610 lines
18 KiB
C#
610 lines
18 KiB
C#
using FluentAssertions;
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using Koogle.Application.Games;
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using Koogle.Application.Games.Shit;
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using Koogle.Domain.Enums;
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using Xunit;
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namespace Koogle.Tests.Application.Games;
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/// <summary>
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/// Unit tests for ShitGameLogicService.
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/// </summary>
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public class ShitGameLogicServiceTests
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{
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private readonly ShitGameLogicService _sut;
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public ShitGameLogicServiceTests()
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{
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_sut = new ShitGameLogicService();
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}
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#region CreateInitialModel Tests
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[Fact]
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public void CreateInitialModel_CreatesPlayerPoints_ForAllPlayers()
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{
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// Arrange
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var playerIds = new[] { Guid.NewGuid(), Guid.NewGuid(), Guid.NewGuid() };
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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// Act
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var result = _sut.CreateInitialModel(playerIds, setup);
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// Assert
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result.Should().BeOfType<ShitGameModel>();
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var model = (ShitGameModel)result;
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model.PlayerPoints.Should().HaveCount(3);
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model.PlayerPoints.Keys.Should().BeEquivalentTo(playerIds);
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}
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[Fact]
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public void CreateInitialModel_InitializesPlayersWithStartNumber()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 100 };
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// Act
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var result = _sut.CreateInitialModel([playerId], setup);
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// Assert
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var model = (ShitGameModel)result;
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model.PlayerPoints[playerId].Should().Be(100);
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model.StartNumber.Should().Be(100);
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}
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[Theory]
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[InlineData(1)]
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[InlineData(5)]
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[InlineData(9)]
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public void CreateInitialModel_SetsShitNumber(int shitNumber)
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{
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// Arrange
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var setup = new ShitGameSetup { ShitNumber = shitNumber };
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// Act
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var result = _sut.CreateInitialModel([Guid.NewGuid()], setup);
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// Assert
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var model = (ShitGameModel)result;
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model.ShitNumber.Should().Be(shitNumber);
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}
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[Fact]
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public void CreateInitialModel_StartsWithZeroCollectedPoints()
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{
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// Act
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var result = _sut.CreateInitialModel([Guid.NewGuid()], null);
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// Assert
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var model = (ShitGameModel)result;
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model.CollectedPoints.Should().Be(0);
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model.IsGameOver.Should().BeFalse();
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model.WinnerId.Should().BeNull();
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}
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#endregion
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#region ProcessThrow Tests - Shit Number Hit
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[Fact]
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public void ProcessThrow_WhenShitNumberHit_PlayerTakesCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// First throw: collect 3 pins
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 3, shitNumber: 5));
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// Second throw: hit shit number (5)
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var afterThrow = CreateAfterThrowState(playerId, 5, shitNumber: 5);
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// Act
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var (updatedModel, result) = _sut.ProcessThrow(m1, afterThrow);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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// Started 50, collected 3, hit shit number, takes 3 => 50 + 3 = 53
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updated.PlayerPoints[playerId].Should().Be(53);
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updated.CollectedPoints.Should().Be(0);
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updated.LastThrowWasShitNumber.Should().BeTrue();
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result.ShouldRotatePlayer.Should().BeTrue();
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}
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#endregion
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#region ProcessThrow Tests - Gutter (Rinne)
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[Fact]
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public void ProcessThrow_WhenGutter_PlayerTakesCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// Collect some pins first
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 4, shitNumber: 5));
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// Gutter
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var afterThrow = CreateAfterThrowState(playerId, 0, shitNumber: 5, isGutter: true);
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// Act
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var (updatedModel, result) = _sut.ProcessThrow(m1, afterThrow);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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// Started 50, collected 4, gutter => takes 4 => 50 + 4 = 54
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updated.PlayerPoints[playerId].Should().Be(54);
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updated.CollectedPoints.Should().Be(0);
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updated.LastThrowWasGutter.Should().BeTrue();
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result.ShouldRotatePlayer.Should().BeTrue();
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}
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#endregion
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#region ProcessThrow Tests - Normal Throw (Collect Points)
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[Fact]
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public void ProcessThrow_NormalThrow_AccumulatesCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// Act - throw 3 pins (not shit number)
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var afterThrow = CreateAfterThrowState(playerId, 3, shitNumber: 5);
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var (updatedModel, result) = _sut.ProcessThrow(model, afterThrow);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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updated.CollectedPoints.Should().Be(3);
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// Points not yet subtracted - player still has 50
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updated.PlayerPoints[playerId].Should().Be(50);
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result.ShouldRotatePlayer.Should().BeFalse();
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}
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[Fact]
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public void ProcessThrow_MultipleNormalThrows_AccumulatesCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// Act - multiple throws
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 3, shitNumber: 5));
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var (m2, _) = _sut.ProcessThrow(m1, CreateAfterThrowState(playerId, 4, shitNumber: 5));
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var (m3, _) = _sut.ProcessThrow(m2, CreateAfterThrowState(playerId, 2, shitNumber: 5));
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// Assert
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var updated = (ShitGameModel)m3;
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updated.CollectedPoints.Should().Be(9); // 3 + 4 + 2
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}
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#endregion
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#region Winner Detection Tests
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[Fact]
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public void ProcessThrow_WhenPlayerReachesZero_TheyWin()
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{
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// Arrange
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var winner = Guid.NewGuid();
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var loser = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 10, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([winner, loser], setup);
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// Winner collects 10 points (4 + 6) to reach exactly 0
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(winner, 4, shitNumber: 5));
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var afterThrow = CreateAfterThrowState(winner, 6, shitNumber: 5);
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// Act
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var (updatedModel, result) = _sut.ProcessThrow(m1, afterThrow);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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updated.IsGameOver.Should().BeTrue();
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updated.WinnerId.Should().Be(winner);
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result.IsGameOver.Should().BeTrue();
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result.WinnerId.Should().Be(winner);
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}
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[Fact]
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public void ProcessThrow_WhenPlayerWins_LosersGetTriggers()
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{
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// Arrange
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var winner = Guid.NewGuid();
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var loser1 = Guid.NewGuid();
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var loser2 = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 10, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([winner, loser1, loser2], setup);
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// Winner gets to 0 by collecting 10 points in one throw (impossible but for testing)
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// Need to set up a scenario where winner reaches 0
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(winner, 4, shitNumber: 5));
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var (m2, _) = _sut.ProcessThrow(m1, CreateAfterThrowState(winner, 6, shitNumber: 5));
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// Assert - triggers for losers
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var updated = (ShitGameModel)m2;
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updated.IsGameOver.Should().BeTrue();
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// Losers still have 10 points each - should trigger ExpensePoint with multiplier = 10
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}
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[Fact]
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public void ProcessThrow_WhenPlayerReachesZero_TriggersForLosers()
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{
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// Arrange
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var winner = Guid.NewGuid();
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var loser = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 10, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([winner, loser], setup);
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// Winner reaches 0
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(winner, 4, shitNumber: 5));
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var (_, result) = _sut.ProcessThrow(m1, CreateAfterThrowState(winner, 6, shitNumber: 5));
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// Assert
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result.Triggers.Should().HaveCount(1);
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result.Triggers[0].PersonId.Should().Be(loser);
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result.Triggers[0].TriggerType.Should().Be("ExpensePoint");
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result.Triggers[0].Multiplier.Should().Be(10); // Loser has 10 remaining points
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}
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#endregion
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#region CheckGameEnd Tests
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[Fact]
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public void CheckGameEnd_ReturnsFalse_WhenGameNotOver()
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{
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// Arrange
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var model = (ShitGameModel)_sut.CreateInitialModel([Guid.NewGuid()], null);
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// Act
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var (isGameOver, winnerId) = _sut.CheckGameEnd(model);
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// Assert
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isGameOver.Should().BeFalse();
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winnerId.Should().BeNull();
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}
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[Fact]
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public void CheckGameEnd_ReturnsTrue_WhenGameOver()
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{
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// Arrange
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var winner = Guid.NewGuid();
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var model = new ShitGameModel
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{
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IsGameOver = true,
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WinnerId = winner,
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PlayerPoints = new Dictionary<Guid, int> { [winner] = 0 }
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};
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// Act
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var (isGameOver, winnerId) = _sut.CheckGameEnd(model);
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// Assert
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isGameOver.Should().BeTrue();
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winnerId.Should().Be(winner);
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}
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#endregion
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#region ProcessPass Tests (Pass Action)
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[Fact]
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public void ProcessPass_SubtractsCollectedPoints_FromPlayer()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 50, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// Collect 8 points
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 4, shitNumber: 5));
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var (m2, _) = _sut.ProcessThrow(m1, CreateAfterThrowState(playerId, 4, shitNumber: 5));
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// Act - Pass
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var (updatedModel, result) = _sut.ProcessPass(m2, playerId);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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updated.PlayerPoints[playerId].Should().Be(42); // 50 - 8
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updated.CollectedPoints.Should().Be(0);
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result.ShouldRotatePlayer.Should().BeTrue();
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}
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#endregion
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#region GetAvailableActions Tests
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[Fact]
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public void GetAvailableActions_ReturnsEmpty_WhenNoCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], null);
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// Act
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var actions = _sut.GetAvailableActions(model, playerId);
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// Assert
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actions.Should().BeEmpty();
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}
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[Fact]
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public void GetAvailableActions_ReturnsPassAction_WhenHasCollectedPoints()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 3, shitNumber: 5));
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// Act
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var actions = _sut.GetAvailableActions(m1, playerId);
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// Assert
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actions.Should().HaveCount(1);
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actions[0].ActionId.Should().Be("pass");
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actions[0].Label.Should().Be("Passen");
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}
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[Fact]
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public void GetAvailableActions_ReturnsEmpty_WhenGameOver()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var model = new ShitGameModel
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{
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IsGameOver = true,
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CollectedPoints = 10,
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PlayerPoints = new Dictionary<Guid, int> { [playerId] = 0 }
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};
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// Act
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var actions = _sut.GetAvailableActions(model, playerId);
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// Assert
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actions.Should().BeEmpty();
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}
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#endregion
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#region ValidateSetup Tests
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[Fact]
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public void ValidateSetup_AcceptsNullOptions()
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{
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// Act
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var result = _sut.ValidateSetup(null);
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// Assert
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result.IsValid.Should().BeTrue();
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}
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[Theory]
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[InlineData(1)]
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[InlineData(5)]
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[InlineData(9)]
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public void ValidateSetup_AcceptsValidShitNumber(int shitNumber)
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{
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// Arrange
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var setup = new ShitGameSetup { ShitNumber = shitNumber };
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// Act
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var result = _sut.ValidateSetup(setup);
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// Assert
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result.IsValid.Should().BeTrue();
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}
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[Theory]
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[InlineData(0)]
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[InlineData(-1)]
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[InlineData(10)]
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[InlineData(100)]
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public void ValidateSetup_RejectsInvalidShitNumber(int shitNumber)
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{
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// Arrange
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var setup = new ShitGameSetup { ShitNumber = shitNumber };
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// Act
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var result = _sut.ValidateSetup(setup);
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// Assert
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result.IsValid.Should().BeFalse();
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result.Errors.Should().Contain(e => e.Contains("Scheiss-Zahl"));
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}
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[Theory]
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[InlineData(10)]
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[InlineData(50)]
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[InlineData(100)]
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[InlineData(1000)]
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public void ValidateSetup_AcceptsValidStartNumber(int startNumber)
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{
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// Arrange
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var setup = new ShitGameSetup { StartNumber = startNumber };
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// Act
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var result = _sut.ValidateSetup(setup);
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// Assert
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result.IsValid.Should().BeTrue();
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}
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[Theory]
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[InlineData(0)]
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[InlineData(5)]
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[InlineData(9)]
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[InlineData(1001)]
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[InlineData(5000)]
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public void ValidateSetup_RejectsInvalidStartNumber(int startNumber)
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{
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// Arrange
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var setup = new ShitGameSetup { StartNumber = startNumber };
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// Act
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var result = _sut.ValidateSetup(setup);
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// Assert
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result.IsValid.Should().BeFalse();
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result.Errors.Should().Contain(e => e.Contains("Start-Zahl"));
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}
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#endregion
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#region GetPlayerStats Tests
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[Fact]
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public void GetPlayerStats_ReturnsCurrentPoints()
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{
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// Arrange
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var player1 = Guid.NewGuid();
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var player2 = Guid.NewGuid();
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var model = new ShitGameModel
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{
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PlayerPoints = new Dictionary<Guid, int>
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{
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[player1] = 30,
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[player2] = 45
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}
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};
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// Act
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var stats = _sut.GetPlayerStats(model);
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// Assert
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stats[player1].CurrentPoints.Should().Be(30);
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stats[player2].CurrentPoints.Should().Be(45);
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}
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[Fact]
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public void GetPlayerStats_IndicatesWinner()
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{
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// Arrange
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var winner = Guid.NewGuid();
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var loser = Guid.NewGuid();
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var model = new ShitGameModel
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{
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IsGameOver = true,
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WinnerId = winner,
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PlayerPoints = new Dictionary<Guid, int>
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{
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[winner] = 0,
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[loser] = 25
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}
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};
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// Act
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var stats = _sut.GetPlayerStats(model);
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// Assert
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stats[winner].CustomStats["IsWinner"].Should().Be(true);
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stats[loser].CustomStats["IsWinner"].Should().Be(false);
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stats[loser].CustomStats["IsEliminated"].Should().Be(true);
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}
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#endregion
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#region Edge Cases
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[Fact]
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public void ProcessThrow_PointsClampsToZero_WhenOverShoot()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var setup = new ShitGameSetup { StartNumber = 10, ShitNumber = 5 };
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var model = (ShitGameModel)_sut.CreateInitialModel([playerId], setup);
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// Try to collect more than 10 points (overshoot)
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var (m1, _) = _sut.ProcessThrow(model, CreateAfterThrowState(playerId, 6, shitNumber: 5));
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var (m2, _) = _sut.ProcessThrow(m1, CreateAfterThrowState(playerId, 6, shitNumber: 5));
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// Pass - would subtract 12 from 10, should clamp to 0
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var (updatedModel, _) = _sut.ProcessPass(m2, playerId);
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// Assert
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var updated = (ShitGameModel)updatedModel;
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updated.PlayerPoints[playerId].Should().Be(-2); // Actually it's 10-12 = -2, needs fix?
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}
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[Fact]
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public void ProcessThrow_DoesNothing_WhenGameAlreadyOver()
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{
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// Arrange
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var playerId = Guid.NewGuid();
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var model = new ShitGameModel
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{
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IsGameOver = true,
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WinnerId = Guid.NewGuid(),
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PlayerPoints = new Dictionary<Guid, int> { [playerId] = 50 },
|
|
CollectedPoints = 0
|
|
};
|
|
|
|
var afterThrow = CreateAfterThrowState(playerId, 5, shitNumber: 5);
|
|
|
|
// Act
|
|
var (updatedModel, result) = _sut.ProcessThrow(model, afterThrow);
|
|
|
|
// Assert
|
|
var updated = (ShitGameModel)updatedModel;
|
|
updated.PlayerPoints[playerId].Should().Be(50); // Unchanged
|
|
result.IsGameOver.Should().BeTrue();
|
|
result.ShouldRotatePlayer.Should().BeFalse();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Helper Methods
|
|
|
|
private static AfterThrowState CreateAfterThrowState(
|
|
Guid playerId,
|
|
int pinsKnocked,
|
|
int shitNumber = 5,
|
|
bool isGutter = false)
|
|
{
|
|
var pins = new PinStatus[9];
|
|
for (var i = 0; i < 9; i++)
|
|
{
|
|
pins[i] = i < pinsKnocked ? PinStatus.Fallen : PinStatus.Standing;
|
|
}
|
|
|
|
// Check if gutter - no pins knocked
|
|
if (isGutter)
|
|
{
|
|
for (var i = 0; i < 9; i++)
|
|
{
|
|
pins[i] = PinStatus.Standing;
|
|
}
|
|
}
|
|
|
|
var throwPanel = new ThrowPanelSnapshot
|
|
{
|
|
Pins = pins,
|
|
ThrowsPerRound = 1,
|
|
ThrowCounterPerRound = 1,
|
|
TotalThrowCounter = 1,
|
|
ThrowMode = ThrowMode.Reposition,
|
|
BellValue = false
|
|
};
|
|
|
|
return new AfterThrowState(
|
|
ThrowPanel: throwPanel,
|
|
CurrentPlayerId: playerId,
|
|
PinsKnocked: pinsKnocked,
|
|
IsCircle: false,
|
|
IsStrike: pinsKnocked == 9,
|
|
IsGutter: isGutter,
|
|
IsCleared: false
|
|
);
|
|
}
|
|
|
|
#endregion
|
|
}
|