281 lines
7.2 KiB
C#

using BackendTests.TestUtils;
using pacMan.Exceptions;
using pacMan.GameStuff;
using pacMan.GameStuff.Items;
using pacMan.Utils;
namespace BackendTests.Services;
public class GameTests
{
private readonly DirectionalPosition _spawn3By3Up = new()
{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
private readonly DirectionalPosition _spawn7By7Down = new()
{ At = new Position { X = 7, Y = 7 }, Direction = Direction.Down };
private readonly DirectionalPosition _spawn7By7Left = new()
{ At = new Position { X = 7, Y = 7 }, Direction = Direction.Left };
private readonly DirectionalPosition _spawn7By7Right = new()
{ At = new Position { X = 7, Y = 7 }, Direction = Direction.Right };
private Player _bluePlayer = null!;
private pacMan.Services.Game _game = null!;
private Player _greenPlayer = null!;
private Player _purplePlayer = null!;
private Player _redPlayer = null!;
private Queue<DirectionalPosition> _spawns = null!;
private Player _yellowPlayer = null!;
[SetUp]
public void Setup()
{
_spawns = new Queue<DirectionalPosition>(
new[] { _spawn3By3Up, _spawn7By7Left, _spawn7By7Down, _spawn7By7Right });
_game = new pacMan.Services.Game(_spawns);
_redPlayer = Players.Create("red");
_bluePlayer = Players.Create("blue");
_yellowPlayer = Players.Create("yellow");
_greenPlayer = Players.Create("green");
_purplePlayer = Players.Create("purple");
}
private void AddFullParty()
{
_game.AddPlayer(_bluePlayer);
_game.AddPlayer(_redPlayer);
_game.AddPlayer(_yellowPlayer);
_game.AddPlayer(_greenPlayer);
}
#region NextPlayer()
[Test]
public void NextPlayer_WhenEmpty()
{
Assert.Throws<InvalidOperationException>(() => _game.NextPlayer());
}
#endregion
#region IsGameStarted
[Test]
public void IsGameStarted_WhenEmpty()
{
Assert.That(_game.IsGameStarted, Is.False);
}
[Test]
public void IsGameStarted_WhenNotAllInGame()
{
AddFullParty();
Assert.That(_game.IsGameStarted, Is.False);
}
[Test]
public void IsGameStarted_WhenAllInGame()
{
AddFullParty();
_game.Players.ForEach(player => player.State = State.InGame);
Assert.That(_game.IsGameStarted, Is.True);
}
[Test]
public void IsGameStared_WhenAllDisconnected()
{
AddFullParty();
_game.Players.ForEach(player => player.State = State.Disconnected);
Assert.That(_game.IsGameStarted, Is.False);
}
[Test]
public void IsGameStarted_WhenHalfInGame()
{
AddFullParty();
_game.Players.ForEach(player =>
player.State = _game.Players.IndexOf(player) % 2 == 0 ? State.InGame : State.Disconnected);
Assert.That(_game.IsGameStarted, Is.True);
}
#endregion
#region AddPlayer(Player player)
[Test]
public void AddPlayer_WhenEmpty()
{
Assert.DoesNotThrow(() => _game.AddPlayer(_redPlayer));
}
[Test]
public void AddPlayer_WhenFull() =>
Assert.Multiple(() =>
{
AddFullParty();
Assert.That(_game.Players, Has.Count.EqualTo(Rules.MaxPlayers));
Assert.Throws<GameNotPlayableException>(() => _game.AddPlayer(_purplePlayer));
});
[Test]
public void AddPlayer_WhenNameExists()
{
var redClone = _redPlayer.Clone();
_game.AddPlayer(_redPlayer);
Assert.DoesNotThrow(() => _game.AddPlayer(redClone));
}
[Test]
public void AddPlayer_WhenStateIsNotWaitingForPlayers()
{
_redPlayer.State = State.InGame;
_game.AddPlayer(_redPlayer);
Assert.That(_redPlayer.State, Is.EqualTo(State.WaitingForPlayers));
}
[Test]
public void AddPlayer_AddSpawnPosition()
{
_game.AddPlayer(_redPlayer);
Assert.That(_redPlayer.PacMan.SpawnPosition, Is.Not.Null);
Assert.That(_redPlayer.PacMan.SpawnPosition, Is.EqualTo(_spawn3By3Up));
}
[Test]
public void AddPlayer_WhenGameHasStarted()
{
_game.AddPlayer(_redPlayer);
_game.AddPlayer(_bluePlayer);
_game.SetReady(_redPlayer.Username);
_game.SetReady(_bluePlayer.Username);
_game.SetAllInGame();
Assert.Throws<GameNotPlayableException>(() => _game.AddPlayer(_greenPlayer));
}
#endregion
#region Sendtoall(ArraySegment<byte> segment)
[Test]
public void SendToAll_WhenConnectionsIsNull()
{
Assert.DoesNotThrow(() => _game.SendToAll(new { }.ToArraySegment()));
}
[Test]
public void SendToAll_WhenConnectionsIsNotNull()
{
var counter = 0;
async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
_game.Connections += Send;
_game.Connections += Send;
_game.SendToAll(new { }.ToArraySegment());
// TODO timeout after n amount of time
while (counter < 2) { }
Assert.That(counter, Is.EqualTo(2));
}
#endregion
#region SetReady(Player player)
[Test]
public void SetReady_ReturnsAllPlayers()
{
_game.AddPlayer(_redPlayer);
_game.AddPlayer(_bluePlayer);
var players = _game.SetReady(_redPlayer.Username).ToList();
Assert.Multiple(() =>
{
Assert.That(players, Has.Count.EqualTo(2));
Assert.That(players, Does.Contain(_redPlayer));
Assert.That(players, Does.Contain(_bluePlayer));
});
}
[Test]
public void SetReady_SetsStateToReady()
{
_game.AddPlayer(_redPlayer);
Assert.That(_redPlayer.State, Is.Not.EqualTo(State.Ready));
_game.SetReady(_redPlayer.Username);
Assert.That(_redPlayer.State, Is.EqualTo(State.Ready));
}
[Test]
public void SetReady_WhenPlayerIsNotInPlayers()
{
Assert.Throws<PlayerNotFoundException>(() => _game.SetReady(_redPlayer.Username));
}
#endregion
#region SetAllIngame()
[Test]
public void SetAllInGame_SetsStateToInGame()
{
AddFullParty();
_game.Players.ForEach(player => player.State = State.Ready);
Assert.That(_game.Players, Has.All.Property(nameof(Player.State)).EqualTo(State.Ready));
var allInGame = _game.SetAllInGame();
Assert.Multiple(() =>
{
Assert.That(allInGame, Is.True);
Assert.That(_game.Players, Has.All.Property(nameof(Player.State)).EqualTo(State.InGame));
});
}
[Test]
public void SetAllInGame_SetStateToInGame_WhenNotAllReady()
{
AddFullParty();
var allInGame = _game.SetAllInGame();
Assert.That(allInGame, Is.False);
}
[Test]
public void SetAllInGame_WhenPlayersIsEmpty()
{
_game.SetAllInGame();
Assert.That(_game.Players, Is.Empty);
}
#endregion
#region IsGameStarted()
[Test]
public void IsGameStarted_AllWaiting()
{
AddFullParty();
Assert.That(_game.IsGameStarted, Is.False);
}
[Test]
public void IsGameStarted_AllInGame()
{
AddFullParty();
_game.Players.ForEach(player => player.State = State.InGame);
Assert.That(_game.IsGameStarted, Is.True);
}
#endregion
}