Files
Ustagammon/app/tests/game.test.ts
Pierre MARTINandClaude Opus 5.5 39c85172b4 Aucun coup possible : le joueur continue lui-même
Le tour du joueur ne passe plus tout seul quand son jet ne permet aucun
coup : le domaine le dit (cannotMove) et le joueur laisse passer son tour
(skipTurn, bouton « Continuer »). Les dés d'un jet sans coup, du joueur
comme de l'ordinateur, restent affichés barrés avec un message jusqu'à
l'action suivante. Scénario « Aucun coup possible avec votre jet ».

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 02:07:27 +01:00

296 lines
12 KiB
TypeScript

// Tests unitaires du domaine « partie », avec un faux moteur (ADR 0007,
// point 7) : journal, rejeu, branches, déroulement des tours et du videau.
//
// Copyright (C) 2026 les auteurs d'Ustagammon.
// Licence : GPLv3 ou ultérieure (voir LICENSE).
import assert from "node:assert/strict";
import { test } from "node:test";
import type {
Board,
CubeDecision,
Engine,
HalfMovesCheck,
Move,
} from "../src/domain/game/engine.js";
import { appendEvent, currentLine, EMPTY_JOURNAL, goBackTo } from "../src/domain/game/events.js";
import { Game } from "../src/domain/game/game.js";
import { formatHalfMoves, parseHalfMoves, START_POSITION } from "../src/domain/game/position.js";
import { fixedDice } from "../src/domain/game/roll.js";
import { replay } from "../src/domain/game/state.js";
/** Un faux moteur : chaque réponse est réglable, et les positions sont des
* textes sans signification. */
function fakeEngine(overrides: Partial<Engine> = {}): Engine {
const move: Move = {
notation: "8/5 6/5",
halfMoves: parseHalfMoves("8/5 6/5"),
position: "AFTER",
};
const notOver: Board = {
onRoll: { points: [], bar: 0, off: 0, pipCount: 0 },
opponent: { points: [], bar: 0, off: 0, pipCount: 0 },
swappedPosition: "SWAPPED",
result: null,
};
const noDouble: CubeDecision = { available: true, double: false, take: true };
return {
legalMoves: async () => [move],
bestMove: async () => move,
cubeDecision: async () => noDouble,
checkHalfMoves: async (_position, _roll, halfMoves): Promise<HalfMovesCheck> => {
const text = formatHalfMoves(halfMoves);
if (text === "8/5") {
return { valid: true, complete: false, position: "HALF" };
}
if (text === "8/5 6/5") {
return { valid: true, complete: true, position: "AFTER" };
}
return { valid: false, complete: false, position: null };
},
board: async () => notOver,
...overrides,
};
}
test("le jet d'ouverture se relance en cas d'égalité, puis le plus fort dé commence", () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([4, 4, 2, 5]) });
const rolls = game.events.filter((e) => e.type === "DiceRolled");
assert.deepEqual(
rolls.map((e) => e.roll),
[
[4, 4],
[2, 5],
],
);
assert.equal(game.state.turn, "computer");
assert.equal(game.state.phase, "moving");
assert.deepEqual(game.state.roll, [2, 5]);
assert.equal(game.state.position, START_POSITION);
});
test("un coup se saisit demi-coup par demi-coup ; un demi-coup refusé ne change rien", async () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]) });
assert.equal(await game.playHalfMove({ from: 13, to: 12 }), false);
assert.equal(game.events.length, 2);
assert.equal(await game.playHalfMove({ from: 8, to: 5 }), true);
assert.equal(game.displayedPosition, "HALF");
assert.deepEqual(game.pendingHalfMoves, [{ from: 8, to: 5 }]);
assert.equal(await game.playHalfMove({ from: 6, to: 5 }), true);
const last = game.events.at(-1);
assert.equal(last?.type, "MovePlayed");
assert.deepEqual(game.pendingHalfMoves, []);
assert.equal(game.state.turn, "computer");
assert.equal(game.state.phase, "rolling");
assert.equal(game.state.position, "SWAPPED");
});
test("sans coup possible, le tour passe quand le joueur le laisse passer", async () => {
const engine = fakeEngine({ legalMoves: async () => [] });
const game = Game.start(engine, {
dice: fixedDice([6, 6]),
setup: { position: "BLOCKED", firstTurn: "player" },
});
await game.roll();
// Le tour ne passe pas tout seul : le jet reste à « jouer ».
assert.equal(game.state.phase, "moving");
assert.equal(game.state.turn, "player");
assert.equal(await game.cannotMove(), true);
await game.skipTurn();
const last = game.events.at(-1);
assert.ok(last?.type === "MovePlayed");
assert.deepEqual(last.halfMoves, []);
assert.equal(game.state.turn, "computer");
});
test("le joueur ne peut pas laisser passer son tour s'il a un coup", async () => {
const engine = fakeEngine({
legalMoves: async () => [
{ notation: "8/5", halfMoves: [{ from: 8, to: 5 }], position: "P" },
],
});
const game = Game.start(engine, {
dice: fixedDice([3, 1]),
setup: { position: "X", firstTurn: "player" },
});
await game.roll();
assert.equal(await game.cannotMove(), false);
await assert.rejects(game.skipTurn(), /coup possible/);
assert.equal(game.state.phase, "moving");
});
test("l'ordinateur double si le moteur le recommande ; le joueur prend", async () => {
const engine = fakeEngine({
cubeDecision: async () => ({ available: true, double: true, take: true }),
});
const game = Game.start(engine, { setup: { position: "X", firstTurn: "computer" } });
await game.playComputerTurn();
assert.equal(game.state.phase, "doubled");
game.take();
assert.deepEqual(game.state.cube, { value: 2, owner: "player" });
assert.equal(game.state.phase, "rolling");
assert.equal(game.state.turn, "computer");
});
test("le joueur passe : il perd la partie à la valeur d'avant le double", async () => {
const engine = fakeEngine({
cubeDecision: async () => ({ available: true, double: true, take: true }),
});
const game = Game.start(engine, {
setup: { position: "X", firstTurn: "computer", cube: { value: 2, owner: "computer" } },
});
await game.playComputerTurn();
game.drop();
assert.equal(game.state.phase, "over");
assert.deepEqual(game.state.result, { winner: "computer", kind: "single", points: 2 });
});
test("le joueur double : l'ordinateur passe si le moteur le dit", async () => {
const engine = fakeEngine({
cubeDecision: async () => ({ available: true, double: true, take: false }),
});
const game = Game.start(engine, { setup: { position: "X", firstTurn: "player" } });
await game.double();
assert.deepEqual(
game.events.slice(-3).map((e) => e.type),
["CubeOffered", "CubeDropped", "GameEnded"],
);
assert.deepEqual(game.state.result, { winner: "player", kind: "single", points: 1 });
});
test("le joueur ne peut pas doubler si le videau est chez l'ordinateur", async () => {
const engine = fakeEngine({
cubeDecision: async () => ({ available: false, double: false, take: true }),
});
const game = Game.start(engine, {
setup: { position: "X", firstTurn: "player", cube: { value: 2, owner: "computer" } },
});
await assert.rejects(game.double(), /videau/);
assert.equal(game.events.length, 1);
});
test("la fin de partie vient du moteur : gagnant, sorte et points", async () => {
const engine = fakeEngine({
board: async () => ({
onRoll: { points: [], bar: 0, off: 15, pipCount: 0 },
opponent: { points: [], bar: 0, off: 0, pipCount: 100 },
swappedPosition: "SWAPPED",
result: { winner: "onRoll", kind: "gammon", points: 2 },
}),
});
const game = Game.start(engine, {
setup: { position: "X", firstTurn: "computer" },
dice: fixedDice([2, 1]),
});
await game.playComputerTurn();
assert.deepEqual(game.state.result, { winner: "computer", kind: "gammon", points: 2 });
assert.throws(() => game.take(), /action impossible/);
});
test("annuler repart du parent ; l'action suivante ouvre une branche", async () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1, 6, 5, 4, 2]) });
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
const played = game.events.at(-1);
assert.equal(played?.type, "MovePlayed");
game.undo();
assert.equal(game.state.phase, "moving");
assert.equal(game.state.turn, "player");
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
// Deux coups accrochés au même jet : l'ancien reste dans le journal.
const moves = game.journal.events.filter((e) => e.type === "MovePlayed");
assert.equal(moves.length, 2);
assert.equal(moves[0]?.parent, moves[1]?.parent);
assert.notEqual(game.events.at(-1)?.id, played?.id);
game.goBackTo(played?.id ?? "");
assert.equal(game.events.at(-1)?.id, played?.id);
});
test("les événements sont immuables et versionnés ; le rejeu est déterministe", () => {
let journal = appendEvent(EMPTY_JOURNAL, {
type: "GameStarted",
position: START_POSITION,
cube: { value: 1, owner: null },
firstTurn: null,
});
journal = appendEvent(journal, { type: "DiceRolled", side: null, roll: [5, 2] });
const [started, rolled] = currentLine(journal);
assert.equal(started?.version, 1);
assert.equal(started?.parent, null);
assert.equal(rolled?.parent, started?.id);
assert.throws(() => {
(rolled as { parent: string | null }).parent = null;
}, TypeError);
assert.deepEqual(replay(currentLine(journal)), replay(currentLine(journal)));
assert.equal(replay(currentLine(goBackTo(journal, "1"))).phase, "opening");
});
test("lecture et écriture des demi-coups", () => {
assert.deepEqual(parseHalfMoves("bar/22 6/off"), [
{ from: 25, to: 22 },
{ from: 6, to: 0 },
]);
assert.equal(formatHalfMoves(parseHalfMoves(" 8/5 6/5 ")), "8/5 6/5");
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);
});