Coup de l'ordinateur : animation, traces et bouton Revoir
Le domaine donne le dernier coup demi-coup par demi-coup (plateaux intermédiaires du moteur, pions frappés lus sur la barre) ; l'interface fait glisser les pions puis laisse flèches, pions entourés et fantômes jusqu'à l'action suivante. Scénario « Voir le coup de l'ordinateur », tests unitaires et test dans le navigateur. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
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commit
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// Un coup demi-coup par demi-coup (Game.lastMoveSteps), sur le vrai moteur
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// WebAssembly : les plateaux intermédiaires que l'interface anime, et les
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// pions frappés qu'elle signale.
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//
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// Copyright (C) 2026 les auteurs d'Ustagammon.
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// Licence : GPLv3 ou ultérieure (voir LICENSE).
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import assert from "node:assert/strict";
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import { test } from "node:test";
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import type { BoardSide } from "../src/domain/game/engine.js";
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import { Game } from "../src/domain/game/game.js";
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import {
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BAR,
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formatHalfMoves,
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type PositionId,
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parseHalfMoves,
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} from "../src/domain/game/position.js";
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import { fixedDice } from "../src/domain/game/roll.js";
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import { loadNodeEngine } from "./support/node-engine.js";
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// Le joueur, au trait : un pion sur sa case 13, quatorze sur sa case 6.
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// L'ordinateur : un blot sur la case 10 du joueur (sa case 15), quatorze sur
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// sa case 6.
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const PLAYER_CAN_HIT = "4P8HEADg/wcEAA";
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// Le joueur, au trait : un pion sur la barre, quatorze sur sa case 6.
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// L'ordinateur : un blot sur la case 21 du joueur (sa case 4), quatorze sur
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// sa case 6.
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const PLAYER_ON_BAR = "yP8PAADg/wcAQA";
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// Le joueur, au trait, n'a plus que deux pions, sur ses cases 6 et 5.
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const PLAYER_ALMOST_DONE = "/38AAABQAAAAAA";
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/** Une partie où le joueur, au trait, joue le jet dice à la position. */
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async function playerMove(position: PositionId, dice: [number, number], move: string) {
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const engine = await loadNodeEngine();
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const game = Game.start(engine, {
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dice: fixedDice(dice),
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setup: { position, firstTurn: "player" },
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});
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await game.roll();
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for (const halfMove of parseHalfMoves(move)) {
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assert.equal(await game.playHalfMove(halfMove), true, formatHalfMoves([halfMove]));
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}
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return game;
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}
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/** Le nombre de pions d'un camp sur une case (1 à 24), sur la barre ou sortis. */
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function at(side: BoardSide, point: number | "bar" | "off"): number {
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if (point === "bar") {
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return side.bar;
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}
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return point === "off" ? side.off : (side.points[point - 1] ?? 0);
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}
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test("un coup simple : un plateau par demi-coup, sans pion frappé", async () => {
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const engine = await loadNodeEngine();
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const game = Game.start(engine, { dice: fixedDice([3, 1]) });
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for (const halfMove of parseHalfMoves("8/5 6/5")) {
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await game.playHalfMove(halfMove);
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}
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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assert.equal(steps.side, "player");
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assert.equal(formatHalfMoves(steps.halfMoves), "8/5 6/5");
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assert.deepEqual(steps.hits, [false, false]);
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const counts = steps.boards.map((b) => [at(b.player, 8), at(b.player, 6), at(b.player, 5)]);
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assert.deepEqual(counts, [
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[3, 5, 0],
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[2, 5, 1],
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[2, 4, 2],
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]);
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// Le dernier plateau est celui de la partie après le coup.
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assert.deepEqual(steps.boards[2], await game.displayedBoard());
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});
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test("un pion frappé part sur la barre au demi-coup qui le frappe", async () => {
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const game = await playerMove(PLAYER_CAN_HIT, [3, 1], "13/10 10/9");
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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assert.deepEqual(steps.hits, [true, false]);
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const bar = steps.boards.map((b) => at(b.computer, "bar"));
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assert.deepEqual(bar, [0, 1, 1]);
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// Le blot était sur la case 10 du joueur, la case 15 de l'ordinateur.
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assert.equal(at(steps.boards[0]?.computer as BoardSide, 15), 1);
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assert.equal(at(steps.boards[1]?.computer as BoardSide, 15), 0);
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assert.equal(at(steps.boards[2]?.player as BoardSide, 9), 1);
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});
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test("un coup depuis la barre, qui frappe en rentrant", async () => {
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const game = await playerMove(PLAYER_ON_BAR, [4, 2], "bar/21 6/4");
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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assert.deepEqual(steps.hits, [true, false]);
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assert.deepEqual(
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steps.boards.map((b) => [at(b.player, "bar"), at(b.player, 21), at(b.computer, "bar")]),
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[
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[1, 0, 0],
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[0, 1, 1],
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[0, 1, 1],
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],
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);
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});
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test("une sortie de pions, jusqu'à la fin de la partie", async () => {
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const game = await playerMove(PLAYER_ALMOST_DONE, [6, 5], "6/off 5/off");
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assert.equal(game.state.phase, "over");
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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assert.deepEqual(steps.hits, [false, false]);
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assert.deepEqual(
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steps.boards.map((b) => at(b.player, "off")),
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[13, 14, 15],
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);
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});
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test("le coup de l'ordinateur, vu dans sa propre numérotation", async () => {
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const engine = await loadNodeEngine();
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// Vous commencez avec 3-1, puis l'ordinateur tire 6-4.
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const game = Game.start(engine, { dice: fixedDice([3, 1, 6, 4]) });
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for (const halfMove of parseHalfMoves("8/5 6/5")) {
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await game.playHalfMove(halfMove);
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}
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await game.playComputerTurn();
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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assert.equal(steps.side, "computer");
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assert.equal(steps.boards.length, steps.halfMoves.length + 1);
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// Chaque demi-coup déplace un pion de l'ordinateur de sa case de départ.
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for (const [i, h] of steps.halfMoves.entries()) {
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const from = h.from === BAR ? "bar" : h.from;
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const before = steps.boards[i]?.computer as BoardSide;
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const after = steps.boards[i + 1]?.computer as BoardSide;
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assert.equal(at(after, from), at(before, from) - 1);
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}
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assert.deepEqual(steps.boards.at(-1), await game.displayedBoard());
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});
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test("avant le premier coup, il n'y a rien à montrer", async () => {
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const engine = await loadNodeEngine();
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const game = Game.start(engine, { dice: fixedDice([3, 1]) });
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assert.equal(await game.lastMoveSteps(), null);
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});
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@@ -7,10 +7,16 @@
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import assert from "node:assert/strict";
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import { Before, BeforeAll, Given, setDefaultTimeout, Then, When } from "@cucumber/cucumber";
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import type { Engine, Move } from "../../src/domain/game/engine.js";
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import type { BoardSide, Engine, Move } from "../../src/domain/game/engine.js";
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import type { GameEvent } from "../../src/domain/game/events.js";
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import { Game, STANDARD_PLY } from "../../src/domain/game/game.js";
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import { type PositionId, parseHalfMoves, START_POSITION } from "../../src/domain/game/position.js";
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import { Game, type MoveSteps, STANDARD_PLY } from "../../src/domain/game/game.js";
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import {
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BAR,
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OFF,
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type PositionId,
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parseHalfMoves,
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START_POSITION,
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} from "../../src/domain/game/position.js";
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import { fixedDice } from "../../src/domain/game/roll.js";
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import type { GameState } from "../../src/domain/game/state.js";
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import { loadNodeEngine } from "../support/node-engine.js";
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@@ -27,11 +33,27 @@ const COMPUTER_DOUBLES = "6O5uAAC4uzsAAA";
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// l'ordinateur n'en a sorti aucun.
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const PLAYER_ALMOST_DONE = "/38AAABQAAAAAA";
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// L'ordinateur, au trait : un pion sur sa case 13, quatorze sur sa case 1.
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// Vous : un blot sur votre case 15 (sa case 10), deux pions sur votre case
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// 13 (sa case 12), douze sur votre case 6. Avec 3-1, son seul coup permis
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// est 13/10* 10/9 : il frappe votre blot.
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const COMPUTER_MUST_HIT = "4P8BEwD/PwAEAA";
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let engine: Engine;
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let game: Game;
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let accepted: boolean;
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let positionBefore: PositionId;
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let computerTurn: { before: GameState; ms: number };
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let computerMove: MoveSteps;
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/** Le nombre de pions d'un camp à une case d'un demi-coup (barre, sortie ou
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* 1 à 24, dans sa numérotation). */
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function checkersAt(side: BoardSide, point: number): number {
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if (point === BAR) {
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return side.bar;
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}
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return point === OFF ? side.off : (side.points[point - 1] ?? 0);
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}
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BeforeAll(async () => {
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engine = await loadNodeEngine();
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@@ -171,6 +193,60 @@ Then(
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},
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);
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// ---------------------------------------------- Voir le coup de l'ordinateur
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Given("un de vos pions est seul à portée de l'ordinateur", () => {
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// L'ordinateur tirera 3-1. Le videau est chez vous : il ne peut pas
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// doubler, il joue.
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game = Game.start(engine, {
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setup: {
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position: COMPUTER_MUST_HIT,
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firstTurn: "computer",
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cube: { value: 2, owner: "player" },
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},
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dice: fixedDice([3, 1]),
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});
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});
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When("l'ordinateur a joué", async () => {
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await game.playComputerTurn();
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const played = lastEvent();
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assert.ok(played.type === "MovePlayed" && played.side === "computer");
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const steps = await game.lastMoveSteps();
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assert.ok(steps !== null);
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computerMove = steps;
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});
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Then("son coup vous est montré case par case", async () => {
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const { side, halfMoves, boards } = computerMove;
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assert.equal(side, "computer");
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assert.ok(halfMoves.length > 0);
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assert.equal(boards.length, halfMoves.length + 1);
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// Chaque plateau ne diffère du précédent que d'un pion de l'ordinateur,
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// parti de la case de départ du demi-coup pour sa case d'arrivée.
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for (const [i, h] of halfMoves.entries()) {
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const before = boards[i]?.computer;
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const after = boards[i + 1]?.computer;
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assert.ok(before !== undefined && after !== undefined);
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assert.equal(checkersAt(after, h.from), checkersAt(before, h.from) - 1);
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assert.equal(checkersAt(after, h.to), checkersAt(before, h.to) + 1);
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}
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// Le dernier est le plateau de la partie.
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assert.deepEqual(boards.at(-1), await game.displayedBoard());
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});
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Then("votre pion frappé part sur la barre", () => {
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const { boards, hits } = computerMove;
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const hit = hits.indexOf(true);
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assert.ok(hit >= 0, "aucun pion frappé");
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assert.equal(boards[hit]?.player.bar, 0);
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assert.equal(boards[hit + 1]?.player.bar, 1);
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});
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Then("vous pouvez revoir son coup", async () => {
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assert.deepEqual(await game.lastMoveSteps(), computerMove);
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});
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// ------------------------------------------------------------------ Videau
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Given("l'ordinateur vous propose de doubler", async () => {
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+51
-2
@@ -10,9 +10,9 @@ import { readFileSync } from "node:fs";
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import { test } from "node:test";
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import type { BoardSide } from "../src/domain/game/engine.js";
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import { appendEvent, EMPTY_JOURNAL } from "../src/domain/game/events.js";
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import { START_POSITION } from "../src/domain/game/position.js";
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import { parseHalfMoves, START_POSITION } from "../src/domain/game/position.js";
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import { createGameStore } from "../src/storage/game-store.js";
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import { boardModel, moveTargets, placeOf, pointSlot } from "../src/ui/board-model.js";
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import { boardModel, moveTargets, moveTrace, placeOf, pointSlot } from "../src/ui/board-model.js";
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import { parseFeature, parseGlossaryEntry, parseGlossaryIndex } from "../src/ui/help-text.js";
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import { TEXTS } from "../src/ui/texts.js";
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@@ -67,6 +67,55 @@ test("les demi-coups possibles donnent les pions jouables et leurs cases d'arriv
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assert.deepEqual(targets.get("p3")?.get("off-player"), { from: 3, to: 0 });
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});
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test("traces d'un coup simple : une flèche par demi-coup, départs et arrivées", () => {
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// L'ordinateur joue 13/9 13/7 dans sa numérotation : ses cases 13, 9 et
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// 7 sont les cases 12, 16 et 18 du joueur.
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const trace = moveTrace("computer", parseHalfMoves("13/9 13/7"), [false, false]);
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assert.deepEqual(trace.arrows, [
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{ from: "p12", to: "p16" },
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{ from: "p12", to: "p18" },
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]);
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assert.deepEqual([...trace.left], [["p12", 2]]);
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assert.deepEqual(
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[...trace.landed],
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[
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["p16", 1],
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["p18", 1],
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],
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);
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assert.equal(trace.hits, 0);
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});
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test("traces : un pion qui fait étape ne laisse ni fantôme ni cercle à l'étape", () => {
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const trace = moveTrace("computer", parseHalfMoves("24/18 18/14"), [false, true]);
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assert.equal(trace.arrows.length, 2);
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assert.deepEqual([...trace.left], [["p1", 1]]);
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assert.deepEqual([...trace.landed], [["p11", 1]]);
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assert.equal(trace.hits, 1);
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});
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test("traces : rentrée depuis la barre avec un pion frappé, sortie de pions", () => {
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const entering = moveTrace("computer", parseHalfMoves("bar/22 6/4"), [true, false]);
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assert.deepEqual(entering.arrows[0], { from: "bar-computer", to: "p3" });
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assert.deepEqual(
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[...entering.left],
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[
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["bar-computer", 1],
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["p19", 1],
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],
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);
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assert.equal(entering.hits, 1);
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const bearingOff = moveTrace("computer", parseHalfMoves("6/off 5/off"), [false, false]);
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assert.deepEqual([...bearingOff.landed], [["off-computer", 2]]);
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assert.deepEqual(
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[...bearingOff.left],
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[
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["p19", 1],
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["p20", 1],
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],
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);
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});
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test("l'aide lit le scénario tel qu'il est écrit dans docs/scenarios/", () => {
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const feature = parseFeature(read("docs/scenarios/jouer-une-partie.feature"));
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assert.equal(feature.title, "Jouer une partie contre l'ordinateur");
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