| // 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/hearts/hearts.dart"; |
| import "../lib/logic/card.dart"; |
| |
| import "dart:io"; |
| |
| void main() { |
| group("Initialization", () { |
| HeartsGame game = new HeartsGame(0); |
| test("Dealing", () { |
| game.dealCards(); // What the dealer actually runs to get cards to everybody. |
| |
| // By virtue of creating the game, HeartsGame should have 4 collections with 13 cards and 8 collections with 0 cards each. |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(13), |
| reason: "Dealt 13 cards to A"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(13), |
| reason: "Dealt 13 cards to B"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(13), |
| reason: "Dealt 13 cards to C"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_D + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(13), |
| reason: "Dealt 13 cards to D"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A + HeartsGame.OFFSET_PLAY] |
| .length, |
| equals(0), |
| reason: "Not playing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B + HeartsGame.OFFSET_PLAY] |
| .length, |
| equals(0), |
| reason: "Not playing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C + HeartsGame.OFFSET_PLAY] |
| .length, |
| equals(0), |
| reason: "Not playing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_D + HeartsGame.OFFSET_PLAY] |
| .length, |
| equals(0), |
| reason: "Not playing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A + HeartsGame.OFFSET_PASS] |
| .length, |
| equals(0), |
| reason: "Not passing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B + HeartsGame.OFFSET_PASS] |
| .length, |
| equals(0), |
| reason: "Not passing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C + HeartsGame.OFFSET_PASS] |
| .length, |
| equals(0), |
| reason: "Not passing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_D + HeartsGame.OFFSET_PASS] |
| .length, |
| equals(0), |
| reason: "Not passing yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A + HeartsGame.OFFSET_TRICK] |
| .length, |
| equals(0), |
| reason: "No tricks yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B + HeartsGame.OFFSET_TRICK] |
| .length, |
| equals(0), |
| reason: "No tricks yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C + HeartsGame.OFFSET_TRICK] |
| .length, |
| equals(0), |
| reason: "No tricks yet"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_D + HeartsGame.OFFSET_TRICK] |
| .length, |
| equals(0), |
| reason: "No tricks yet"); |
| }); |
| }); |
| |
| // For this test, the cards may end up being duplicate or inconsistent. |
| group("Scoring", () { |
| HeartsGame game = new HeartsGame(0); |
| test("Compute/Prepare Score", () { |
| // In this situation, what's the score? |
| game.cardCollections[HeartsGame.PLAYER_A_TRICK] = <Card>[ |
| new Card("classic", "dq"), |
| new Card("classic", "dk"), |
| new Card("classic", "h1"), |
| new Card("classic", "h2"), |
| new Card("classic", "h3"), |
| new Card("classic", "h4") |
| ]; |
| |
| expect(game.computeScore(HeartsGame.PLAYER_A), equals(4), |
| reason: "Player A has 4 hearts"); |
| |
| // In this alternative situation, what's the score? |
| game.cardCollections[HeartsGame.PLAYER_B_TRICK] = <Card>[ |
| new Card("classic", "h6"), |
| new Card("classic", "h7"), |
| new Card("classic", "h8"), |
| new Card("classic", "h9"), |
| new Card("classic", "h10"), |
| new Card("classic", "hj"), |
| new Card("classic", "hq"), |
| new Card("classic", "hk"), |
| new Card("classic", "s1"), |
| new Card("classic", "s2") |
| ]; |
| |
| expect(game.computeScore(HeartsGame.PLAYER_B), equals(8), |
| reason: "Player B has 8 hearts."); |
| |
| // Should prepare C as well. |
| game.cardCollections[HeartsGame.PLAYER_C_TRICK] = <Card>[ |
| new Card("classic", "h5"), |
| new Card("classic", "sq") |
| ]; |
| expect(game.computeScore(HeartsGame.PLAYER_C), equals(14), |
| reason: "Player C has 1 heart and the queen of spades."); |
| |
| // Now, update the score, modifying game.scores. |
| game.updateScore(); |
| expect(game.scores, equals([4, 8, 14, 0])); |
| |
| // Do it again. |
| game.updateScore(); |
| expect(game.scores, equals([8, 16, 28, 0])); |
| |
| // Shoot the moon! |
| game.cardCollections[HeartsGame.PLAYER_A_TRICK] = <Card>[]; |
| game.cardCollections[HeartsGame.PLAYER_B_TRICK] = <Card>[]; |
| game.cardCollections[HeartsGame.PLAYER_C_TRICK] = <Card>[]; |
| game.cardCollections[HeartsGame.PLAYER_D_TRICK] = Card.All; |
| game.updateScore(); |
| expect(game.scores, equals([34, 42, 54, 0])); |
| }); |
| }); |
| |
| group("Game Over", () { |
| HeartsGame game = new HeartsGame(0); |
| |
| test("Has the game ended? Yes", () { |
| // Check if the game has ended. Should be yes. |
| game.scores = <int>[HeartsGame.MAX_SCORE + 5, 40, 35, 0]; |
| expect(game.hasGameEnded, isTrue); |
| }); |
| test("Has the game ended? No", () { |
| // Check if the game has ended. Should be no. |
| game.scores = <int>[HeartsGame.MAX_SCORE - 5, 40, 35, 0]; |
| expect(game.hasGameEnded, isFalse); |
| }); |
| }); |
| |
| // At this point, we should prepare the canonical game by setting up state and |
| // performing a single action or set of actions. |
| // Reads from a log, so we will go through logical game mechanics. |
| group("Card Manipulation", () { |
| HeartsGame game = new HeartsGame(0); |
| |
| // Note: This could have been a non-file (in-memory), but it's fine to use a file too. |
| File file = new File("test/game_log_hearts_test.txt"); |
| List<String> commands = file.readAsStringSync().split("\n"); |
| int commandIndex = 0; |
| |
| void runCommand() { |
| String c = commands[commandIndex]; |
| commandIndex++; |
| if (c == "" || c[0] == "#") { |
| // Essentially, this case allows empty lines and comments. |
| runCommand(); |
| } else { |
| game.gamelog.add(new HeartsCommand.fromCommand(c)); |
| } |
| } |
| |
| test("Deal Phase", () { |
| expect(game.phase, equals(HeartsPhase.Deal)); |
| |
| // Deal consists of 4 deal commands. |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| |
| // Confirm cards in hands. |
| List<Card> expectedAHand = |
| new List<Card>.from(Card.All.getRange(26, 26 + 5)) |
| ..addAll(Card.All.getRange(13 + 5, 26)); |
| List<Card> expectedBHand = |
| new List<Card>.from(Card.All.getRange(13, 13 + 5)) |
| ..addAll(Card.All.getRange(39 + 5, 52)); |
| List<Card> expectedCHand = |
| new List<Card>.from(Card.All.getRange(39, 39 + 5)) |
| ..addAll(Card.All.getRange(0 + 5, 13)); |
| List<Card> expectedDHand = |
| new List<Card>.from(Card.All.getRange(0, 0 + 5)) |
| ..addAll(Card.All.getRange(26 + 5, 39)); |
| expect(game.cardCollections[HeartsGame.PLAYER_A], equals(expectedAHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_B], equals(expectedBHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_C], equals(expectedCHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_D], equals(expectedDHand)); |
| }); |
| test("Pass Phase", () { |
| expect(game.phase, equals(HeartsPhase.Pass)); |
| |
| // Pass consists of 4 pass commands. |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| |
| // Confirm cards in hands and passes. |
| List<Card> expectedAHand = |
| new List<Card>.from(Card.All.getRange(26 + 3, 26 + 5)) |
| ..addAll(Card.All.getRange(13 + 5, 26)); |
| List<Card> expectedBHand = |
| new List<Card>.from(Card.All.getRange(13 + 3, 13 + 5)) |
| ..addAll(Card.All.getRange(39 + 5, 52)); |
| List<Card> expectedCHand = |
| new List<Card>.from(Card.All.getRange(39 + 3, 39 + 5)) |
| ..addAll(Card.All.getRange(0 + 5, 13)); |
| List<Card> expectedDHand = |
| new List<Card>.from(Card.All.getRange(0 + 3, 0 + 5)) |
| ..addAll(Card.All.getRange(26 + 5, 39)); |
| List<Card> expectedAPass = |
| new List<Card>.from(Card.All.getRange(26, 26 + 3)); |
| List<Card> expectedBPass = |
| new List<Card>.from(Card.All.getRange(13, 13 + 3)); |
| List<Card> expectedCPass = |
| new List<Card>.from(Card.All.getRange(39, 39 + 3)); |
| List<Card> expectedDPass = |
| new List<Card>.from(Card.All.getRange(0, 0 + 3)); |
| expect(game.cardCollections[HeartsGame.PLAYER_A], equals(expectedAHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_B], equals(expectedBHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_C], equals(expectedCHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_D], equals(expectedDHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_A_PASS], |
| equals(expectedAPass)); |
| expect(game.cardCollections[HeartsGame.PLAYER_B_PASS], |
| equals(expectedBPass)); |
| expect(game.cardCollections[HeartsGame.PLAYER_C_PASS], |
| equals(expectedCPass)); |
| expect(game.cardCollections[HeartsGame.PLAYER_D_PASS], |
| equals(expectedDPass)); |
| }); |
| test("Take Phase", () { |
| expect(game.phase, equals(HeartsPhase.Take)); |
| |
| // Take consists of 4 take commands. |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| |
| // Confirm cards in hands again. |
| // Note: I will eventually want to do a sorted comparison or set comparison instead. |
| List<Card> expectedAHand = |
| new List<Card>.from(Card.All.getRange(26 + 3, 26 + 5)) |
| ..addAll(Card.All.getRange(13 + 5, 26)) |
| ..addAll(Card.All.getRange(13, 13 + 3)); |
| List<Card> expectedBHand = |
| new List<Card>.from(Card.All.getRange(13 + 3, 13 + 5)) |
| ..addAll(Card.All.getRange(39 + 5, 52)) |
| ..addAll(Card.All.getRange(39, 39 + 3)); |
| List<Card> expectedCHand = |
| new List<Card>.from(Card.All.getRange(39 + 3, 39 + 5)) |
| ..addAll(Card.All.getRange(0 + 5, 13)) |
| ..addAll(Card.All.getRange(0, 0 + 3)); |
| List<Card> expectedDHand = |
| new List<Card>.from(Card.All.getRange(0 + 3, 0 + 5)) |
| ..addAll(Card.All.getRange(26 + 5, 39)) |
| ..addAll(Card.All.getRange(26, 26 + 3)); |
| expect(game.cardCollections[HeartsGame.PLAYER_A], equals(expectedAHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_B], equals(expectedBHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_C], equals(expectedCHand)); |
| expect(game.cardCollections[HeartsGame.PLAYER_D], equals(expectedDHand)); |
| }); |
| test("Play Phase - Trick 1", () { |
| expect(game.phase, equals(HeartsPhase.Play)); |
| |
| // Play Trick 1 consists of 4 play commands. |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| |
| // Confirm the winner of the round. |
| expect(game.lastTrickTaker, equals(3), |
| reason: "Player 3 played 4 of Clubs"); |
| expect(game.cardCollections[HeartsGame.PLAYER_D_TRICK].length, equals(4), |
| reason: "Player 3 won 1 trick."); |
| }); |
| test("Play Phase - Trick 2", () { |
| expect(game.phase, equals(HeartsPhase.Play)); |
| |
| // Play Trick 2 consists of 4 play commands. |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| runCommand(); |
| |
| // Confirm the winner of the round. |
| expect(game.lastTrickTaker, equals(2), |
| reason: "Player 2 played Ace of Clubs"); |
| expect(game.cardCollections[HeartsGame.PLAYER_C_TRICK].length, equals(4), |
| reason: "Player 2 won 1 trick."); |
| expect(game.cardCollections[HeartsGame.PLAYER_D_TRICK].length, equals(4), |
| reason: "Player 3 won 1 trick."); |
| }); |
| test("Play Phase - Trick 13", () { |
| expect(game.phase, equals(HeartsPhase.Play)); |
| |
| // Play Trick 13 consists of 44 play commands. |
| // Read line by line until the game is "over". |
| for (int i = 8; i < 52; i++) { |
| runCommand(); |
| } |
| |
| // Assert that hands/plays/passes are empty. |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(0), |
| reason: "Played all cards"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(0), |
| reason: "Played all cards"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(0), |
| reason: "Played all cards"); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_D + HeartsGame.OFFSET_HAND] |
| .length, |
| equals(0), |
| reason: "Played all cards"); |
| |
| // Check that all 52 cards are in tricks. |
| expect(game.lastTrickTaker, equals(0), |
| reason: "Player 0 won the last trick."); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_A_TRICK].length, equals(4 * 8), |
| reason: "Player 0 won 8 tricks."); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_B_TRICK].length, equals(4 * 2), |
| reason: "Player 1 won 2 tricks."); |
| expect( |
| game.cardCollections[HeartsGame.PLAYER_C_TRICK].length, equals(4 * 2), |
| reason: "Player 2 won 2 tricks."); |
| expect(game.cardCollections[HeartsGame.PLAYER_D_TRICK].length, equals(4), |
| reason: "Player 3 won 1 trick."); |
| }); |
| test("Score Phase", () { |
| expect(game.phase, equals(HeartsPhase.Score)); |
| |
| // Check score to ensure it matches the expectation. |
| expect(game.scores, equals([21, 3, 2, 0])); |
| |
| // Score consists of 4 ready commands. |
| runCommand(); |
| expect(game.allReady, isFalse); |
| runCommand(); |
| expect(game.allReady, isFalse); |
| runCommand(); |
| expect(game.allReady, isFalse); |
| runCommand(); |
| |
| // Back to the deal phase once everyone indicates that they are ready. |
| expect(game.phase, equals(HeartsPhase.Deal)); |
| }); |
| test("Score Phase - end of game", () { |
| expect(game.hasGameEnded, isFalse); |
| |
| // 2nd Round: 4 deal, 4 pass, 4 take, 52 play, 4 ready |
| // Player A will shoot the moon for all remaining games (for simplicity). |
| for (int i = 0; i < 68; i++) { |
| runCommand(); |
| } |
| expect(game.scores, equals([21 + 0, 3 + 26, 2 + 26, 0 + 26])); |
| expect(game.hasGameEnded, isFalse); |
| |
| // 3rd Round: 4 deal, 4 pass, 4 take, 52 play, 4 ready |
| for (int i = 0; i < 68; i++) { |
| runCommand(); |
| } |
| expect(game.scores, |
| equals([21 + 0 + 0, 3 + 26 + 26, 2 + 26 + 26, 0 + 26 + 26])); |
| expect(game.hasGameEnded, isFalse); |
| |
| // 4th Round: 4 deal, 52 play, 4 ready |
| for (int i = 0; i < 60; i++) { |
| runCommand(); |
| } |
| expect( |
| game.scores, |
| equals([ |
| 21 + 0 + 0 + 0, |
| 3 + 26 + 26 + 26, |
| 2 + 26 + 26 + 26, |
| 0 + 26 + 26 + 26 |
| ])); |
| expect(game.hasGameEnded, isFalse); |
| |
| // 5th round: 4 deal, 4 pass, 4 take, 52 play. Game is over, so no ready phase. |
| for (int i = 0; i < 64; i++) { |
| runCommand(); |
| } |
| expect( |
| game.scores, |
| equals([ |
| 21 + 0 + 0 + 0 + 0, |
| 3 + 26 + 26 + 26 + 26, |
| 2 + 26 + 26 + 26 + 26, |
| 0 + 26 + 26 + 26 + 26 |
| ])); |
| expect(game.hasGameEnded, |
| isTrue); // assumes game ends after about 100 points. |
| }); |
| }); |
| |
| group("Card Manipulation - Error Cases", () { |
| test("Dealing - wrong phase", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.phase = HeartsPhase.Score; |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Dealing - missing card", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add( |
| new HeartsCommand.deal(0, <Card>[new Card("fake", "not real")])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Dealing - too many cards dealt", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 15)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 5)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(5, 15)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Passing - wrong phase", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.gamelog.add(new HeartsCommand.pass( |
| 0, new List<Card>.from(Card.All.getRange(0, 4)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Passing - missing card", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.phase = HeartsPhase.Pass; |
| game.gamelog.add(new HeartsCommand.pass( |
| 0, new List<Card>.from(Card.All.getRange(13, 16)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Passing - wrong number of cards", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.phase = HeartsPhase.Pass; |
| game.gamelog.add(new HeartsCommand.pass( |
| 0, new List<Card>.from(Card.All.getRange(0, 2)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.phase = HeartsPhase.Pass; |
| game.gamelog.add(new HeartsCommand.pass( |
| 0, new List<Card>.from(Card.All.getRange(0, 4)))); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Taking - wrong phase", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.take(3)); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - wrong phase", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[0])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - missing card", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.phase = HeartsPhase.Play; |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[13])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - invalid card (not 2 of clubs as first card)", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.phase = HeartsPhase.Play; |
| game.lastTrickTaker = 0; |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[0])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - invalid card (no penalty on first round)", () { |
| // NOTE: It is actually possible to be forced to play a penalty card on round 1. |
| // But the odds are miniscule, so this rule will be enforced. |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 1, new List<Card>.from(Card.All.getRange(13, 26)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 2, new List<Card>.from(Card.All.getRange(26, 39)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 3, new List<Card>.from(Card.All.getRange(39, 52)))); |
| game.phase = HeartsPhase.Play; |
| game.lastTrickTaker = 0; |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[1])); |
| game.gamelog.add(new HeartsCommand.play(1, Card.All[13])); |
| game.gamelog.add(new HeartsCommand.play(2, Card.All[26])); |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - wrong turn", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal( |
| 0, new List<Card>.from(Card.All.getRange(0, 13)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 1, new List<Card>.from(Card.All.getRange(13, 26)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 2, new List<Card>.from(Card.All.getRange(26, 39)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 3, new List<Card>.from(Card.All.getRange(39, 52)))); |
| game.phase = HeartsPhase.Play; |
| game.lastTrickTaker = 0; |
| game.gamelog.add(new HeartsCommand.play( |
| 1, Card.All[13])); // player 0's turn, not player 1's. |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - invalid card (suit mismatch)", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal(0, |
| new List<Card>.from(Card.All.getRange(0, 12))..add(Card.All[25]))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 1, new List<Card>.from(Card.All.getRange(12, 25)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 2, new List<Card>.from(Card.All.getRange(26, 39)))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 3, new List<Card>.from(Card.All.getRange(39, 52)))); |
| game.phase = HeartsPhase.Play; |
| game.lastTrickTaker = 0; |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[1])); |
| game.gamelog |
| .add(new HeartsCommand.play(0, Card.All[13])); // should play 12 |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| test("Playing - invalid card (hearts not broken yet)", () { |
| expect(() { |
| HeartsGame game = new HeartsGame(0); |
| game.gamelog.add(new HeartsCommand.deal(0, |
| new List<Card>.from(Card.All.getRange(0, 12))..add(Card.All[38]))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 1, new List<Card>.from(Card.All.getRange(13, 26)))); |
| game.gamelog.add(new HeartsCommand.deal(2, |
| new List<Card>.from(Card.All.getRange(26, 38))..add(Card.All[12]))); |
| game.gamelog.add(new HeartsCommand.deal( |
| 3, new List<Card>.from(Card.All.getRange(39, 52)))); |
| game.phase = HeartsPhase.Play; |
| game.lastTrickTaker = 0; |
| game.gamelog.add(new HeartsCommand.play(0, Card.All[1])); |
| game.gamelog.add(new HeartsCommand.play(1, Card.All[13])); |
| game.gamelog.add(new HeartsCommand.play(2, Card.All[12])); // 2 won! |
| game.gamelog.add(new HeartsCommand.play(3, Card.All[39])); |
| game.gamelog.add(new HeartsCommand.play( |
| 2, Card.All[26])); // But 2 can't lead with a hearts. |
| }, throwsA(new isInstanceOf<StateError>())); |
| }); |
| }); |
| } |