetStages = []string{
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StageMovementWrapBoundaries,
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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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StageGameOverStandard,
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}
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type WrappedRuleset struct {
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StandardRuleset
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}
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func (r *WrappedRuleset) Name() string { return GameTypeWrapped }
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func (r WrappedRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
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return NewPipeline(wrappedRulesetStages...).Execute(bs, s, sm)
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}
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func (r *WrappedRuleset) 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 MoveSnakesWrapped(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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_, err := MoveSnakesStandard(b, settings, moves)
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if err != nil {
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return false, err
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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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snake.Body[0].X = wrap(snake.Body[0].X, 0, b.Width-1)
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snake.Body[0].Y = wrap(snake.Body[0].Y, 0, b.Height-1)
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}
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return false, nil
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}
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func (r *WrappedRuleset) IsGameOver(b *BoardState) (bool, error) {
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return GameOverStandard(b, r.Settings(), nil)
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}
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func wrap(value, min, max int32) int32 {
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if value < min {
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return max
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}
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if value > max {
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return min
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}
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return value
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}
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