Add project files.

This commit is contained in:
Christian Kauer 2023-12-17 17:29:56 +01:00
parent 42908e69d7
commit 031e8eef79
14 changed files with 445 additions and 0 deletions

7
GameContract/Class1.cs Normal file
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namespace GameContract
{
public class Class1
{
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

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using GameHandler.DeathGame;
using GameModel.DeathGame;
using NuGet.Frameworks;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime;
using System.Text;
using System.Threading.Tasks;
namespace GameHandler.UnitTests.DeathGame
{
[TestFixture]
public class DeathGameHandlerTests
{
private DeathGameSettings _settings;
private DeathGameHandler _gh;
private int[] _players;
[SetUp]
public void SetUp()
{
_settings = new DeathGameSettings(6);
_gh = new DeathGameHandler();
_players = new[] { 1, 2, 3, 4, 5, 6 };
}
[Test]
public void CreateGameModelWithDuplicatePlayers_ThrowsException()
{
var players = new[] { 1, 2, 3, 1 };
Assert.That(() => _gh.InitGameModel(players,_settings), Throws.TypeOf<InvalidDataException>());
}
[Test]
public void CreateGameModelWithTooManyPlayers_ThrowsException()
{
var players = new[] { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 };
Assert.That(() => _gh.InitGameModel(players, _settings), Throws.TypeOf<InvalidDataException>());
}
[Test]
public void CreateGameModelWithTooLessPlayers_ThrowsException()
{
var players = new[] { 1, 2 };
Assert.That(() => _gh.InitGameModel(players, _settings), Throws.TypeOf<InvalidDataException>());
}
[Test]
[TestCase(2)]
[TestCase(13)]
public void InvalidMaxCoffinSize_ThrowsException(int maxCoffinSize)
{
var players = new[] { 1, 2, 3, 4 };
var invalidSettings = new DeathGameSettings(maxCoffinSize);
Assert.That(() => _gh.InitGameModel(players, invalidSettings), Throws.TypeOf<InvalidDataException>());
}
[Test]
public void NewGameModel_IsWithoutXandLineCount()
{
var gm = _gh.InitGameModel(_players, _settings);
Assert.That(gm.Coffins.Count, Is.EqualTo(_players.Count()));
Assert.That(gm.Coffins.Any(_ => _.XCount > 0), Is.False);
Assert.That(gm.Coffins.Any(_ => _.LineCount > 0), Is.False);
}
[Test]
public void InvalidFirstThrow_RaisesExpense()
{
var gm = _gh.InitGameModel(_players, _settings);
var gmAfter = _gh.CalcNextModel(gm, 1, false, false);
}
[Test]
public void AfterFirstThrow_SomeFirstPlayerHasAnX()
{
var gm = _gh.InitGameModel(_players, _settings);
}
[Test]
public void FirstPlayerIsLast_AfterModelUpdate()
{
var gm = _gh.InitGameModel(_players, _settings);
var first = gm.Coffins.First();
DeathGameModel? newGm = null;
Assert.That(() => { newGm = _gh.CalcNextModel(gm, 2, false, false); }, Throws.Nothing);
Assert.That(first.PlayerId,Is.EqualTo(newGm.Coffins.Last().PlayerId));
Assert.That(gm.Coffins.Count, Is.EqualTo(newGm.Coffins.Count()));
}
[Test]
public void AllPins_CausesLineAtPreviousPlayer()
{
var gm = _gh.InitGameModel(_players, _settings);
var prev = gm.Coffins.Last();
var newGm = _gh.CalcNextModel(gm, 2, false, true);
var prevNew = newGm.Coffins.First(_ => _.PlayerId == prev.PlayerId);
Assert.That(prevNew.LineCount, Is.EqualTo(prev.LineCount + 1));
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.7.1" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.4.2" />
<PackageReference Include="NUnit.Analyzers" Version="3.6.1" />
<PackageReference Include="coverlet.collector" Version="3.2.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GameContract\GameContract.csproj" />
<ProjectReference Include="..\GameHandler\GameHandler.csproj" />
<ProjectReference Include="..\GameModel\GameModel.csproj" />
</ItemGroup>
</Project>

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global using NUnit.Framework;

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GameHandler/Class1.cs Normal file
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namespace GameHandler
{
public class Class1
{
}
}

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using GameModel.DeathGame;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameHandler.DeathGame
{
public delegate void CoffinCompleted(Coffin coffin);
public class DeathGameHandler
{
const int MIN_PLAYER_COUNT = 3;
const int MAX_PLAYER_COUNT = 12;
const int MIN_COFFIN_SIZE = 6;
const int MAX_COFFIN_SIZE = 12;
public event CoffinCompleted CoffinCompleted;
private static Random random = new Random();
private void ValidatePlayerCount(int playerCount)
{
if (playerCount < MIN_PLAYER_COUNT)
{
throw new InvalidDataException($"MaxPlayerCount must be at least {MIN_PLAYER_COUNT}");
}
if (playerCount > MAX_PLAYER_COUNT)
{
throw new InvalidDataException($"MaxPlayerCount cannot be greater than {MAX_PLAYER_COUNT}");
}
}
private void ValidateGameSettings(DeathGameSettings deathGameSettings)
{
if (deathGameSettings.MaxCoffinSize < MIN_COFFIN_SIZE || deathGameSettings.MaxCoffinSize > MAX_COFFIN_SIZE )
{
throw new InvalidDataException($"Max coffin size must be from {MIN_COFFIN_SIZE} to {MAX_COFFIN_SIZE}");
}
}
public DeathGameHandler()
{
}
public DeathGameModel InitGameModel(int[] playerIds, DeathGameSettings deathGameSettings)
{
ValidatePlayerCount(playerIds.Count());
ValidateGameSettings(deathGameSettings);
var coffins = new List<Coffin>();
foreach (var playerId in playerIds)
{
if (coffins.Any(_ => _.PlayerId.Equals(playerId)))
{
throw new InvalidDataException($"player {playerId} already exists");
}
coffins.Add(new Coffin(playerId,0,0));
}
return new DeathGameModel(1, coffins.OrderBy(_ => random.Next()).ToList().ToArray(), deathGameSettings);
}
public DeathGameModel CalcNextModel(DeathGameModel gm, int pinCount, bool isTrowIntoAllPins, bool boardCleared)
{
var incLine = false;
var incX = false;
if (gm.Id == 1) // first round in game
{
incX = true;
if (pinCount < 3)
{
incLine = true;
}
}
if (isTrowIntoAllPins)
{
incX = true;
}
if (pinCount == 0)
{
incLine = true;
}
var current = gm.Coffins.First();
var next = gm.Coffins.Skip(1).First();
var previous = gm.Coffins.Last();
Coffin? currentUpdated = null;
Coffin? nextUpdated = next;
Coffin? previousUpdated = previous;
var xCount = current.XCount;
var lineCount = current.LineCount;
if ((current.XCount == 2) && incX)
{
xCount = 0;
lineCount++;
}
if (incLine)
{
lineCount++;
}
currentUpdated = current with { LineCount = lineCount, XCount = xCount };
if (lineCount > gm.deathGameSettings.MaxCoffinSize)
{
CoffinCompleted?.Invoke(currentUpdated);
currentUpdated = null;
}
if (boardCleared)
{
previousUpdated = previous with { LineCount = previous.LineCount + 1 };
if (previousUpdated.LineCount > gm.deathGameSettings.MaxCoffinSize)
{
CoffinCompleted?.Invoke(previousUpdated);
previousUpdated = null;
}
if (next.XCount < 2)
{
nextUpdated = next with { XCount = next.XCount + 1 };
}
else
{
nextUpdated = next with { LineCount = previous.LineCount + 1, XCount = 0 };
if (nextUpdated.LineCount > gm.deathGameSettings.MaxCoffinSize)
{
CoffinCompleted?.Invoke(nextUpdated);
nextUpdated = null;
}
}
}
var coffins = gm.Coffins.Skip(1).ToList();
if (currentUpdated != null)
{
coffins.Add(currentUpdated);
}
if (nextUpdated == null)
{
coffins.Remove(next);
}
if (previousUpdated == null)
{
coffins.Remove(previous);
}
else
{
var idx = coffins.IndexOf(previous);
coffins.Remove(previous);
coffins.Insert(idx, previousUpdated);
}
var result = gm with { Coffins = coffins.ToArray(), Id = gm.Id + 1 };
return result;
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\GameContract\GameContract.csproj" />
<ProjectReference Include="..\GameModel\GameModel.csproj" />
</ItemGroup>
</Project>

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GameModel/Class1.cs Normal file
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namespace GameModel
{
public class Class1
{
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameModel.DeathGame
{
public record Coffin(int PlayerId, int XCount, int LineCount);
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameModel.DeathGame
{
public record DeathGameModel(int Id, Coffin[] Coffins, DeathGameSettings deathGameSettings);
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameModel.DeathGame
{
public record DeathGameSettings(int MaxCoffinSize);
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

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KoogleV4.sln Normal file
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