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Ustagammon/app/tests/game.test.ts

611 lines
24 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,
EngineCube,
HalfMovesCheck,
Level,
Move,
} from "../src/domain/game/engine.js";
import {
appendEvent,
currentLine,
EMPTY_JOURNAL,
EVENT_VERSION,
type GameJournal,
goBackTo,
migrateJournal,
} 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 { DEFAULT_LEVEL, 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,
levelMove: async () => move,
levelCubeDecision: async () => noDouble,
levelDouble: async () => false,
levelTake: async () => true,
matchAfterGame: async (match, winner, points) => {
const score = { ...match.score };
score[winner] += points;
return {
score,
over: score[winner] >= match.length,
crawford: score[winner] === match.length - 1,
};
},
analyseMove: async () => null,
rankMoves: async () => [],
analyseCube: async () => ({
analysed: false,
equities: null,
equityLoss: 0,
skill: "none",
}),
luck: async () => ({ value: 0, rating: "none" }),
evaluate: async () => ({ win: 0.5, equity: 0 }),
encodeMatch: async () => "MATCH",
decodeMatch: async () => ({
matchLength: 0,
score: [0, 0],
cubeValue: 1,
cubeOwner: -1,
playerOnRoll: 0,
crawford: false,
jacoby: true,
}),
...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);
// Coup complet : il attend la validation, hors du journal.
assert.equal(game.moveComplete, true);
assert.equal(game.displayedPosition, "AFTER");
assert.equal(game.events.length, 2);
assert.equal(game.state.turn, "player");
assert.deepEqual(await game.nextHalfMoves(), []);
assert.equal(await game.playHalfMove({ from: 8, to: 7 }), false);
await game.confirmMove();
const last = game.events.at(-1);
assert.equal(last?.type, "MovePlayed");
assert.deepEqual(game.pendingHalfMoves, []);
assert.equal(game.moveComplete, false);
assert.equal(game.state.turn, "computer");
assert.equal(game.state.phase, "rolling");
assert.equal(game.state.position, "SWAPPED");
});
test("un coup incomplet ne se valide pas", async () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]) });
await assert.rejects(game.confirmMove(), /pas complet/);
await game.playHalfMove({ from: 8, to: 5 });
await assert.rejects(game.confirmMove(), /pas complet/);
assert.equal(game.events.length, 2);
});
test("Annuler défait les demi-coups un par un, sans toucher au journal", 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 journal = game.journal;
game.undoLastHalfMove();
assert.deepEqual(game.pendingHalfMoves, [{ from: 8, to: 5 }]);
assert.equal(game.moveComplete, false);
assert.equal(game.displayedPosition, "HALF");
game.undoLastHalfMove();
assert.deepEqual(game.pendingHalfMoves, []);
assert.equal(game.displayedPosition, START_POSITION);
game.undoLastHalfMove(); // rien à défaire : sans effet
assert.equal(game.journal, journal);
// Le coup se ressaisit ensuite normalement.
assert.equal(await game.playHalfMove({ from: 8, to: 5 }), true);
assert.equal(await game.playHalfMove({ from: 6, to: 5 }), true);
assert.equal(game.moveComplete, true);
});
test("les dés utilisés par les demi-coups saisis sont marqués", async () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]) });
assert.deepEqual(game.diceToPlay, [
{ value: 3, used: false },
{ value: 1, used: false },
]);
await game.playHalfMove({ from: 8, to: 5 });
assert.deepEqual(game.diceToPlay, [
{ value: 3, used: true },
{ value: 1, used: false },
]);
await game.playHalfMove({ from: 6, to: 5 });
assert.deepEqual(
game.diceToPlay.map((d) => d.used),
[true, true],
);
await game.confirmMove();
assert.deepEqual(game.diceToPlay, []);
});
test("un double donne quatre dés, marqués un par un ; une sortie prend le plus petit dé suffisant", async () => {
const engine = fakeEngine({
checkHalfMoves: async () => ({ valid: true, complete: false, position: "P" }),
});
const double = Game.start(engine, {
dice: fixedDice([2, 2]),
setup: { position: "X", firstTurn: "player" },
});
await double.roll();
assert.equal(double.diceToPlay.length, 4);
await double.playHalfMove({ from: 13, to: 11 });
await double.playHalfMove({ from: 11, to: 9 });
assert.deepEqual(
double.diceToPlay.map((d) => d.used),
[true, true, false, false],
);
const bearOff = Game.start(engine, {
dice: fixedDice([6, 4]),
setup: { position: "X", firstTurn: "player" },
});
await bearOff.roll();
// 3/off : le 4 suffit, le 6 reste.
await bearOff.playHalfMove({ from: 3, to: 0 });
assert.deepEqual(bearOff.diceToPlay, [
{ value: 6, used: false },
{ value: 4, used: true },
]);
// 6/2 demande le 4 : la sortie a donc pris le 6.
await bearOff.playHalfMove({ from: 6, to: 2 });
assert.deepEqual(
bearOff.diceToPlay.map((d) => d.used),
[true, true],
);
});
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 dit à son niveau ; le joueur prend", async () => {
const engine = fakeEngine({ levelDouble: async () => 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({ levelDouble: async () => true });
const game = Game.start(engine, {
setup: { position: "X", firstTurn: "computer", cube: { value: 2, owner: "computer" } },
});
await game.playComputerTurn();
await 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 à son niveau", async () => {
const engine = fakeEngine({ levelTake: async () => 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(), /pas doubler/);
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 });
await game.confirmMove();
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 });
await game.confirmMove();
// 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, 2);
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 });
await game.confirmMove();
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);
});
// ------------------------------------------------------------- Match (1c)
test("une partie de match garde son niveau et son match, et les donne au moteur vus du camp au trait", async () => {
const cubes: EngineCube[] = [];
const levels: Level[] = [];
const engine = fakeEngine({
levelDouble: async (_position, cube, level) => {
cubes.push(cube);
levels.push(level);
return false;
},
});
const match = { length: 5, score: { player: 1, computer: 3 }, crawford: false };
const game = Game.start(engine, {
dice: fixedDice([2, 5, 3, 1, 4, 2]),
level: "intermediate",
match,
});
const start = game.events[0];
assert.ok(start?.type === "GameStarted");
assert.equal(start.level, "intermediate");
assert.deepEqual(start.match, match);
assert.equal(game.state.level, "intermediate");
// L'ordinateur commence (2-5) et joue, puis le joueur ; ensuite
// l'ordinateur pense à doubler, et le match lui est donné vu de lui.
await game.playComputerTurn();
await game.roll();
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
await game.confirmMove();
await game.playComputerTurn();
assert.deepEqual(levels, ["intermediate"]);
assert.deepEqual(cubes[0]?.match, {
length: 5,
score: { onRoll: 3, opponent: 1 },
crawford: false,
});
});
test("une partie de match finie : le moteur dit le score, la fin du match et la partie Crawford suivante", async () => {
const winning: Board = {
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 engine = fakeEngine({ board: async () => winning });
const game = Game.start(engine, {
dice: fixedDice([5, 2]),
level: "advanced",
match: { length: 3, score: { player: 0, computer: 0 }, crawford: false },
});
assert.equal(game.nextGame, null);
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
await game.confirmMove();
const end = game.events.at(-1);
assert.ok(end?.type === "GameEnded");
assert.deepEqual(end.match, { score: { player: 2, computer: 0 }, over: false, crawford: true });
const next = game.nextGame;
assert.deepEqual(next, {
level: "advanced",
match: { length: 3, score: { player: 2, computer: 0 }, crawford: true },
});
// La partie Crawford, gagnée : le match est fini, plus de partie suivante.
const crawford = Game.start(engine, { dice: fixedDice([5, 2]), ...(game.nextGame ?? {}) });
await crawford.playHalfMove({ from: 8, to: 5 });
await crawford.playHalfMove({ from: 6, to: 5 });
await crawford.confirmMove();
assert.deepEqual(crawford.state.matchAfter, {
score: { player: 4, computer: 0 },
over: true,
crawford: false,
});
assert.equal(crawford.nextGame, null);
// « Rejouer » après le match : un nouveau match de même longueur, à 0 à
// 0, au même niveau.
assert.deepEqual(crawford.rematch, {
level: "advanced",
match: { length: 3, score: { player: 0, computer: 0 }, crawford: false },
});
});
test("passer un double dans un match : le moteur compte le match", async () => {
const engine = fakeEngine({ levelDouble: async () => true });
const game = Game.start(engine, {
dice: fixedDice([2, 5, 3, 1]),
match: { length: 3, score: { player: 0, computer: 1 }, crawford: false },
});
// L'ordinateur joue son jet d'ouverture, le joueur son coup, puis
// l'ordinateur double.
await game.playComputerTurn();
await game.roll();
await game.playHalfMove({ from: 8, to: 5 });
await game.playHalfMove({ from: 6, to: 5 });
await game.confirmMove();
await game.playComputerTurn();
assert.equal(game.state.phase, "doubled");
await game.drop();
assert.deepEqual(game.state.matchAfter, {
score: { player: 0, computer: 2 },
over: false,
crawford: true,
});
});
test("une partie libre n'a ni match ni partie suivante", () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]) });
assert.equal(game.state.match, null);
assert.equal(game.state.level, DEFAULT_LEVEL);
assert.equal(game.nextGame, null);
});
test("« Rejouer » une partie libre : une partie libre au même niveau, depuis le départ", () => {
const game = Game.start(fakeEngine(), { dice: fixedDice([3, 1]), level: "0ply" });
assert.deepEqual(game.rematch, { level: "0ply" });
});
test("migration : un journal de la version 1 se reprend en version 2, au niveau 2 plis, en partie libre", async () => {
// Un journal tel que l'étape 1b l'enregistrait : version 1, GameStarted
// sans level ni match, un coup joué, une branche.
const v1 = {
events: [
{
id: "1",
parent: null,
version: 1,
type: "GameStarted",
position: START_POSITION,
cube: { value: 1, owner: null },
firstTurn: null,
},
{ id: "2", parent: "1", version: 1, type: "DiceRolled", side: null, roll: [3, 1] },
{
id: "3",
parent: "2",
version: 1,
type: "MovePlayed",
side: "player",
halfMoves: [
{ from: 8, to: 5 },
{ from: 6, to: 5 },
],
position: "SWAPPED",
},
{ id: "4", parent: "1", version: 1, type: "DiceRolled", side: null, roll: [5, 2] },
],
head: "3",
} as unknown as GameJournal;
const before = replay(currentLine(v1));
const migrated = migrateJournal(v1);
assert.ok(migrated.events.every((event) => event.version === EVENT_VERSION));
assert.equal(migrated.head, "3");
const start = migrated.events[0];
assert.ok(start?.type === "GameStarted");
assert.equal(start.level, "2ply");
assert.equal(start.match, undefined);
// Rien d'autre ne change : mêmes événements, même arbre, même état.
const strip = (journal: GameJournal) =>
journal.events.map(({ version: _, ...event }) => {
const { level: _level, ...rest } = event as typeof event & { level?: unknown };
return rest;
});
assert.deepEqual(strip(migrated), strip(v1));
assert.deepEqual(replay(currentLine(migrated)), { ...before, level: "2ply" });
// Une version courante passe telle quelle.
assert.equal(migrateJournal(migrated), migrated);
const resumed = Game.resume(fakeEngine(), JSON.parse(JSON.stringify(v1)));
assert.equal(resumed.state.level, "2ply");
assert.equal(resumed.state.match, null);
assert.ok(resumed.journal.events.every((event) => event.version === EVENT_VERSION));
// La partie continue en version 2.
await resumed.playComputerTurn();
assert.ok(resumed.journal.events.every((event) => event.version === EVENT_VERSION));
});