* add support for automatic solo through RulesetBuilder * allow solo games with all modes in CLI
262 lines
7.8 KiB
Go
262 lines
7.8 KiB
Go
package rules_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/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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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 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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}{
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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.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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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, 10, rsb.Ruleset().Settings().FoodSpawnChance)
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require.Equal(t, 12, rsb.Ruleset().Settings().HazardDamagePerTurn)
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require.Equal(t, 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 TestRulesetBuilderGameOver(t *testing.T) {
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settings := rules.Settings{
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RoyaleSettings: rules.RoyaleSettings{
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ShrinkEveryNTurns: 12,
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},
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}
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moves := []rules.SnakeMove{
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{ID: "1", Move: "up"},
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}
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boardState := rules.NewBoardState(7, 7)
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boardState.Snakes = append(boardState.Snakes, rules.Snake{
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ID: "1",
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Body: []rules.Point{
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{X: 3, Y: 3},
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{X: 3, Y: 3},
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{X: 3, Y: 3},
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},
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Health: 100,
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})
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tests := []struct {
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gameType string
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solo bool
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gameOver bool
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}{
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{
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gameType: rules.GameTypeStandard,
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solo: false,
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gameOver: true,
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},
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{
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gameType: rules.GameTypeConstrictor,
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solo: false,
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gameOver: true,
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},
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{
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gameType: rules.GameTypeRoyale,
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solo: false,
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gameOver: true,
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},
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{
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gameType: rules.GameTypeWrapped,
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solo: false,
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gameOver: true,
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},
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{
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gameType: rules.GameTypeSolo,
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solo: false,
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gameOver: false,
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},
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{
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gameType: rules.GameTypeStandard,
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solo: true,
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gameOver: false,
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},
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{
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gameType: rules.GameTypeConstrictor,
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solo: true,
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gameOver: false,
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},
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{
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gameType: rules.GameTypeRoyale,
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solo: true,
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gameOver: false,
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},
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{
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gameType: rules.GameTypeWrapped,
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solo: true,
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gameOver: false,
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},
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}
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for _, test := range tests {
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t.Run(fmt.Sprintf("%v_%v", test.gameType, test.solo), func(t *testing.T) {
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rsb := rules.NewRulesetBuilder().WithParams(map[string]string{
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rules.ParamGameType: test.gameType,
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}).WithSolo(test.solo)
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ruleset := rsb.Ruleset()
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gameOver, _, err := ruleset.Execute(boardState, settings, moves)
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require.NoError(t, err)
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require.Equal(t, test.gameOver, gameOver)
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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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func TestRulesetBuilderGetRand(t *testing.T) {
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var seed int64 = 12345
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var turn int = 5
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ruleset := rules.NewRulesetBuilder().WithSeed(seed).PipelineRuleset("example", rules.NewPipeline(rules.StageGameOverStandard))
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rand1 := ruleset.Settings().GetRand(turn)
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// Should produce a predictable series of numbers based on a seed
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require.Equal(t, 83, rand1.Intn(100))
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require.Equal(t, 15, rand1.Intn(100))
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// Should produce the same number if re-initialized
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require.Equal(
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t,
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ruleset.Settings().GetRand(turn).Intn(100),
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ruleset.Settings().GetRand(turn).Intn(100),
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)
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// Should produce a different series of numbers for another turn
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require.Equal(t, 69, rand1.Intn(100))
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require.Equal(t, 86, rand1.Intn(100))
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}
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