| // Copyright 2015 The Vanadium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| import "package:test/test.dart"; |
| import "../lib/logic/solitaire/solitaire.dart"; |
| import "../lib/logic/card.dart"; |
| |
| import "dart:io"; |
| |
| typedef bool KeepGoingCb(); |
| |
| KeepGoingCb makeCommandReader(SolitaireGame game, String filename) { |
| File file = new File(filename); |
| List<String> commands = file.readAsStringSync().split("\n"); |
| int commandIndex = 0; |
| |
| KeepGoingCb runCommand; |
| |
| runCommand = () { |
| if (commandIndex >= commands.length) { |
| return false; |
| } |
| String c = commands[commandIndex]; |
| commandIndex++; |
| if (c == "" || c[0] == "#") { |
| // Essentially, this case allows empty lines and comments. |
| return runCommand(); |
| } |
| game.gamelog.add(new SolitaireCommand.fromCommand(c)); |
| |
| return commandIndex < commands.length; |
| }; |
| |
| return runCommand; |
| } |
| |
| void main() { |
| group("Initialization", () { |
| SolitaireGame game = new SolitaireGame(0); |
| test("Dealing", () { |
| game.dealCardsUI(); // What we run when starting the game. |
| |
| // By virtue of creating the game, SolitaireGame should have: |
| // 0 in each Ace pile |
| // 0 in the discard and 24 in the draw pile |
| // 0 to 6 in each down pile |
| // 1 in each up pile |
| for (int i = 0; i < 4; i++) { |
| expect(game.cardCollections[SolitaireGame.OFFSET_ACES + i].length, |
| equals(0), |
| reason: "Ace piles start empty"); |
| } |
| expect( |
| game.cardCollections[SolitaireGame.OFFSET_DISCARD].length, equals(0), |
| reason: "Discard pile starts empty"); |
| expect(game.cardCollections[SolitaireGame.OFFSET_DRAW].length, equals(24), |
| reason: "Draw pile gets the remaining 24 cards"); |
| |
| for (int i = 0; i < 7; i++) { |
| expect(game.cardCollections[SolitaireGame.OFFSET_DOWN + i].length, |
| equals(i), |
| reason: "Down pile ${i} starts with ${i} cards"); |
| expect( |
| game.cardCollections[SolitaireGame.OFFSET_UP + i].length, equals(1), |
| reason: "Up piles start with 1 card"); |
| } |
| }); |
| }); |
| |
| // We have a debug cheat button that lets you advance in the game. |
| // After calling it once, it is forced to place cards up into the aces area. |
| group("Cheat Command", () { |
| SolitaireGame game = new SolitaireGame(0); |
| game.dealCardsUI(); // Get the cards out there. |
| |
| test("Cheat Functionality", () { |
| for (int cheatNum = 0; cheatNum < 13; cheatNum++) { |
| game.cheatUI(); |
| for (int i = 0; i < 4; i++) { |
| expect(game.cardCollections[SolitaireGame.OFFSET_ACES + i].length, |
| equals(cheatNum + 1)); |
| } |
| } |
| |
| expect(game.isGameWon, isTrue); |
| |
| game.cheatUI(); // Should not error |
| expect(game.isGameWon, isTrue); // We still win. |
| }); |
| }); |
| |
| group("Check Endgame", () { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| test("Has not won pre-deal", () { |
| expect(game.phase, equals(SolitairePhase.Deal)); |
| expect(game.isGameWon, isFalse); |
| }); |
| |
| test("Has not won immediately after deal", () { |
| game.dealCardsUI(); // What we run when starting the game. |
| expect(game.phase, equals(SolitairePhase.Play)); |
| expect(game.isGameWon, isFalse); |
| }); |
| |
| test("Wins with all cards placed - regardless of order", () { |
| for (int i = 0; i < 13; i++) { |
| game.cheatUI(); // What we run when cheating. |
| } |
| expect(game.phase, equals(SolitairePhase.Score)); |
| expect(game.isGameWon, isTrue); |
| |
| // Now check an alternative suit order. |
| List<Card> aces0 = |
| new List<Card>.from(game.cardCollections[SolitaireGame.OFFSET_ACES]); |
| List<Card> aces1 = new List<Card>.from( |
| game.cardCollections[SolitaireGame.OFFSET_ACES + 1]); |
| |
| game.cardCollections[SolitaireGame.OFFSET_ACES].clear(); |
| game.cardCollections[SolitaireGame.OFFSET_ACES + 1].clear(); |
| |
| // This expectation can be removed if isGameWon becomes a parameter, as |
| // opposed to a computed property. However, if that happens, this test |
| // will need to be reworked too, to start with a fresh game. |
| expect(game.isGameWon, isFalse); |
| |
| // Swap the piles |
| game.cardCollections[SolitaireGame.OFFSET_ACES].addAll(aces1); |
| game.cardCollections[SolitaireGame.OFFSET_ACES + 1].addAll(aces0); |
| |
| expect(game.isGameWon, isTrue); |
| }); |
| }); |
| |
| // Run through a canonical game of Solitaire where the player doesn't win. |
| group("Solitaire - Loss", () { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Note: This could have been a non-file (in-memory), but it's fine to use a file too. |
| KeepGoingCb runCommand = |
| makeCommandReader(game, "test/game_log_solitaire_test_loss.txt"); |
| |
| test("Solitaire Commands", () { |
| bool keepGoing = true; |
| for (int i = 0; keepGoing; i++) { |
| if (i == 0) { |
| expect(game.phase, equals(SolitairePhase.Deal)); |
| } else if (!game.isGameWon) { |
| expect(game.phase, equals(SolitairePhase.Play)); |
| } else { |
| expect(game.phase, equals(SolitairePhase.Score)); |
| } |
| |
| // Play the next step of the game until we run out. |
| keepGoing = runCommand(); // Must not error. |
| } |
| }); |
| |
| // Naturally, we should ensure that we haven't won the game. |
| test("Solitaire Win == False", () { |
| expect(game.isGameWon, isFalse); |
| expect(game.phase, equals(SolitairePhase.Play)); |
| }); |
| }); |
| |
| // Run through a canonical game of Solitaire where the player does win. |
| group("Solitaire - Win", () { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Note: This could have been a non-file (in-memory), but it's fine to use a file too. |
| KeepGoingCb runCommand = |
| makeCommandReader(game, "test/game_log_solitaire_test_win.txt"); |
| |
| test("Solitaire Commands", () { |
| bool keepGoing = true; |
| for (int i = 0; keepGoing; i++) { |
| if (i == 0) { |
| expect(game.phase, equals(SolitairePhase.Deal)); |
| } else if (!game.isGameWon) { |
| expect(game.phase, equals(SolitairePhase.Play)); |
| } else { |
| expect(game.phase, equals(SolitairePhase.Score)); |
| } |
| |
| // Play the next step of the game until we run out. |
| keepGoing = runCommand(); // Must not error. |
| } |
| }); |
| |
| // Check that we won the game. |
| test("Solitaire Win == True", () { |
| expect(game.isGameWon, isTrue); |
| expect(game.phase, equals(SolitairePhase.Score)); |
| }); |
| }); |
| |
| group("Card Manipulation - Error Cases", () { |
| test("Dealing - wrong phase", () { |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.phase = SolitairePhase.Score; |
| game.gamelog |
| .add(new SolitaireCommand.deal(new List<Card>.from(Card.All))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Dealing - fake cards", () { |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.gamelog.add( |
| new SolitaireCommand.deal(<Card>[new Card("fake", "not real")])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Dealing - wrong number of cards dealt", () { |
| // 2x as many cards |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.gamelog.add(new SolitaireCommand.deal( |
| new List<Card>.from(Card.All)..addAll(Card.All))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| // missing cards |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.gamelog.add(new SolitaireCommand.deal( |
| new List<Card>.from(Card.All.getRange(0, 40)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| |
| // Set up an arbitrary game state (manually) that allows testing of many |
| // error cases. |
| test("Playing - cannot move", () { |
| // The setup will be this: |
| // s2 _ h2 _ d2 c11 |
| // _ c3 h3 d1 s13 d3 d12 |
| |
| Card c3 = Card.All[0 + 2]; |
| Card c11 = Card.All[0 + 10]; |
| Card d1 = Card.All[13 + 0]; |
| Card d2 = Card.All[13 + 1]; |
| Card d3 = Card.All[13 + 2]; |
| Card h2 = Card.All[26 + 1]; |
| Card h3 = Card.All[26 + 2]; |
| Card d12 = Card.All[13 + 11]; |
| Card s2 = Card.All[39 + 1]; |
| Card s13 = Card.All[39 + 12]; |
| |
| SolitaireGame _makeArbitrarySolitaireGame() { |
| SolitaireGame g = new SolitaireGame(0); |
| |
| // Top row |
| g.cardCollections[SolitaireGame.OFFSET_ACES].add(s2); |
| g.cardCollections[SolitaireGame.OFFSET_ACES + 2].add(h2); |
| g.cardCollections[SolitaireGame.OFFSET_DISCARD].add(d2); |
| g.cardCollections[SolitaireGame.OFFSET_DRAW].add(c11); |
| |
| // Bottom row |
| g.cardCollections[SolitaireGame.OFFSET_UP + 1].add(c3); |
| g.cardCollections[SolitaireGame.OFFSET_UP + 2].add(h3); |
| g.cardCollections[SolitaireGame.OFFSET_UP + 3].add(d1); |
| g.cardCollections[SolitaireGame.OFFSET_UP + 4].add(s13); |
| g.cardCollections[SolitaireGame.OFFSET_UP + 5].add(d3); |
| g.cardCollections[SolitaireGame.OFFSET_UP + 6].add(d12); |
| |
| g.phase = SolitairePhase.Play; |
| |
| return g; |
| } |
| |
| // Cannot move d1 up to empty ACES slot if not in Play phase. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.phase = SolitairePhase.Deal; |
| game.gamelog |
| .add(new SolitaireCommand.move(d1, SolitaireGame.OFFSET_ACES + 1)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Cannot move d1 to nonexistent slot. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog.add(new SolitaireCommand.move(d1, -1)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Cannot move d1 to ACES slot that is used. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(d1, SolitaireGame.OFFSET_ACES + 2)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // However, we can move d1 to the unused ACES slot in the Play phase. |
| // see the end. |
| |
| // We cannot move c11 to d12 because it's in the DRAW pile still. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(c11, SolitaireGame.OFFSET_UP + 6)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // We cannot move d2 (discard) to the DRAW pile. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(d2, SolitaireGame.OFFSET_DRAW)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // We cannot move d1 (up) to the DISCARD pile either. |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(d1, SolitaireGame.OFFSET_DISCARD)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // There are restrictions on what can be played on ACES piles. |
| // First, suit mismatch: (h3 to spade ACE) |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(h3, SolitaireGame.OFFSET_ACES)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Next, non-ace on empty ACES slot. (c3 to empty ACE) |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(c3, SolitaireGame.OFFSET_ACES + 3)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Below, we'll show that moving to ACES works for various cases. |
| |
| // There are restrictions on what can be played on UP piles. |
| // First, color that matches. (h2 to d3) |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(h2, SolitaireGame.OFFSET_ACES + 5)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Next, number that isn't 1 lower. (c3 to h3) |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(c3, SolitaireGame.OFFSET_ACES + 2)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Last, an empty that doesn't receive a king. (c3 to empty UP) |
| expect(() { |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(c3, SolitaireGame.OFFSET_ACES)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Below, we'll show that moving to UP works for various cases. |
| |
| // Success cases: |
| // Going to ACES (empty) with an ace. (d1 to empty) |
| // Going to ACES with a suit match. (h3 to h2, d2 to d1) |
| // Going to UP with the color mismatch + 1 number lower. (d12 to s13, s2 to d3, d2 to c3) |
| // Going to UP (empty) with a king. (s13 to empty) |
| SolitaireGame game = _makeArbitrarySolitaireGame(); |
| game.gamelog |
| .add(new SolitaireCommand.move(d1, SolitaireGame.OFFSET_ACES + 1)); |
| game.gamelog |
| .add(new SolitaireCommand.move(h3, SolitaireGame.OFFSET_ACES + 2)); |
| game.gamelog |
| .add(new SolitaireCommand.move(d2, SolitaireGame.OFFSET_ACES + 1)); |
| game.gamelog |
| .add(new SolitaireCommand.move(d12, SolitaireGame.OFFSET_UP + 4)); |
| game.gamelog |
| .add(new SolitaireCommand.move(s2, SolitaireGame.OFFSET_UP + 5)); |
| game.gamelog |
| .add(new SolitaireCommand.move(d2, SolitaireGame.OFFSET_UP + 1)); |
| game.gamelog |
| .add(new SolitaireCommand.move(s13, SolitaireGame.OFFSET_UP + 0)); |
| }); |
| |
| // Consider various situations in which you cannot flip. |
| test("Playing - cannot flip", () { |
| // Wrong phase. |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.gamelog.add(new SolitaireCommand.flip(3)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Bad index (low) |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal first. |
| game.dealCardsUI(); |
| |
| // Remove some cards... |
| game.cardCollections[SolitaireGame.OFFSET_UP + 1].clear(); |
| |
| // Try to flip a pile that doesn't exist. |
| game.gamelog.add(new SolitaireCommand.flip(-1)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Bad index (high) |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal first. |
| game.dealCardsUI(); |
| |
| // Remove some cards... |
| game.cardCollections[SolitaireGame.OFFSET_UP + 1].clear(); |
| |
| // Try to flip a pile that doesn't exist. |
| game.gamelog.add(new SolitaireCommand.flip(7)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // No down card to flip. |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal first. |
| game.dealCardsUI(); |
| |
| // Remove some cards... |
| game.cardCollections[SolitaireGame.OFFSET_UP + 1].clear(); |
| game.cardCollections[SolitaireGame.OFFSET_DOWN + 1].clear(); |
| |
| // Try to flip a pile that doesn't exist. |
| game.gamelog.add(new SolitaireCommand.flip(1)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // Up card is in the way. |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal first. |
| game.dealCardsUI(); |
| |
| // Do not clear out the area for pile 1. |
| |
| game.gamelog.add(new SolitaireCommand.flip(1)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // This scenario should work though. |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal. Clear away pile 1. Flip pile 1. |
| game.dealCardsUI(); |
| game.cardCollections[SolitaireGame.OFFSET_UP + 1].clear(); |
| game.gamelog.add(new SolitaireCommand.flip(1)); |
| }); |
| |
| // Consider various situations in which you cannot draw. |
| test("Playing - cannot draw", () { |
| // Wrong phase. |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.gamelog.add(new SolitaireCommand.draw()); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // No draw cards remain. |
| expect(() { |
| SolitaireGame game = new SolitaireGame(0); |
| game.dealCardsUI(); |
| |
| // Remove all draw cards. |
| game.cardCollections[SolitaireGame.OFFSET_DRAW].clear(); |
| |
| game.gamelog.add(new SolitaireCommand.draw()); |
| }, throwsA(new isInstanceOf<StateError>())); |
| |
| // But it should be fine to draw just after dealing. |
| SolitaireGame game = new SolitaireGame(0); |
| |
| // Deal first. |
| game.dealCardsUI(); |
| game.gamelog.add(new SolitaireCommand.draw()); |
| }); |
| }); |
| } |