Files
OpenFrontIO/tests/GameImpl.test.ts
T
2024-08-04 19:51:23 -07:00

170 lines
6.1 KiB
TypeScript

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