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package game
import (
"strings"
"testing"
)
func TestTileTargets(t *testing.T) {
mapDef := `map: |1-
HSTS
HSFS
TSWS
symbols:
T: tower
H: house
F: farm
S: street
W: deep water
`
s := NewLocalState()
r := strings.NewReader(mapDef)
m, _ := readMap(r)
s.SetMap(m)
p := s.AddNewPlayer("player", NewDeck())
u := s.addNewUnit(NewCard("base/archer"), Position{1, 1}, p)
s.addNewUnit(NewCard("base/cavalry"), Position{1, 2}, p)
a := newFullAction(u,
func(Action) ActionResolveFunc { var f ActionResolveFunc; return f },
"mock full action")
tDesc := newTargetDesc("tile")
trgt := newTarget(s, tDesc, a)
opts := trgt.Options()
if len(opts) != 12 {
t.Fatal("expexted 12 candidates not:", len(opts))
}
tDesc = newTargetDesc("water tile")
trgt = newTarget(s, tDesc, a)
opts = trgt.Options()
if len(opts) != 1 {
t.Fatal("expected 1 water candidates not:", len(opts))
}
tDesc = newTargetDesc("free tile")
trgt = newTarget(s, tDesc, a)
opts = trgt.Options()
if len(opts) != 10 {
t.Fatal("expected 10 free candidates not:", len(opts))
}
tDesc = newTargetDesc("available tile")
trgt = newTarget(s, tDesc, a)
opts = trgt.Options()
if len(opts) != 9 {
t.Fatal("expected 9 available candidates not:", len(opts))
}
tDesc = newTargetDesc("adjacent tile")
trgt = newTarget(s, tDesc, a)
opts = trgt.Options()
if len(opts) != 9 {
t.Fatal("expected 9 available candidates not:", len(opts))
}
tDesc = newTargetDesc("adjacent available tile")
trgt = newTarget(s, tDesc, a)
opts = trgt.Options()
if len(opts) != 6 {
t.Fatal("expected 6 available candidates not:", len(opts))
}
}
func TestDisjunction(t *testing.T) {
mapDef := `map: |1-
HST
HSF
TSW
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("player", NewDeck())
pioneer := NewUnit(NewCard("base/pioneer"), s.Map().TileAt(Position{1, 1}), p)
s.addPermanent(pioneer)
sword := newEquipmentFromPath("base/sword", s.Map().TileAt(Position{0, 1}), p)
s.addPermanent(sword)
fa := pioneer.FullActions[0]
targets := fa.Targets()
if err := targets.AddSelection(s.Map().TileAt(Position{1, 1})); err != nil {
t.Fatalf("TileAt(1,1) not a valid target for %v", fa)
}
if err := targets.CheckTargets(s); err != nil {
t.Fatalf("TileAt(1,1) not a valid target for %v", fa)
}
targets.ClearSelections()
if err := targets.AddSelection(sword); err != nil {
t.Fatalf("%v not a valid target for %v", sword, fa)
}
if err := targets.CheckTargets(s); err != nil {
t.Fatalf("%v not a valid target for %v", sword, fa)
}
}
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