package main import ( "errors" "fmt" "testing" ) func dummyMiniGame() (*Game, error) { g := &Game{ board: NewBoard(4), state: gameSetup, } //Setup terrain terrain := []struct { x, y, t int }{ {1, 1, 1}, {2, 2, 1}, } for _, tt := range terrain { res, err := g.board.AddTerrain(tt.x, tt.y, tt.t) if err != nil { return nil, err } if !res { return nil, errors.New("Error creating terrain") } } pieces := []struct { x, y int p *Piece }{ {0, 0, NewPiece(Flag, Blue)}, {3, 0, NewPiece(Spy, Blue)}, {2, 0, NewPiece(Captain, Blue)}, {3, 1, NewPiece(Marshal, Blue)}, {0, 1, NewPiece(Bomb, Blue)}, {1, 2, NewPiece(Flag, Red)}, {3, 2, NewPiece(Spy, Red)}, {2, 3, NewPiece(Captain, Red)}, {0, 2, NewPiece(Marshal, Red)}, {0, 3, NewPiece(Bomb, Red)}, } for _, tt := range pieces { res, err := g.SetupPiece(tt.x, tt.y, tt.p) if err != nil { return nil, fmt.Errorf("Piece %v,%v:%v", tt.x, tt.y, err) } if !res { return nil, errors.New("error placing dummy piece") } } _, err := g.SetupPiece(0, 0, NewPiece(Flag, Blue)) if err != nil { return nil, err } return g, nil } func TestNewGame(t *testing.T) { g := NewGame() if g == nil { t.Fatal("couldn't create game") } if g.state != gameLobby { t.Error("Game created with weird state") } } func TestSetupPiece(t *testing.T) { g := NewGame() p1 := NewPieceFromInt(0, Blue) p2 := NewPieceFromInt(0, Red) res, err := g.SetupPiece(0, 0, p1) if err == nil || res == true { t.Errorf("Expected to fail setup piece but didn't") } g.state = gameSetup res, err = g.SetupPiece(0, 0, p2) if err == nil || res == true { t.Error("Expected to fail putting red piece on blue board") } res, err = g.SetupPiece(0, 0, p1) if err != nil { t.Fatal(err) } res, err = g.SetupPiece(9, 9, p2) if err == nil { t.Error("expected to fail setting up piece in invalid spot") } res, err = g.SetupPiece(4, 5, p2) if err != nil { t.Fatal(err) } } func TestStart(t *testing.T) { g := NewGame() res := g.Start() if res { t.Fatal("expected to fail starting game due to state") } g.state = gameSetup res = g.Start() if !res { t.Fatal("expected game to start") } } func TestMiniCreation(t *testing.T) { g, err := dummyMiniGame() if err != nil { t.Fatalf("mini game not created: %v", err) } if g.state != gameSetup { t.Fatal("mini game not in right state") } } func TestMiniGameDemo(t *testing.T) { g, err := dummyMiniGame() if err != nil { t.Fatal(err) } if !g.Start() { t.Fatal("could not start mini game") } if g.state != gameTurnRed { t.Error("game starting on wrong turn") } r := NewDummyPlayer(Red) b := NewDummyPlayer(Blue) var moves = []struct { input string player Player res bool }{ {"c3-b3", r, true}, {"c0-c1", b, true}, {"d2xd1", r, true}, {"c1-d1", b, true}, {"b3-c3", r, true}, {"d1xd2", b, true}, } i := 0 for _, tt := range moves { tname := fmt.Sprintf("%v input: %v", i, tt.input) i++ t.Run(tname, func(t *testing.T) { raw, err := NewRawCommand(tt.input) if err != nil { t.Fatalf("error creating RawCommand from %v:%v", tt.input, err) } parsed, err := g.Parse(tt.player, raw) if err != nil { t.Fatal(err) } res, err := g.Mutate(parsed) if err != nil { t.Error(err) } if tt.res != res { t.Errorf("Expected command to be %v but was %v", tt.res, res) } }) } } func TestMiniGameFull(t *testing.T) { g, err := dummyMiniGame() if err != nil { t.Fatal(err) } if !g.Start() { t.Fatal("could not start mini game") } if g.state != gameTurnRed { t.Error("game starting on wrong turn") } r := NewDummyPlayer(Red) b := NewDummyPlayer(Blue) var moves = []struct { input string player Player res bool }{ {"c3-b3", r, true}, {"c0-c1", b, true}, {"d2xd1", r, true}, {"c1-d1", b, true}, {"b3-c3", r, true}, {"d1xd2", b, true}, } i := 0 for _, tt := range moves { tname := fmt.Sprintf("%v input: %v", i, tt.input) i++ t.Run(tname, func(t *testing.T) { raw, err := NewRawCommand(tt.input) if err != nil { t.Fatalf("error creating RawCommand from %v:%v", tt.input, err) } parsed, err := g.Parse(tt.player, raw) if err != nil { t.Fatal(err) } res, err := g.Mutate(parsed) if err != nil { t.Error(err) } if tt.res != res { t.Errorf("Expected command to be %v but was %v", tt.res, res) } }) } }