* 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
344 lines
9.7 KiB
Go
344 lines
9.7 KiB
Go
package rules
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import (
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"testing"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/require"
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)
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func TestLeft(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 10}}},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "bottomLeft", Move: "left"},
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{ID: "bottomRight", Move: "left"},
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{ID: "topLeft", Move: "left"},
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{ID: "topRight", Move: "left"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{10, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{9, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{10, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{9, 10}}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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}
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}
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func TestRight(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 10}}},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "bottomLeft", Move: "right"},
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{ID: "bottomRight", Move: "right"},
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{ID: "topLeft", Move: "right"},
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{ID: "topRight", Move: "right"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{1, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{0, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{1, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{0, 10}}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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}
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}
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func TestUp(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 10}}},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "bottomLeft", Move: "up"},
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{ID: "bottomRight", Move: "up"},
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{ID: "topLeft", Move: "up"},
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{ID: "topRight", Move: "up"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 1}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 1}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 0}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 0}}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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}
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}
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func TestDown(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 0}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 0}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 10}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 10}}},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "bottomLeft", Move: "down"},
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{ID: "bottomRight", Move: "down"},
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{ID: "topLeft", Move: "down"},
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{ID: "topRight", Move: "down"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "bottomLeft", Health: 10, Body: []Point{{0, 10}}},
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{ID: "bottomRight", Health: 10, Body: []Point{{10, 10}}},
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{ID: "topLeft", Health: 10, Body: []Point{{0, 9}}},
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{ID: "topRight", Health: 10, Body: []Point{{10, 9}}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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}
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}
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func TestEdgeCrossingCollision(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "left", Health: 10, Body: []Point{{0, 5}}},
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{ID: "rightEdge", Health: 10, Body: []Point{
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{10, 1},
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{10, 2},
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{10, 3},
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{10, 4},
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{10, 5},
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{10, 6},
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}},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "left", Move: "left"},
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{ID: "rightEdge", Move: "down"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "left", Health: 0, Body: []Point{{10, 5}}, EliminatedCause: EliminatedByCollision, EliminatedBy: "rightEdge"},
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{ID: "rightEdge", Health: 10, Body: []Point{
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{10, 0},
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{10, 1},
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{10, 2},
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{10, 3},
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{10, 4},
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{10, 5},
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}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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}
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}
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func TestEdgeCrossingEating(t *testing.T) {
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boardState := &BoardState{
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Width: 11,
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Height: 11,
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Snakes: []Snake{
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{ID: "left", Health: 10, Body: []Point{{0, 5}, {1, 5}}},
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{ID: "other", Health: 10, Body: []Point{{5, 5}}},
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},
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Food: []Point{
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{10, 5},
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},
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}
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snakeMoves := []SnakeMove{
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{ID: "left", Move: "left"},
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{ID: "other", Move: "left"},
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}
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r := WrappedRuleset{}
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nextBoardState, err := r.CreateNextBoardState(boardState, snakeMoves)
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require.NoError(t, err)
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require.Equal(t, len(boardState.Snakes), len(nextBoardState.Snakes))
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expectedSnakes := []Snake{
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{ID: "left", Health: 100, Body: []Point{{10, 5}, {0, 5}, {0, 5}}},
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{ID: "other", Health: 9, Body: []Point{{4, 5}}},
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}
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for i, snake := range nextBoardState.Snakes {
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require.Equal(t, expectedSnakes[i].ID, snake.ID, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedCause, snake.EliminatedCause, snake.ID)
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require.Equal(t, expectedSnakes[i].EliminatedBy, snake.EliminatedBy, snake.ID)
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require.Equal(t, expectedSnakes[i].Body, snake.Body, snake.ID)
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require.Equal(t, expectedSnakes[i].Health, snake.Health, snake.ID)
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}
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}
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func TestWrap(t *testing.T) {
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// no wrap
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assert.Equal(t, int32(0), wrap(0, 0, 0))
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assert.Equal(t, int32(0), wrap(0, 1, 0))
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assert.Equal(t, int32(0), wrap(0, 0, 1))
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assert.Equal(t, int32(1), wrap(1, 0, 1))
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// wrap to min
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assert.Equal(t, int32(0), wrap(2, 0, 1))
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// wrap to max
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assert.Equal(t, int32(1), wrap(-1, 0, 1))
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}
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// Checks that snakes moving out of bounds get wrapped to the other side.
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var wrappedCaseMoveAndWrap = gameTestCase{
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"Wrapped Case Move and Wrap",
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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{{0, 0}, {1, 0}},
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Health: 100,
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},
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{
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ID: "two",
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Body: []Point{{3, 4}, {3, 3}},
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Health: 100,
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},
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{
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ID: "three",
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Body: []Point{},
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Health: 100,
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EliminatedCause: EliminatedBySelfCollision,
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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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[]SnakeMove{
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{ID: "one", Move: MoveLeft},
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{ID: "two", Move: MoveUp},
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{ID: "three", Move: MoveLeft}, // Should be ignored
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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{{9, 0}, {0, 0}},
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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{{3, 5}, {3, 4}},
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Health: 99,
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},
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{
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ID: "three",
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Body: []Point{},
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Health: 100,
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EliminatedCause: EliminatedBySelfCollision,
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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 TestWrappedCreateNextBoardState(t *testing.T) {
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cases := []gameTestCase{
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// inherits these test cases from standard
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standardCaseErrNoMoveFound,
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standardCaseErrZeroLengthSnake,
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standardCaseMoveEatAndGrow,
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standardMoveAndCollideMAD,
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wrappedCaseMoveAndWrap,
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}
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r := WrappedRuleset{}
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rb := NewRulesetBuilder().WithParams(map[string]string{
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ParamGameType: GameTypeWrapped,
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})
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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, NewRulesetBuilder().PipelineRuleset(GameTypeWrapped, NewPipeline(wrappedRulesetStages...)))
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}
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}
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