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game_manager_test.go
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game_manager_test.go
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package boardgame
import (
"errors"
"strings"
"testing"
"github.com/jkomoros/boardgame/enum"
"github.com/workfit/tester/assert"
)
const (
colorRed = iota
colorBlue
colorGreen
)
var testEnums = enum.NewSet()
var testColorEnum = testEnums.MustAdd("color", map[int]string{
colorRed: "Red",
colorBlue: "Blue",
colorGreen: "Green",
})
const (
phase = iota
phaseSetUp
phaseNormal
phaseNormalPlayerStart
phaseNormalActivateCard
phaseScoring
)
var testPhaseEnum = testEnums.MustAddTree("phase",
map[int]string{
phase: "",
phaseSetUp: "Set Up",
phaseNormal: "Normal",
phaseNormalActivateCard: "Activate Card",
phaseNormalPlayerStart: "Player Start",
phaseScoring: "Scoring",
},
map[int]int{
phase: phase,
phaseSetUp: phase,
phaseNormal: phase,
phaseNormalPlayerStart: phaseNormal,
phaseNormalActivateCard: phaseNormal,
phaseScoring: phase,
})
func defaultTestGameDelegate(extraComponentsToCreate int) *testGameDelegate {
moveInstaller := func(manager *GameManager) []MoveConfig {
return []MoveConfig{
testMoveConfig,
testMoveIncrementCardInHandConfig,
testMoveDrawCardConfig,
testMoveAdvanceCurrentPlayerConfig,
testMoveInvalidPlayerIndexConfig,
testMoveMakeIllegalPhaseConfig,
}
}
return &testGameDelegate{
moveInstaller: moveInstaller,
extraComponentsToCreate: extraComponentsToCreate,
}
}
func newTestGameManger(t *testing.T) *GameManager {
manager, err := NewGameManager(defaultTestGameDelegate(0), newTestStorageManager())
assert.For(t).ThatActual(err).IsNil()
return manager
}
type nilStackGameDelegate struct {
testGameDelegate
//We wil always return a player state that has nil. But if this is false, we will also return one for game.
nilForPlayer bool
}
func (n *nilStackGameDelegate) PlayerStateConstructor(playe PlayerIndex) ConfigurableSubState {
return &testPlayerState{}
}
func (n *nilStackGameDelegate) GameStateConstructor() ConfigurableSubState {
if n.nilForPlayer {
//return a non-nil one.
return n.testGameDelegate.GameStateConstructor()
}
return &testGameState{}
}
type testMoveFailValidConfiguration struct {
baseFixUpMove
}
func (t *testMoveFailValidConfiguration) ValidConfiguration(exampleState State) error {
return errors.New("Invalid configuration")
}
func (t *testMoveFailValidConfiguration) Apply(state State) error {
return nil
}
func (t *testMoveFailValidConfiguration) Legal(state ImmutableState, proposer PlayerIndex) error {
return nil
}
func (t *testMoveFailValidConfiguration) Reader() PropertyReader {
return getDefaultReader(t)
}
func (t *testMoveFailValidConfiguration) ReadSetter() PropertyReadSetter {
return getDefaultReadSetter(t)
}
func (t *testMoveFailValidConfiguration) ReadSetConfigurer() PropertyReadSetConfigurer {
return getDefaultReadSetConfigurer(t)
}
var testMoveFailValidConfigurationConfig = NewMoveConfig(
"Fail Valid Configuration",
func() Move {
return new(testMoveFailValidConfiguration)
},
nil)
func TestMoveFailsValidConfiguration(t *testing.T) {
moveInstaller := func(manager *GameManager) []MoveConfig {
return []MoveConfig{
testMoveFailValidConfigurationConfig,
}
}
_, err := NewGameManager(&testGameDelegate{moveInstaller: moveInstaller}, newTestStorageManager())
assert.For(t).ThatActual(err).IsNotNil()
}
func TestDefaultMove(t *testing.T) {
//Tests that Moves based on DefaultMove copy correctly
game := testDefaultGame(t, false)
//FixUpMoveByName calls Copy under the covers.
move := game.MoveByName("Advance Current Player")
assert.For(t).ThatActual(move).IsNotNil()
assert.For(t).ThatActualString(move.Info().Name()).Equals("Advance Current Player")
convertedMove, ok := move.(*testMoveAdvanceCurentPlayer)
assert.For(t).ThatActual(ok).Equals(true)
assert.For(t).ThatActual(convertedMove).IsNotNil()
}
func TestNilStackErrors(t *testing.T) {
_, err := NewGameManager(&nilStackGameDelegate{}, newTestStorageManager())
//We expect to find the error of the nil stack at NewGameManager time,
//because that's when we validate constructors.
assert.For(t).ThatActual(err).IsNotNil()
//playerState will already work for nil stacks, so no need to flip the
//delegate's behavior to test playerstate like we used to do here.
}
func TestGameManagerModifiableGame(t *testing.T) {
game := testDefaultGame(t, false)
manager := game.Manager()
//use ToLower to verify that ID comparison is not case sensitive.
otherGame := manager.ModifiableGame(strings.ToLower(game.ID()))
if game != otherGame {
t.Error("ModifiableGame didn't give back the same game that already existed")
}
//OK, forget about the real game to test us making a new one.
manager.modifiableGames = make(map[string]*Game)
otherGame = manager.ModifiableGame(game.ID())
if otherGame == nil {
t.Error("Other game didn't return anything even though it was in storage!")
}
if game == otherGame {
t.Error("ModifiableGame didn't grab a game from storage fresh")
}
otherGame = manager.ModifiableGame("NOGAMEATTHISID")
if otherGame != nil {
t.Error("ModifiableGame returned a game even for an invalid ID")
}
}
func TestGameManagerSetUp(t *testing.T) {
manager := newTestGameManger(t)
moves := manager.ExampleMoves()
if moves == nil {
t.Error("Got nil player moves even after setting up")
}
if manager.Agents() == nil {
t.Error("Agents after setup was nil")
}
if manager.AgentByName("test") == nil {
t.Error("Agent test after setup was nil")
}
if manager.ExampleMoveByName("Test") == nil {
t.Error("MoveByName didn't return a valid move when provided the proper name after calling setup")
}
if manager.ExampleMoveByName("test") == nil {
t.Error("MoveByName didn't return a valid move when provided with a lowercase name after calling SetUp.")
}
}