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|
package game
import (
"strings"
"testing"
)
func TestGenerateGraph(t *testing.T) {
mapDef := `map: |+1
HST
HSF
TST
symbols:
T: tower
H: house
F: farm
S: street
`
player := NewMockPlayer()
m, _ := readMap(strings.NewReader(mapDef))
a := NewUnit(NewCard("base/archer"), m.TileAt(Position{0, 0}), player)
f := NewUnit(NewCard("misc/farmer"), m.TileAt(Position{2, 2}), player)
graph := m.generateMapGraphFor(a)
p, err := findPathTo(graph, a, Position{1, 1})
if err != nil {
t.Fatal(err)
}
if p.Distance != 3 {
t.Fatalf("Wrong distance %d", p.Distance)
}
paths := findPathsToUnits(graph, m, a, []*Unit{f})
if len(paths) == 0 || paths[0] == nil {
t.Fatal("No path found")
}
if paths[0].Distance != 3 {
t.Fatalf("Wrong distance %d", p.Distance)
}
}
func TestAngrySquidDiagonal(t *testing.T) {
mapDef := `map: |+1
WWWWWWW
W W
WW WW
WWWWWWW
WWWWWWW
W W
symbols:
W: deep water
`
m, err := readMap(strings.NewReader(mapDef))
if m == nil || err != nil {
t.Fatal("failed to parse map", m, err)
}
player := NewMockPlayer()
s := NewUnit(NewCard("kraken/angry_squid"), m.TileAt(Position{5, 0}), player)
f := NewUnit(NewCard("misc/farmer"), m.TileAt(Position{6, 5}), player)
graph := m.generateMapGraphFor(s)
paths := findPathsToUnits(graph, m, s, []*Unit{f})
if len(paths) == 0 || paths[0] == nil {
t.Fatal("No path found")
}
}
func TestClowFish(t *testing.T) {
mapDef := `map: |+1
WWWWW
WWWWW
WWWWW
WWWWW
WWWWW
symbols:
W: deep water
`
m, _ := readMap(strings.NewReader(mapDef))
s := NewLocalState()
s.SetMap(m)
p1 := s.AddNewPlayer("kraken", NewDeck())
p2 := s.AddNewPlayer("player", NewDeck())
c := s.addNewUnit(NewCard("kraken/clownfish"), Position{2, 2}, p1)
s.addNewUnit(NewCard("kraken/sailfish"), Position{1, 1}, p2)
s.addNewUnit(NewCard("kraken/sailfish"), Position{3, 2}, p2)
ai := NewUnitAI(s, c)
if ai == nil {
t.Fatal("No AI available for Clownfish")
}
ai.promptAction()
a := <-ai.actions
if a == nil {
t.Fatal("No action reported")
}
var ma *MoveAction
var ok bool
if ma, ok = a.(*MoveAction); !ok {
t.Fatal("AI did not move flee from enemies")
}
if tile, ok := ma.targets.Cur().sel[0].(*Tile); ok {
if tile != m.TileAt(Position{1, 4}) {
t.Fatalf("Unexpected clownfish move: expected tile(1,4), got: %s", tile)
}
} else {
t.Fatal("Target is not a Tile")
}
ma.resolve(s)
ai = NewUnitAI(s, c)
ai.promptAction()
a = <-ai.actions
if a == nil {
t.Fatal("No action reported")
}
if _, ok := a.(*FullAction); !ok {
t.Fatal("Unthreatend AI did not use a full action")
}
}
func TestBauernFeind(t *testing.T) {
mapDef := `map: |+1
WWW
W
WWW
symbols:
W: wall
`
m, _ := readMap(strings.NewReader(mapDef))
s := NewLocalState()
s.SetMap(m)
p1 := s.AddNewPlayer("tyrant", NewDeck())
p2 := s.AddNewPlayer("player", NewDeck())
b := s.addNewUnit(NewCard("tyrant/bauernfeind"), Position{1, 1}, p1)
s.addNewUnit(NewCard("misc/farmer"), Position{1, 3}, p2)
bAi := NewUnitAI(s, b)
if bAi == nil {
t.Fatal("No AI available for Bauernfeind")
}
bAi.promptAction()
a := <-bAi.actions
if a == nil {
t.Fatal("No action reported")
}
var ma *MoveAction
var ok bool
if ma, ok = a.(*MoveAction); !ok {
t.Fatal("AI not moving towards target")
}
if tile, ok := ma.targets.Cur().sel[0].(*Tile); ok {
if tile != m.TileAt(Position{3, 2}) {
t.Fatalf("Unexpected Bauernfeind move: expected tile(3,2), got: %s", tile)
}
} else {
t.Fatal("Target is not a Tile")
}
}
func TestSuggestUnitAi(t *testing.T) {
mapDef := `map: |+1
HST
HSF
TST
symbols:
T: tower
H: house
F: farm
S: street
`
m, _ := readMap(strings.NewReader(mapDef))
player := NewMockPlayer()
a := NewUnit(NewCard("base/archer"), m.TileAt(Position{0, 0}), player)
if SuggestUnitAI(a) != "aggressive" {
t.Fatal("expected aggressive")
}
f := NewUnit(NewCard("misc/farmer"), m.TileAt(Position{1, 1}), player)
exp := "target-oriented farm tile"
is := SuggestUnitAI(f)
if exp != is {
t.Fatal(exp, " != ", is)
}
k := NewUnit(NewCard("misc/king"), m.TileAt(Position{0, 1}), player)
if SuggestUnitAI(k) != "shy" {
t.Fatal("expected shy")
}
tc := NewUnit(NewCard("base/tax_collector"), m.TileAt(Position{2, 2}), player)
if SuggestUnitAI(tc) != "shy" {
t.Fatal("expected shy")
}
}
func TestUnitAIFromDesc(t *testing.T) {
mapDef := `map: |+1
HST
HSF
TST
symbols:
T: tower
H: house
F: farm
S: street
`
m, _ := readMap(strings.NewReader(mapDef))
player := NewMockPlayer()
k := NewUnit(NewCard("misc/king"), m.TileAt(Position{0, 0}), player)
ai := NewUnitAIFromDesc(nil, k, "shy")
if ai == nil {
t.Fatal("ai is nil")
}
}
func TestShyUnitAI(t *testing.T) {
mapDef := `map: |+1
HST
HSF
TST
symbols:
T: tower
H: house
F: farm
S: street
`
s, _, p, o := newMockState()
m, _ := readMap(strings.NewReader(mapDef))
s.SetMap(m)
s.addNewUnit(NewCard("base/knight"), Position{0, 0}, p)
king := s.addNewUnit(NewCard("misc/king"), Position{1, 1}, o)
ai := NewUnitAI(s, king)
if ai == nil {
t.Fatal("ai is nil")
}
ai.promptAction()
a, _ := ai.NextAction()
if a == nil {
t.Fatal("Nil action received from shy AI")
}
s.ResolveAction(a)
pos := Position{2, 2}
if king.Tile().Position != pos {
t.Fatal("king not moving to most distant pos from enemy units", king.Tile().Position)
}
ai.promptAction()
_, ok := ai.NextAction()
if ok {
t.Fatal("ShyAI did not close its channel")
}
}
func TestUnthreatendShyUnitAI(t *testing.T) {
mapDef := `map: |+1
HST
H H
F W
symbols:
T: tower
H: house
F: farm
S: street
W: deep water
`
s := NewLocalState()
m, _ := readMap(strings.NewReader(mapDef))
s.SetMap(m)
p := s.AddNewPlayer("p", NewDeck())
r := s.addNewUnit(NewCard("base/recruiter"), Position{1, 1}, p)
ai := NewUnitAI(s, r)
if ai == nil {
t.Fatal("ai is nil")
}
ai.promptAction()
a, more := ai.NextAction()
if a == nil {
t.Fatal("Nil action received from shy AI")
}
if _, ok := a.(*FullAction); !ok {
t.Fatal("Not FullAction received from uncontested recruiter")
}
if !more {
t.Fatal("Ai action channel already closed")
}
_, more = ai.NextAction()
if more {
t.Fatal("AI did not finish after issuing a FullAction")
}
}
func TestBlockedPathUnitAI(t *testing.T) {
mapDef := `map: |+1
WSW
WSW
WSW
SSS
symbols:
T: tower
H: house
F: farm
S: street
W: deep water
`
s, _, p, o := newMockState()
m, _ := readMap(strings.NewReader(mapDef))
s.SetMap(m)
s.addNewUnit(NewCard("base/archer"), Position{1, 3}, p)
f1 := s.addNewUnit(NewCard("base/fighter"), Position{1, 1}, o)
f2 := s.addNewUnit(NewCard("base/fighter"), Position{1, 0}, o)
// Move f1
ai := NewUnitAI(s, f1)
if ai == nil {
t.Fatal("ai is nil")
}
ai.promptAction()
a, _ := ai.NextAction()
if a == nil {
t.Fatal("Nil action received from aggressive AI")
}
s.ResolveAction(a)
// Move f2
ai = NewUnitAI(s, f2)
if ai == nil {
t.Fatal("ai is nil")
}
ai.promptAction()
a, _ = ai.NextAction()
if a == nil {
t.Fatal("Nil action received from aggressive AI")
}
s.ResolveAction(a)
}
func TestAggressiveFlexAttackUnitAI(t *testing.T) {
mapDef := `map: |+1
SSSS
symbols:
S: street
`
s, _, p, o := newMockState()
m, _ := readMap(strings.NewReader(mapDef))
s.SetMap(m)
pm := s.addNewUnit(NewCard("base/pikeman"), Position{0, 0}, p)
c := s.addNewUnit(NewCard("base/cavalry"), Position{3, 0}, o)
ai := NewUnitAI(s, pm)
if ai == nil {
t.Fatal("ai is nil")
}
// Move p
ai.promptAction()
a, _ := ai.NextAction()
if a == nil {
t.Fatal("Nil action received from aggressive AI")
}
if _, ok := a.(*MoveAction); !ok {
t.Fatal("Received unexpected action", a)
}
s.ResolveAction(a)
// Attack c
ai.promptAction()
a, _ = ai.NextAction()
if a == nil {
t.Fatal("Nil action received from aggressive AI")
}
s.ResolveAction(a)
if c.Damage() != 1 {
t.Fatal("Cavlary not destroyed")
}
}
|