Domaine : reprise d'une partie, plateau affiché, demi-coups possibles, droit de doubler

Ce dont l'interface a besoin, sans règle réimplémentée : le plateau vu de
chaque camp, les demi-coups que le moteur accepte à la suite de ceux déjà
saisis, le droit de doubler selon le moteur, et la reprise d'une partie
depuis son journal enregistré. Les types du navigateur sont ajoutés à
l'application ; le domaine reste vérifié sans eux.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Pierre MARTIN
2026-11-02 21:23:06 +01:00
co-authored by Claude Opus 5.5
parent fea94324af
commit 613ff38254
5 changed files with 225 additions and 6 deletions
+54
View File
@@ -218,3 +218,57 @@ test("lecture et écriture des demi-coups", () => {
assert.throws(() => parseHalfMoves("8-5"), /mal formé/);
assert.throws(() => parseHalfMoves("30/5"), /case invalide/);
});
test("une partie se reprend depuis son journal ; un journal d'une autre version est refusé", async () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]) });
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
const saved = JSON.parse(JSON.stringify(game.journal));
const resumed = Game.resume(fakeEngine(), saved);
assert.deepEqual(resumed.state, game.state);
assert.deepEqual(resumed.events, game.events);
const other = { ...saved, events: saved.events.map((e: object) => ({ ...e, version: 99 })) };
assert.throws(() => Game.resume(fakeEngine(), other), /version/);
assert.throws(() => Game.resume(fakeEngine(), EMPTY_JOURNAL), /mal formé/);
assert.throws(() => Game.resume(fakeEngine(), { ...saved, head: "inconnu" }), /introuvable/);
});
test("le droit de doubler vient du moteur, seulement avant de lancer les dés", async () => {
let available = true;
const engine = fakeEngine({
cubeDecision: async () => ({ available, double: false, take: true }),
});
const game = Game.start(engine, {
dice: fixedDice([3, 1]),
setup: { position: "X", firstTurn: "player" },
});
assert.equal(await game.canDouble(), true);
available = false;
assert.equal(await game.canDouble(), false);
available = true;
await game.roll();
assert.equal(game.state.phase, "moving");
assert.equal(await game.canDouble(), false);
});
test("le plateau affiché est donné du point de vue de chaque camp", async () => {
const side = (pipCount: number) => ({ points: [], bar: 0, off: 0, pipCount });
const engine = fakeEngine({
board: async () => ({
onRoll: side(1),
opponent: side(2),
swappedPosition: "SWAPPED",
result: null,
}),
});
const playerTurn = Game.start(engine, { setup: { position: "X", firstTurn: "player" } });
const sides = await playerTurn.displayedBoard();
assert.equal(sides.player.pipCount, 1);
assert.equal(sides.computer.pipCount, 2);
const computerTurn = Game.start(engine, { setup: { position: "X", firstTurn: "computer" } });
const swapped = await computerTurn.displayedBoard();
assert.equal(swapped.player.pipCount, 2);
assert.equal(swapped.computer.pipCount, 1);
});