Byte-snake-engine/ruleset_test.go
Rob O'Dwyer 25dc404493
DEV 1364: Allow solo games with all rulesets through the CLI (#80)
* add support for automatic solo through RulesetBuilder

* allow solo games with all modes in CLI
2022-06-08 15:45:20 -07:00

262 lines
7.8 KiB
Go

package rules_test
import (
"fmt"
"testing"
"github.com/BattlesnakeOfficial/rules"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
func TestStandardRulesetSettings(t *testing.T) {
ruleset := rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
}
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestWrappedRulesetSettings(t *testing.T) {
ruleset := rules.WrappedRuleset{
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
},
}
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestSoloRulesetSettings(t *testing.T) {
ruleset := rules.SoloRuleset{
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
},
}
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestRoyaleRulesetSettings(t *testing.T) {
ruleset := rules.RoyaleRuleset{
ShrinkEveryNTurns: 12,
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
},
}
assert.Equal(t, ruleset.ShrinkEveryNTurns, ruleset.Settings().RoyaleSettings.ShrinkEveryNTurns)
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestConstrictorRulesetSettings(t *testing.T) {
ruleset := rules.ConstrictorRuleset{
StandardRuleset: rules.StandardRuleset{
MinimumFood: 5,
FoodSpawnChance: 10,
HazardDamagePerTurn: 10,
HazardMap: "hz_spiral",
HazardMapAuthor: "altersaddle",
},
}
assert.Equal(t, ruleset.MinimumFood, ruleset.Settings().MinimumFood)
assert.Equal(t, ruleset.FoodSpawnChance, ruleset.Settings().FoodSpawnChance)
assert.Equal(t, ruleset.HazardDamagePerTurn, ruleset.Settings().HazardDamagePerTurn)
assert.Equal(t, ruleset.HazardMap, ruleset.Settings().HazardMap)
assert.Equal(t, ruleset.HazardMapAuthor, ruleset.Settings().HazardMapAuthor)
}
func TestRulesetBuilder(t *testing.T) {
// Test that a fresh instance can produce a Ruleset
require.NotNil(t, rules.NewRulesetBuilder().Ruleset())
require.Equal(t, rules.GameTypeStandard, rules.NewRulesetBuilder().Ruleset().Name(), "should default to standard game")
// test nil safety / defaults
require.NotNil(t, rules.NewRulesetBuilder().Ruleset())
// make sure it works okay for lots of game types
expectedResults := []struct {
GameType string
}{
{GameType: rules.GameTypeStandard},
{GameType: rules.GameTypeWrapped},
{GameType: rules.GameTypeRoyale},
{GameType: rules.GameTypeSolo},
{GameType: rules.GameTypeConstrictor},
}
for _, expected := range expectedResults {
t.Run(expected.GameType, func(t *testing.T) {
rsb := rules.NewRulesetBuilder()
rsb.WithParams(map[string]string{
// apply the standard rule params
rules.ParamGameType: expected.GameType,
rules.ParamFoodSpawnChance: "10",
rules.ParamMinimumFood: "5",
rules.ParamHazardDamagePerTurn: "12",
rules.ParamHazardMap: "test",
rules.ParamHazardMapAuthor: "tester",
})
require.NotNil(t, rsb.Ruleset())
require.Equal(t, expected.GameType, rsb.Ruleset().Name())
// All the standard settings should always be copied over
require.Equal(t, 10, rsb.Ruleset().Settings().FoodSpawnChance)
require.Equal(t, 12, rsb.Ruleset().Settings().HazardDamagePerTurn)
require.Equal(t, 5, rsb.Ruleset().Settings().MinimumFood)
require.Equal(t, "test", rsb.Ruleset().Settings().HazardMap)
require.Equal(t, "tester", rsb.Ruleset().Settings().HazardMapAuthor)
})
}
}
func TestRulesetBuilderGameOver(t *testing.T) {
settings := rules.Settings{
RoyaleSettings: rules.RoyaleSettings{
ShrinkEveryNTurns: 12,
},
}
moves := []rules.SnakeMove{
{ID: "1", Move: "up"},
}
boardState := rules.NewBoardState(7, 7)
boardState.Snakes = append(boardState.Snakes, rules.Snake{
ID: "1",
Body: []rules.Point{
{X: 3, Y: 3},
{X: 3, Y: 3},
{X: 3, Y: 3},
},
Health: 100,
})
tests := []struct {
gameType string
solo bool
gameOver bool
}{
{
gameType: rules.GameTypeStandard,
solo: false,
gameOver: true,
},
{
gameType: rules.GameTypeConstrictor,
solo: false,
gameOver: true,
},
{
gameType: rules.GameTypeRoyale,
solo: false,
gameOver: true,
},
{
gameType: rules.GameTypeWrapped,
solo: false,
gameOver: true,
},
{
gameType: rules.GameTypeSolo,
solo: false,
gameOver: false,
},
{
gameType: rules.GameTypeStandard,
solo: true,
gameOver: false,
},
{
gameType: rules.GameTypeConstrictor,
solo: true,
gameOver: false,
},
{
gameType: rules.GameTypeRoyale,
solo: true,
gameOver: false,
},
{
gameType: rules.GameTypeWrapped,
solo: true,
gameOver: false,
},
}
for _, test := range tests {
t.Run(fmt.Sprintf("%v_%v", test.gameType, test.solo), func(t *testing.T) {
rsb := rules.NewRulesetBuilder().WithParams(map[string]string{
rules.ParamGameType: test.gameType,
}).WithSolo(test.solo)
ruleset := rsb.Ruleset()
gameOver, _, err := ruleset.Execute(boardState, settings, moves)
require.NoError(t, err)
require.Equal(t, test.gameOver, gameOver)
})
}
}
func TestStageFuncContract(t *testing.T) {
//nolint:gosimple
var stage rules.StageFunc
stage = func(bs *rules.BoardState, s rules.Settings, sm []rules.SnakeMove) (bool, error) {
return true, nil
}
ended, err := stage(nil, rules.NewRulesetBuilder().Ruleset().Settings(), nil)
require.NoError(t, err)
require.True(t, ended)
}
func TestRulesetBuilderGetRand(t *testing.T) {
var seed int64 = 12345
var turn int = 5
ruleset := rules.NewRulesetBuilder().WithSeed(seed).PipelineRuleset("example", rules.NewPipeline(rules.StageGameOverStandard))
rand1 := ruleset.Settings().GetRand(turn)
// Should produce a predictable series of numbers based on a seed
require.Equal(t, 83, rand1.Intn(100))
require.Equal(t, 15, rand1.Intn(100))
// Should produce the same number if re-initialized
require.Equal(
t,
ruleset.Settings().GetRand(turn).Intn(100),
ruleset.Settings().GetRand(turn).Intn(100),
)
// Should produce a different series of numbers for another turn
require.Equal(t, 69, rand1.Intn(100))
require.Equal(t, 86, rand1.Intn(100))
}