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path: root/go/game/targets_test.go
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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)
	}
}