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First Commit
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import {GameImpl, PlayerImpl} from '../src/core/GameImpl';
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import {EventBus} from '../src/core/EventBus';
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import {Game, Cell, MutablePlayer, PlayerInfo, TerrainMap, TerrainTypes, Tile} from '../src/core/Game';
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describe('borderTilesWith', () => {
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let game: GameImpl;
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let player1: PlayerImpl;
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let player2: PlayerImpl;
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let terrainMap: TerrainMap;
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beforeEach(() => {
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// Create a 5x5 terrain map
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terrainMap = {
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terrain: jest.fn().mockReturnValue(TerrainTypes.Land),
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width: jest.fn().mockReturnValue(5),
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height: jest.fn().mockReturnValue(5)
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};
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const eventBus = new EventBus();
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game = new GameImpl(terrainMap, eventBus);
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player1 = game.addPlayer(new PlayerInfo('Player 1', false)) as PlayerImpl;
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player2 = game.addPlayer(new PlayerInfo('Player 2', false)) as PlayerImpl;
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});
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test('should return an empty set when players have no bordering tiles', () => {
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const borderTiles = player1.borderTilesWith(player2);
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expect(borderTiles.size).toBe(0);
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});
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test('should return correct border tiles when players are adjacent', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player2, new Cell(1, 0));
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const borderTilesP1 = player1.borderTilesWith(player2);
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const borderTilesP2 = player2.borderTilesWith(player1);
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expect(borderTilesP1.size).toBe(1);
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expect(borderTilesP2.size).toBe(1);
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const p1BorderTile = Array.from(borderTilesP1)[0];
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const p2BorderTile = Array.from(borderTilesP2)[0];
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expect(p1BorderTile.cell()).toEqual(new Cell(0, 0));
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expect(p2BorderTile.cell()).toEqual(new Cell(1, 0));
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});
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test('should update border tiles when a new tile is conquered', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player2, new Cell(2, 0));
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expect(player1.borderTilesWith(player2).size).toBe(0);
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game.conquer(player2, new Cell(1, 0));
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const borderTiles = player1.borderTilesWith(player2);
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expect(borderTiles.size).toBe(1);
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expect(Array.from(borderTiles)[0].cell()).toEqual(new Cell(0, 0));
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});
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test('should handle multiple border tiles correctly', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player1, new Cell(0, 1));
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game.conquer(player2, new Cell(1, 0));
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game.conquer(player2, new Cell(1, 1));
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const borderTiles = player1.borderTilesWith(player2);
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expect(borderTiles.size).toBe(2);
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const borderCells = Array.from(borderTiles).map(tile => tile.cell());
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expect(borderCells).toEqual(expect.arrayContaining([new Cell(0, 0), new Cell(0, 1)]));
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});
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test('should update border tiles when a tile changes ownership', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player1, new Cell(1, 0));
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game.conquer(player2, new Cell(2, 0));
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expect(player1.borderTilesWith(player2).size).toBe(1);
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game.conquer(player2, new Cell(1, 0));
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const borderTilesP1 = player1.borderTilesWith(player2);
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const borderTilesP2 = player2.borderTilesWith(player1);
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expect(borderTilesP1.size).toBe(1);
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expect(borderTilesP2.size).toBe(1);
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expect(Array.from(borderTilesP1)[0].cell()).toEqual(new Cell(0, 0));
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expect(Array.from(borderTilesP2).map(t => t.cell())).toEqual(
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expect.arrayContaining([new Cell(1, 0)])
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);
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});
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test('should handle border tiles with TerraNullius', () => {
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game.conquer(player1, new Cell(0, 0));
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const borderWithTerraNullius = player1.borderTilesWith(game.terraNullius());
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expect(borderWithTerraNullius.size).toBe(1);
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const borderCells = Array.from(borderWithTerraNullius).map(tile => tile.cell());
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expect(borderCells).toEqual(expect.arrayContaining([new Cell(0, 0)]));
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});
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test('should not include diagonal tiles as borders', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player2, new Cell(1, 1));
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expect(player1.borderTilesWith(player2).size).toBe(0);
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expect(player2.borderTilesWith(player1).size).toBe(0);
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});
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// test('should handle complex border scenarios', () => {
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// // Create a more complex border scenario
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// // 0 1 2 3 4
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// // 0 1 1 2 2 2
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// // 1 1 1 2 2 2
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// // 2 1 1 1 2 2
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// // 3 1 1 1 1 2
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// // 4 1 1 1 1 1
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// for (let y = 0; y < 5; y++) {
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// for (let x = 0; x < 5; x++) {
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// if (x + y < 6) {
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// game.conquer(player1, new Cell(x, y));
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// } else {
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// game.conquer(player2, new Cell(x, y));
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// }
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// }
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// }
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// const borderTilesP1 = player1.borderTilesWith(player2);
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// const borderTilesP2 = player2.borderTilesWith(player1);
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// expect(borderTilesP1.size).toBe(5);
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// expect(borderTilesP2.size).toBe(5);
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// const expectedBorderP1 = [
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// new Cell(2, 0),
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// new Cell(2, 1),
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// new Cell(3, 2),
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// new Cell(3, 3),
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// new Cell(4, 3)
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// ];
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// const expectedBorderP2 = [
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// new Cell(2, 2),
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// new Cell(3, 1),
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// new Cell(3, 2),
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// new Cell(4, 1),
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// new Cell(4, 2)
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// ];
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// const actualBorderP1 = Array.from(borderTilesP1).map(t => t.cell());
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// const actualBorderP2 = Array.from(borderTilesP2).map(t => t.cell());
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// expect(actualBorderP1).toEqual(expect.arrayContaining(expectedBorderP1));
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// expect(actualBorderP2).toEqual(expect.arrayContaining(expectedBorderP2));
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// });
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test('should handle border updates when a player loses all tiles', () => {
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game.conquer(player1, new Cell(0, 0));
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game.conquer(player2, new Cell(1, 0));
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expect(player1.borderTilesWith(player2).size).toBe(1);
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game.conquer(player1, new Cell(1, 0)); // Player 1 takes Player 2's only tile
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expect(player1.borderTilesWith(player2).size).toBe(0);
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expect(player2.borderTilesWith(player1).size).toBe(0);
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});
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});
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