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EventApplicationTest.ts
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import { BoardPosition, Place, twoNumbers, Status } from "@/core/@typings/BoardTypes";
import { Command } from "@/core/@typings/EventDataTypes";
import { DispatchedEvent } from "@/core/@typings/EventTypes";
import { PlayerBoardStatus } from "@/core/@typings/PlayerTypes";
import Board from "@/core/board/Board";
import EventRunner from "@/core/events/EventRunner";
import GameStateFactory from "@/core/factories/GameStateFactory";
import PlayerBoard from "@/core/player/PlayerBoard";
import TestSetup from "@/shell/TestSetup";
describe("EventApplication", () => {
let size: twoNumbers;
let startPoint: BoardPosition;
let endPoint: BoardPosition;
let initialPlayerName: string;
beforeEach(() => {
const setup = new TestSetup();
[initialPlayerName, size, startPoint, endPoint] = [
setup.getInitialPlayerName(),
setup.getSize(),
setup.getStartPoint(),
setup.getEndPoint()
];
});
it("applies_a_list_of_events", () => {
const player0 = GameStateFactory.defaultPlayer();
const player1 = GameStateFactory.defaultPlayer();
const board0 = GameStateFactory.defaultBoard(player0.id);
const board1 = GameStateFactory.defaultBoard(player1.id);
const listOfEventObjects: DispatchedEvent[] = [
{
type: "InitialSetupEvent",
data: {
initialPlayerName: "x",
size: [4, 4],
startPoint: { x: 0, y: 0 },
endPoint: { x: 3, y: 3 },
playerIDs: [player0.id, player1.id],
boardIDs: [board0.id, board1.id]
}
},
{ type: "StatusChangeEvent", data: {boardID: board0.id, newStatus: Status.Playing} },
{ type: "StatusChangeEvent", data: {boardID: board1.id, newStatus: Status.Playing} },
{ type: "InputEvent", data: {command: Command.MoveDown, player: player0} },
{ type: "InputEvent", data: {command: Command.MoveRight, player: player0} }
];
const listOfEvents = EventRunner.makeListOfEvents(listOfEventObjects);
const finalState = EventRunner.runEvents(listOfEvents);
const finalPlayerBoard = finalState.getPlayerBoard(player0.id, board0.id);
const wantedPlayerBoard = new PlayerBoard(player0.id, board0.id, {x: 3, y: 3}, PlayerBoardStatus.Solved);
expect(finalPlayerBoard).toEqual(wantedPlayerBoard);
});
it("applies_a_list_of_events_with_an_initial_gameState", () => {
const initialBoardData = [
[Place.Character, Place.Empty, Place.Empty, Place.Empty],
[Place.Empty, Place.Empty, Place.Empty, Place.Empty],
[Place.Empty, Place.Empty, Place.Empty, Place.Empty],
[Place.Empty, Place.Empty, Place.Empty, Place.End]
];
const player0 = GameStateFactory.defaultPlayer();
const initialBoard = new Board(
Board.idCounter++,
player0.id,
initialBoardData,
{ x: 0, y: 0 },
{ x: 3, y: 3 }
);
const initialState = GameStateFactory.createGameState({players: [player0], boards: [initialBoard]});
const listOfEventObjects: DispatchedEvent[] = [
{ type: "StatusChangeEvent", data: {boardID: initialBoard.id, newStatus: Status.Playing} },
{ type: "InputEvent", data: {command: Command.MoveDown, player: player0} },
{ type: "InputEvent", data: {command: Command.MoveRight, player: player0} }
];
const listOfEvents = EventRunner.makeListOfEvents(listOfEventObjects);
const finalState = EventRunner.runEvents(listOfEvents, initialState);
const finalPlayerBoard = finalState.getPlayerBoard(player0.id, initialBoard.id);
const wantedPlayerBoard = new PlayerBoard(player0.id, initialBoard.id, {x: 3, y: 3}, PlayerBoardStatus.Solved);
expect(finalPlayerBoard).toEqual(wantedPlayerBoard);
});
});