Byte-snake-engine/wrapped.go
Torben d378759d58
DEV-1096 - add a new "pipeline" concept (#67)
* 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
2022-04-19 15:52:57 -07:00

63 lines
1.5 KiB
Go

package rules
var wrappedRulesetStages = []string{
StageMovementWrapBoundaries,
StageStarvationStandard,
StageHazardDamageStandard,
StageFeedSnakesStandard,
StageSpawnFoodStandard,
StageEliminationStandard,
StageGameOverStandard,
}
type WrappedRuleset struct {
StandardRuleset
}
func (r *WrappedRuleset) Name() string { return GameTypeWrapped }
func (r WrappedRuleset) Execute(bs *BoardState, s Settings, sm []SnakeMove) (bool, *BoardState, error) {
return NewPipeline(wrappedRulesetStages...).Execute(bs, s, sm)
}
func (r *WrappedRuleset) CreateNextBoardState(prevState *BoardState, moves []SnakeMove) (*BoardState, error) {
_, nextState, err := r.Execute(prevState, r.Settings(), moves)
return nextState, err
}
func MoveSnakesWrapped(b *BoardState, settings Settings, moves []SnakeMove) (bool, error) {
if IsInitialization(b, settings, moves) {
return false, nil
}
_, err := MoveSnakesStandard(b, settings, moves)
if err != nil {
return false, err
}
for i := 0; i < len(b.Snakes); i++ {
snake := &b.Snakes[i]
if snake.EliminatedCause != NotEliminated {
continue
}
snake.Body[0].X = wrap(snake.Body[0].X, 0, b.Width-1)
snake.Body[0].Y = wrap(snake.Body[0].Y, 0, b.Height-1)
}
return false, nil
}
func (r *WrappedRuleset) IsGameOver(b *BoardState) (bool, error) {
return GameOverStandard(b, r.Settings(), nil)
}
func wrap(value, min, max int32) int32 {
if value < min {
return max
}
if value > max {
return min
}
return value
}