Files

607 lines
17 KiB
Go

package game
import (
"slices"
"strings"
"testing"
)
func deckIDs(p *Player, filter func(Card) bool) []string {
var ids []string
for _, c := range p.Deck {
if filter == nil || filter(c) {
ids = append(ids, c.ID)
}
}
return ids
}
func current(g *Game) *Player { return g.Players[g.Turn] }
func TestLobbyManualStart(t *testing.T) {
g := New()
if g.Phase != PhaseLobby {
t.Fatalf("new game should be in lobby, got %s", g.Phase)
}
if _, err := g.AddPlayer("Alice"); err != nil {
t.Fatal(err)
}
// One player isn't enough to start.
if err := g.StartGame(); err == nil {
t.Fatal("start should be rejected with fewer than MinPlayers")
}
if _, err := g.AddPlayer("Bob"); err != nil {
t.Fatal(err)
}
// An odd table can't pair off, so a third player has to be matched by a
// fourth (or removed) before the host can start.
if _, err := g.AddPlayer("Carol"); err != nil {
t.Fatal(err)
}
if err := g.StartGame(); err == nil {
t.Fatal("start should be rejected with an odd number of players")
}
if err := g.RemovePlayer(g.Players[2].ID); err != nil {
t.Fatal(err)
}
// The lobby stays open until the host explicitly starts.
if g.Phase != PhaseLobby {
t.Fatalf("game should wait in the lobby for the host to start, got %s", g.Phase)
}
if err := g.StartGame(); err != nil {
t.Fatal(err)
}
if g.Phase != PhaseShop || g.Round != 1 {
t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
}
for _, p := range g.Players {
if p.Coins != CoinsPerRound {
t.Fatalf("player should start with %d coins", CoinsPerRound)
}
}
if len(g.ShopRow) != ShopRowSize {
t.Fatalf("shop row should have %d cards", ShopRowSize)
}
for _, c := range g.ShopRow {
if c.Tier != 1 {
t.Fatalf("round 1 shop should deal tier 1 cards, got tier %d", c.Tier)
}
}
}
func TestBuyTakesCardAndRefills(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
// Pin the slot to an effect-less pet: a random draw could be a buy-apple
// pet (e.g. Otter), which would add an apple and make len(deck) != 1.
g.ShopRow[0] = g.pet("Plain", 3)
want := g.ShopRow[0]
deckBefore := len(g.ShopDecks[0])
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
if p.Coins != CoinsPerRound-1 {
t.Fatalf("buy should cost 1 coin, coins=%d", p.Coins)
}
if len(p.Deck) != 1 || p.Deck[0].ID != want.ID {
t.Fatalf("bought card should be in deck")
}
if g.ShopRow[0].ID == "" || g.ShopRow[0].ID == want.ID {
t.Fatal("shop slot should refill with a new card")
}
if len(g.ShopDecks[0]) != deckBefore-1 {
t.Fatal("refill should come from the tier deck")
}
if current(g).ID == p.ID {
t.Fatal("turn should pass after an action")
}
}
func TestTurnValidation(t *testing.T) {
g, _, _ := testGame(t)
other := g.Players[(g.Turn+1)%2]
if err := g.Buy(other.ID, 0); err == nil {
t.Fatal("acting out of turn should fail")
}
}
func TestSellConvertsToApples(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
// Sell a plain pet (no sell effect) for exactly one apple.
plain := g.pet("Plain", 2)
p.Deck = append(p.Deck, plain)
if err := g.Sell(p.ID, []string{plain.ID}); err != nil {
t.Fatal(err)
}
if p.Coins != CoinsPerRound {
t.Fatalf("selling should be free, coins=%d", p.Coins)
}
if p.PetCount() != 0 || len(p.Deck) != 1 || p.Deck[0].Food != FoodApple {
t.Fatalf("sold pet should become an apple: %+v", p.Deck)
}
}
func TestSellDuckAddsExtraApple(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
duck := g.tier1(t, "Duck")
p.Deck = append(p.Deck, duck)
if err := g.Sell(p.ID, []string{duck.ID}); err != nil {
t.Fatal(err)
}
apples := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("selling a Duck should yield 2 apples (1 base + 1 effect), got %d", apples)
}
}
func TestBuyOtterAddsApple(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
g.ShopRow[0] = g.tier1(t, "Otter")
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
hasOtter, apples := false, 0
for _, c := range p.Deck {
if c.Name == "Otter" {
hasOtter = true
}
if c.Food == FoodApple {
apples++
}
}
if !hasOtter || apples != 1 {
t.Fatalf("buying an Otter should also add an apple: %+v", p.Deck)
}
}
func TestTradeInThreeMatchingSuits(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
// Hand p three same-suit tier-1 pets directly.
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitBlue
p.Deck = append(p.Deck, c)
}
nextDeckBefore := len(g.ShopDecks[1])
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err != nil {
t.Fatal(err)
}
if g.Pending == nil || g.Pending.Tier != 2 {
t.Fatalf("trade should reveal two tier-2 cards: %+v", g.Pending)
}
if len(p.Deck) != 0 {
t.Fatal("traded cards should leave the deck")
}
if current(g).ID != p.ID {
t.Fatal("turn should not pass until the trade is chosen")
}
if err := g.Buy(p.ID, 0); err == nil {
t.Fatal("other actions should be blocked while a trade is pending")
}
chosen := g.Pending.Options[0]
rejected := g.Pending.Options[1]
if err := g.TradeChoose(p.ID, 0); err != nil {
t.Fatal(err)
}
// The chosen card joins the deck (its Buy effect may add apples too).
if slices.IndexFunc(p.Deck, func(c Card) bool { return c.ID == chosen.ID }) < 0 {
t.Fatal("chosen card should join the deck")
}
deck2 := g.ShopDecks[1]
if len(deck2) != nextDeckBefore-1 {
t.Fatalf("tier 2 deck should be down exactly one card, was %d now %d", nextDeckBefore, len(deck2))
}
if deck2[len(deck2)-1].ID != rejected.ID {
t.Fatal("rejected card should go to the bottom of the tier deck")
}
if p.Coins != CoinsPerRound {
t.Fatalf("trading should be free, coins=%d", p.Coins)
}
}
// Fish fires its Triple effect when traded in, and a pet received from the
// trade fires its Buy effect.
func TestTradeTriggersTripleAndBuyEffects(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
countApples := func() int {
n := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
n++
}
}
return n
}
var ids []string
for range 3 {
f := g.tier1(t, "Fish")
f.Suit = SuitYellow
p.Deck = append(p.Deck, f)
ids = append(ids, f.ID)
}
if err := g.TradeStart(p.ID, ids); err != nil {
t.Fatal(err)
}
if countApples() != 3 {
t.Fatalf("each traded Fish should add an apple, got %d", countApples())
}
// Rig the revealed options so the chosen card is an Otter (Buy effect).
g.Pending.Options[0] = g.tier1(t, "Otter")
if err := g.TradeChoose(p.ID, 0); err != nil {
t.Fatal(err)
}
if countApples() != 4 {
t.Fatalf("trade-received Otter should fire its Buy effect, got %d apples", countApples())
}
}
// A triple makes the three discarded pets public, but keeps the chosen pet
// secret — unless it has a Buy ability, which performs publicly.
func TestTradeVisibilityHidesPickUnlessBuyEffect(t *testing.T) {
logContains := func(g *Game, sub string) bool {
for _, e := range g.Log {
if strings.Contains(e.Text, sub) {
return true
}
}
return false
}
trade := func(g *Game, pick Card) *Game {
p := current(g)
var ids []string
for range 3 {
c := g.pet("Newt", 1)
c.Suit = SuitBlue
p.Deck = append(p.Deck, c)
ids = append(ids, c.ID)
}
if err := g.TradeStart(p.ID, ids); err != nil {
t.Fatal(err)
}
g.Pending.Options[0] = pick
if err := g.TradeChoose(p.ID, 0); err != nil {
t.Fatal(err)
}
return g
}
// Discarded trio is named; an effect-less pick stays hidden.
g, _, _ := testGame(t)
trade(g, g.pet("SecretPet", 3))
if !logContains(g, "Newt") {
t.Fatal("the discarded pets should be public in the log")
}
if logContains(g, "SecretPet") {
t.Fatal("a pick with no buy ability must stay hidden")
}
// A pick with a Buy ability (Otter) is revealed.
g2, _, _ := testGame(t)
trade(g2, g2.realPet(t, "Otter"))
if !logContains(g2, "Otter") {
t.Fatal("a pick with a buy ability should be revealed in the log")
}
}
func TestBuyWormAddsTwoApples(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
g.ShopRow[0] = g.realPet(t, "Worm")
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
apples := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("buying a Worm should add 2 apples, got %d", apples)
}
}
// Swan's Triple refreshes a spent gold, but only from round 3 on.
func TestSwanTripleRefreshesGold(t *testing.T) {
for _, tc := range []struct {
round int
wantCoins int
}{
{round: 1, wantCoins: CoinsPerRound - 1}, // too early: coin stays spent
{round: 3, wantCoins: CoinsPerRound}, // refreshed (capped at 3)
} {
g, _, _ := testGame(t)
g.Round = tc.round
p := current(g)
p.Coins-- // a spent coin, so the refresh has something to restore
var ids []string
for range 3 {
s := g.realPet(t, "Swan")
s.Suit = SuitRed
p.Deck = append(p.Deck, s)
ids = append(ids, s.ID)
}
if err := g.TradeStart(p.ID, ids); err != nil {
t.Fatal(err)
}
if p.Coins != tc.wantCoins {
t.Fatalf("round %d: coins after swan trade = %d, want %d", tc.round, p.Coins, tc.wantCoins)
}
}
}
// Giraffe's Battle Prep hands out apples the moment arranging begins.
func TestGiraffeBattlePrep(t *testing.T) {
g, p1, _ := testGame(t)
p1.Deck = append(p1.Deck, g.realPet(t, "Giraffe"))
passShop(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("expected arrange, got %s", g.Phase)
}
apples := 0
for _, c := range p1.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("giraffe should add 2 apples at battle prep, got %d", apples)
}
}
func TestTradeRequiresMatchingSuit(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
a, b, c := g.pet("A", 1), g.pet("B", 1), g.pet("C", 1)
a.Suit, b.Suit, c.Suit = SuitRed, SuitRed, SuitBlue
p.Deck = append(p.Deck, a, b, c)
if err := g.TradeStart(p.ID, []string{a.ID, b.ID, c.ID}); err == nil {
t.Fatal("mismatched suits should be rejected")
}
if len(p.Deck) != 3 || p.Coins != CoinsPerRound {
t.Fatal("failed trade must not mutate state")
}
}
func TestTradeBlockedOnFinalRound(t *testing.T) {
g, _, _ := testGame(t)
g.Round = MaxRounds
p := current(g)
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitBlue
p.Deck = append(p.Deck, c)
}
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err == nil {
t.Fatal("trading should be impossible in the final round")
}
}
// passShop has both players pass until the shop ends.
func passShop(t *testing.T, g *Game) {
t.Helper()
for g.Phase == PhaseShop {
if err := g.Pass(current(g).ID); err != nil {
t.Fatal(err)
}
}
}
func TestShopEndsIntoArrange(t *testing.T) {
g, _, _ := testGame(t)
passShop(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("shop should end into arrange once both players pass, got %s", g.Phase)
}
}
// Passing is final: a passed player's turn never comes back, and their coins
// are forfeit, while the other player keeps shopping.
func TestPassEndsShoppingForTheRound(t *testing.T) {
g, _, _ := testGame(t)
p, other := current(g), g.Players[(g.Turn+1)%2]
if err := g.Pass(p.ID); err != nil {
t.Fatal(err)
}
if p.Coins != 0 {
t.Fatalf("passing should forfeit remaining coins, got %d", p.Coins)
}
if g.Phase != PhaseShop || current(g).ID != other.ID {
t.Fatalf("shop should continue with the other player, phase=%s turn=%d", g.Phase, g.Turn)
}
// A free action by the remaining player must not hand the turn back.
junk := g.pet("Junk", 1)
other.Deck = append(other.Deck, junk)
if err := g.Sell(other.ID, []string{junk.ID}); err != nil {
t.Fatal(err)
}
if current(g).ID != other.ID {
t.Fatal("turn must stay with the only player still shopping")
}
}
func TestPassBlockedOverPetLimit(t *testing.T) {
g, p1, _ := testGame(t)
g.Turn = p1.Seat
for range MaxPets + 2 {
p1.Deck = append(p1.Deck, g.pet("Extra", 1))
}
if err := g.Pass(p1.ID); err == nil {
t.Fatalf("passing with %d pets must be rejected", MaxPets+2)
}
// Selling down (free) unblocks the pass; the discards become apples.
if err := g.Sell(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil {
t.Fatal(err)
}
if p1.PetCount() != MaxPets {
t.Fatalf("expected %d pets after selling down, got %d", MaxPets, p1.PetCount())
}
apples := 0
for _, c := range p1.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("discarded pets should become apples, got %d", apples)
}
passShop(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("shop should flow into arrange, got %s", g.Phase)
}
}
func TestArrangeRejectsBadPermutation(t *testing.T) {
g, p1, _ := testGame(t)
p1.Deck = append(p1.Deck, g.pet("A", 1), g.pet("B", 2))
passShop(t, g)
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID}); err == nil {
t.Fatal("partial order should be rejected")
}
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID, p1.Deck[0].ID}); err == nil {
t.Fatal("duplicate IDs should be rejected")
}
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[1].ID, p1.Deck[0].ID}); err != nil {
t.Fatal(err)
}
if p1.Deck[0].Name != "B" {
t.Fatal("submitted order should be applied to the deck")
}
}
// Full game: six rounds of pass-through shops and battles, trophy totals,
// and game over with a winner.
func TestFullGameFlow(t *testing.T) {
g, p1, p2 := testGame(t)
p1.Deck = append(p1.Deck, g.pet("Champ", 9))
p2.Deck = append(p2.Deck, g.pet("Chump", 1))
// testGame pins the priority token to seat 0, and seat 0 wins every
// battle, so the token moves to seat 1 after round 1 and stays there (a
// loser keeps it). Whoever holds it shops first.
wantPriority := p1.Seat
for round := 1; round <= MaxRounds; round++ {
if g.Round != round || g.Phase != PhaseShop {
t.Fatalf("expected shop of round %d, got round %d phase %s", round, g.Round, g.Phase)
}
if g.PrioritySeat != wantPriority || g.Turn != wantPriority {
t.Fatalf("round %d: priority holder should shop first (want seat %d, priority=%d turn=%d)",
round, wantPriority, g.PrioritySeat, g.Turn)
}
for _, c := range g.ShopRow {
if c.ID != "" && c.Tier != round {
t.Fatalf("round %d shop dealt tier %d card", round, c.Tier)
}
}
passShop(t, g)
for _, p := range g.Players {
if err := g.SubmitOrder(p.ID, deckIDs(p, nil)); err != nil {
t.Fatal(err)
}
}
if g.Phase != PhaseBattle {
t.Fatalf("expected battle after both arrange, got %s", g.Phase)
}
if g.Battles[0].WinnerSeat != p1.Seat {
t.Fatalf("round %d: seat 0 should win", round)
}
// The winner hands the token to the loser; a loser keeps it.
if wantPriority == g.Battles[0].WinnerSeat {
wantPriority = (wantPriority + 1) % len(g.Players)
}
for _, p := range g.Players {
if err := g.AcknowledgeBattle(p.ID); err != nil {
t.Fatal(err)
}
}
}
if g.Phase != PhaseGameOver {
t.Fatalf("game should be over after %d rounds, got %s", MaxRounds, g.Phase)
}
// 1 trophy for rounds 1-5, 2 for round 6.
if p1.Trophies != 7 {
t.Fatalf("winner should have 7 trophies, got %d", p1.Trophies)
}
if g.WinnerSeat != p1.Seat {
t.Fatalf("winner seat should be %d, got %d", p1.Seat, g.WinnerSeat)
}
}
func TestViewHidesSecrets(t *testing.T) {
g, p1, p2 := testGame(t)
p1.Deck = append(p1.Deck, g.pet("Secret", 3))
v := g.ViewFor(p2.ID)
if v.YouSeat != p2.Seat {
t.Fatalf("view should identify the viewer's seat")
}
for _, pv := range v.Players {
if pv.Seat == p1.Seat && pv.Deck != nil {
t.Fatal("opponent deck contents must be hidden")
}
if pv.Seat == p1.Seat && pv.DeckSize != 1 {
t.Fatal("opponent deck size should be visible")
}
}
// Pending trade options hidden from the opponent.
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitYellow
p1.Deck = append(p1.Deck, c)
}
g.Turn = p1.Seat
var fodder []string
for _, c := range p1.Deck {
if c.Name == "Fodder" {
fodder = append(fodder, c.ID)
}
}
if err := g.TradeStart(p1.ID, fodder); err != nil {
t.Fatal(err)
}
if opts := g.ViewFor(p2.ID).Pending.Options; opts[0].ID != "" || opts[1].ID != "" {
t.Fatal("trade options must be hidden from opponents")
}
if opts := g.ViewFor(p1.ID).Pending.Options; opts[0].ID == "" {
t.Fatal("trade options must be visible to the trader")
}
}
func TestDebugGrant(t *testing.T) {
g, p1, _ := testGame(t)
before := len(p1.Deck)
if err := g.DebugGrant(p1.ID, "Ant"); err != nil {
t.Fatal(err)
}
if len(p1.Deck) != before+1 || p1.Deck[before].Name != "Ant" || !p1.Deck[before].IsPet() {
t.Fatalf("granted card should be an Ant appended to the deck: %+v", p1.Deck)
}
if p1.Deck[before].ID == "" {
t.Fatal("granted card should get a real instance ID")
}
// Unknown card name is rejected.
if err := g.DebugGrant(p1.ID, "Nonexistent"); err == nil {
t.Fatal("unknown card name should error")
}
// Foods can be granted too.
if err := g.DebugGrant(p1.ID, "Honey"); err != nil {
t.Fatal(err)
}
if !Catalog()[0].IsPet() { // sanity on the shared catalog helper
t.Fatal("catalog should start with a pet")
}
// Not allowed outside the shop.
g.Phase = PhaseBattle
if err := g.DebugGrant(p1.ID, "Ant"); err == nil {
t.Fatal("grant should be rejected outside the shop")
}
}