Refactor rulesets into smaller composable operations In order to mix up the functionality from different rulesets like Solo, Royale, etc. the code in these classes needs to be broken up into small functions that can be composed in a pipeline to make a custom game mode.
193 lines
7 KiB
Go
193 lines
7 KiB
Go
package rules_test
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import (
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"testing"
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"github.com/BattlesnakeOfficial/rules"
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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 TestStandardRulesetSettings(t *testing.T) {
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ruleset := rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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}
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestWrappedRulesetSettings(t *testing.T) {
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ruleset := rules.WrappedRuleset{
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StandardRuleset: rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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},
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}
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestSoloRulesetSettings(t *testing.T) {
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ruleset := rules.SoloRuleset{
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StandardRuleset: rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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},
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}
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestRoyaleRulesetSettings(t *testing.T) {
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ruleset := rules.RoyaleRuleset{
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Seed: 30,
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ShrinkEveryNTurns: 12,
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StandardRuleset: rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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},
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}
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assert.Equal(t, ruleset.ShrinkEveryNTurns, ruleset.Settings().RoyaleSettings.ShrinkEveryNTurns)
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestConstrictorRulesetSettings(t *testing.T) {
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ruleset := rules.ConstrictorRuleset{
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StandardRuleset: rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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},
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}
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestSquadRulesetSettings(t *testing.T) {
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ruleset := rules.SquadRuleset{
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AllowBodyCollisions: true,
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SharedElimination: false,
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SharedHealth: true,
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SharedLength: false,
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StandardRuleset: rules.StandardRuleset{
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MinimumFood: 5,
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FoodSpawnChance: 10,
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HazardDamagePerTurn: 10,
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HazardMap: "hz_spiral",
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HazardMapAuthor: "altersaddle",
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},
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}
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assert.Equal(t, ruleset.AllowBodyCollisions, ruleset.Settings().SquadSettings.AllowBodyCollisions)
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assert.Equal(t, ruleset.SharedElimination, ruleset.Settings().SquadSettings.SharedElimination)
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assert.Equal(t, ruleset.SharedHealth, ruleset.Settings().SquadSettings.SharedHealth)
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assert.Equal(t, ruleset.SharedLength, ruleset.Settings().SquadSettings.SharedLength)
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assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
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assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
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assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
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assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
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assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
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}
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func TestRulesetBuilder(t *testing.T) {
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// Test that a fresh instance can produce a Ruleset
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require.NotNil(t, rules.NewRulesetBuilder().Ruleset())
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require.Equal(t, rules.GameTypeStandard, rules.NewRulesetBuilder().Ruleset().Name(), "should default to standard game")
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// test nil safety / defaults
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require.NotNil(t, rules.NewRulesetBuilder().Ruleset())
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// make sure it works okay for lots of game types
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expectedResults := []struct {
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GameType string
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Snakes map[string]string
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}{
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{GameType: rules.GameTypeStandard},
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{GameType: rules.GameTypeWrapped},
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{GameType: rules.GameTypeRoyale},
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{GameType: rules.GameTypeSolo},
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{GameType: rules.GameTypeSquad, Snakes: map[string]string{
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"one": "s1",
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"two": "s1",
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"three": "s2",
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"four": "s2",
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"five": "s3",
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"six": "s3",
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"seven": "s4",
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"eight": "s4",
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}},
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{GameType: rules.GameTypeConstrictor},
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}
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for _, expected := range expectedResults {
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t.Run(expected.GameType, func(t *testing.T) {
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rsb := rules.NewRulesetBuilder()
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rsb.WithParams(map[string]string{
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// apply the standard rule params
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rules.ParamGameType: expected.GameType,
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rules.ParamFoodSpawnChance: "10",
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rules.ParamMinimumFood: "5",
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rules.ParamHazardDamagePerTurn: "12",
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rules.ParamHazardMap: "test",
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rules.ParamHazardMapAuthor: "tester",
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})
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// add any snake squads
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for id, squad := range expected.Snakes {
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rsb = rsb.AddSnakeToSquad(id, squad)
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}
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require.NotNil(t, rsb.Ruleset())
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require.Equal(t, expected.GameType, rsb.Ruleset().Name())
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// All the standard settings should always be copied over
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require.Equal(t, int32(10), rsb.Ruleset().Settings().FoodSpawnChance)
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require.Equal(t, int32(12), rsb.Ruleset().Settings().HazardDamagePerTurn)
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require.Equal(t, int32(5), rsb.Ruleset().Settings().MinimumFood)
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require.Equal(t, "test", rsb.Ruleset().Settings().HazardMap)
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require.Equal(t, "tester", rsb.Ruleset().Settings().HazardMapAuthor)
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})
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}
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}
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func TestStageFuncContract(t *testing.T) {
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//nolint:gosimple
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var stage rules.StageFunc
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stage = func(bs *rules.BoardState, s rules.Settings, sm []rules.SnakeMove) (bool, error) {
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return true, nil
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}
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ended, err := stage(nil, rules.NewRulesetBuilder().Ruleset().Settings(), nil)
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require.NoError(t, err)
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require.True(t, ended)
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}
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