Merge pull request #21 from Ablu/gamestate

Do not allow picking cells twice
This commit is contained in:
mstiMarcel
2020-12-18 13:35:45 +01:00
committed by GitHub
3 changed files with 153 additions and 57 deletions

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@@ -12,35 +12,67 @@ describe("GameState", () => {
const unlimitedTime = 999 * 1000 const unlimitedTime = 999 * 1000
test("getting size works", () => { test("getting size works", () => {
expect((new Game(["00"], [["AA"]], unrestrictedBuffer, unlimitedTime)).size).toEqual(1) expect((new Game({ matrix: ["00"], sequences: [["AA"]], maxBufferLength: unrestrictedBuffer, timeout: unlimitedTime })).size).toEqual(1)
expect((new Game([ expect((new Game({
matrix: [
"00", "01", "00", "01",
"10", "11", "10", "11",
], [], unrestrictedBuffer, unlimitedTime)).size).toEqual(2) ],
sequences: [],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
})).size).toEqual(2)
}); });
test("getting cell works", () => { test("getting cell works", () => {
const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime); const game = new Game({
expect(game.getCell(0, 2)).toEqual("02") matrix: threeByThreeMatrix,
sequences: [["AA"]],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
expect(game.getCell(0, 2)).toEqual({ value: "02", isUsed: false })
}); });
describe("picking", () => { describe("picking", () => {
test("starts with free pick", () => { test("starts with free pick", () => {
const game = new Game([], [["AA"]], 1, unlimitedTime); const game = new Game({ matrix: [], sequences: [["AA"]], maxBufferLength: 1, timeout: unlimitedTime });
expect(game.state).toEqual({ selectionMode: SelectionMode.FreePick }) expect(game.state).toEqual({ selectionMode: SelectionMode.FreePick })
}); });
test("picking cells works", () => { test("picking cells works", () => {
const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime); const game = new Game({
matrix: threeByThreeMatrix,
sequences: [["AA"]],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
game.pick(0, 0); game.pick(0, 0);
expect(game.state).toEqual({ selectionMode: SelectionMode.RowPick, column: 0 }); expect(game.state).toEqual({ selectionMode: SelectionMode.RowPick, column: 0 });
expect(game.getCell(0, 0).isUsed).toEqual(true);
expect(() => game.pick(0, 2)).toThrow(); expect(() => game.pick(0, 2)).toThrow();
game.pick(2, 0); game.pick(2, 0);
expect(game.state).toEqual({ selectionMode: SelectionMode.ColumnPick, row: 2 }); expect(game.state).toEqual({ selectionMode: SelectionMode.ColumnPick, row: 2 });
}); });
test("cannot pick cell twice", () => {
const game = new Game({
matrix: threeByThreeMatrix,
sequences: [["AA"]],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
game.pick(0, 0);
expect(() => game.pick(0, 0)).toThrow();
});
test("picking outside of range fails", () => { test("picking outside of range fails", () => {
const game = new Game(threeByThreeMatrix, [], unrestrictedBuffer, unlimitedTime); const game = new Game({
matrix: threeByThreeMatrix,
sequences: [],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
expect(() => game.pick(-1, 0)).toThrow(); expect(() => game.pick(-1, 0)).toThrow();
expect(() => game.pick(0, -1)).toThrow(); expect(() => game.pick(0, -1)).toThrow();
expect(() => game.pick(3, 0)).toThrow(); expect(() => game.pick(3, 0)).toThrow();
@@ -49,20 +81,34 @@ describe("GameState", () => {
test("picking fills buffer, fulfills sequence", () => { test("picking fills buffer, fulfills sequence", () => {
const simpleSequence = ["00", "10", "20"] const simpleSequence = ["00", "10", "20"]
const game = new Game(threeByThreeMatrix, [simpleSequence], unrestrictedBuffer, unlimitedTime); const game = new Game({
matrix: threeByThreeMatrix,
sequences: [simpleSequence],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 0 }]) expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 0 }])
game.pick(0, 0); game.pick(0, 0);
expect(game.buffer).toEqual(["00"]); expect(game.buffer).toEqual([{
positionInMatrixRow: 0,
positionInMatrixColumn: 0,
value: "00"
}]);
expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 1 }]) expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 1 }])
}); });
test("picking fulfills second sequence occurence", () => { test("picking fulfills second sequence occurence", () => {
const sequence = ["AA", "BB", "CC"] const sequence = ["AA", "BB", "CC"]
const game = new Game([ const game = new Game({
matrix: [
"AA", "AA", "BB", "AA", "AA", "BB",
"BB", "CC", "AA", "BB", "CC", "AA",
"CC", "CC", "CC", "CC", "CC", "CC",
], [sequence], unrestrictedBuffer, unlimitedTime); ],
sequences: [sequence],
maxBufferLength: unrestrictedBuffer,
timeout: unlimitedTime,
});
expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 0 }]) expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 0 }])
game.pick(0, 0); game.pick(0, 0);
expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 1 }]) expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 1 }])
@@ -79,11 +125,16 @@ describe("GameState", () => {
describe("game end conditions", () => { describe("game end conditions", () => {
test("game won", () => { test("game won", () => {
const game = new Game([ const game = new Game({
matrix: [
"AA", "AA", "BB", "AA", "AA", "BB",
"BB", "CC", "AA", "BB", "CC", "AA",
"CC", "CC", "CC", "CC", "CC", "CC",
], [["AA", "BB", "CC"]], 3, unlimitedTime) ],
sequences: [["AA", "BB", "CC"]],
maxBufferLength: 3,
timeout: unlimitedTime,
})
game.pick(0, 0) game.pick(0, 0)
game.pick(2, 0) game.pick(2, 0)
game.pick(2, 2) game.pick(2, 2)
@@ -92,11 +143,16 @@ describe("GameState", () => {
}) })
test("game loose", () => { test("game loose", () => {
const game = new Game([ const game = new Game({
matrix: [
"AA", "AA", "BB", "AA", "AA", "BB",
"BB", "CC", "AA", "BB", "CC", "AA",
"CC", "CC", "CC", "CC", "CC", "CC",
], [["AA", "BB", "CC"]], 3, unlimitedTime) ],
sequences: [["AA", "BB", "CC"]],
maxBufferLength: 3,
timeout: unlimitedTime,
})
game.pick(0, 0) game.pick(0, 0)
game.pick(1, 0) game.pick(1, 0)
game.pick(1, 2) game.pick(1, 2)
@@ -122,11 +178,16 @@ describe("GameState", () => {
} }
test("loosing through timeout works", () => { test("loosing through timeout works", () => {
const game = new Game([ const game = new Game({
matrix: [
"AA", "AA", "BB", "AA", "AA", "BB",
"BB", "CC", "AA", "BB", "CC", "AA",
"CC", "CC", "CC", "CC", "CC", "CC",
], [["AA"]], 3, 10_000) ],
sequences: [["AA"]],
maxBufferLength: 3,
timeout: 10_000,
})
fakeTimeProgress(1_000) fakeTimeProgress(1_000)
expect(game.remainingMilliseconds).toEqual(9_000) expect(game.remainingMilliseconds).toEqual(9_000)
fakeTimeProgress(1_000) fakeTimeProgress(1_000)
@@ -139,11 +200,17 @@ describe("GameState", () => {
}) })
test("clock stops when game is won", () => { test("clock stops when game is won", () => {
const game = new Game([ const game = new Game({
matrix: [
"AA", "AA", "BB", "AA", "AA", "BB",
"BB", "CC", "AA", "BB", "CC", "AA",
"CC", "CC", "CC", "CC", "CC", "CC",
], [["AA"]], 3, 10_000) ],
sequences: [["AA"]],
maxBufferLength: unrestrictedBuffer,
timeout: 10_000,
}
)
fakeTimeProgress(1_000) fakeTimeProgress(1_000)
game.pick(0, 0) game.pick(0, 0)
expect(game.remainingMilliseconds).toEqual(9_000) expect(game.remainingMilliseconds).toEqual(9_000)

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@@ -1,3 +1,5 @@
import GameConfiguration from "./GameConfiguration";
export enum EndState { export enum EndState {
Won, Won,
Lost, Lost,
@@ -76,47 +78,59 @@ interface Sequence {
numberOfFulfilled: number numberOfFulfilled: number
} }
interface Buffer {
value: string
positionInMatrixRow: number
positionInMatrixColumn: number
}
interface Cell {
value: string
isUsed: boolean
}
export class Game { export class Game {
state: State = {selectionMode: SelectionMode.FreePick} state: State = {selectionMode: SelectionMode.FreePick}
public readonly size: number public readonly size: number
public readonly buffer: string[] = [] public readonly buffer: Buffer[] = []
private readonly timeoutInterval: ReturnType<typeof setTimeout> private readonly timeoutInterval: ReturnType<typeof setTimeout>
private readonly startTimeTimeStamp: number private readonly startTimeTimeStamp: number
private endTimestamp: number | null = null private endTimestamp: number | null = null
constructor( constructor(private readonly config: GameConfiguration) {
public readonly matrix: string[], this.size = Math.sqrt(config.matrix.length)
private readonly sequences: string[][],
public readonly maxBufferLength: number,
public readonly timeout: number,
) {
this.size = Math.sqrt(matrix.length)
this.timeoutInterval = setTimeout(() => { this.timeoutInterval = setTimeout(() => {
this.state = EndState.Lost this.state = EndState.Lost
this.stopClock() this.stopClock()
}, },
this.timeout) this.config.timeout)
this.startTimeTimeStamp = Date.now() this.startTimeTimeStamp = Date.now()
} }
get remainingMilliseconds(): number { get remainingMilliseconds(): number {
if (this.endTimestamp) { if (this.endTimestamp) {
return this.timeout - (this.endTimestamp - this.startTimeTimeStamp) return this.config.timeout - (this.endTimestamp - this.startTimeTimeStamp)
} }
return this.timeout - (Date.now() - this.startTimeTimeStamp) return this.config.timeout - (Date.now() - this.startTimeTimeStamp)
} }
getCell(row: number, column: number): string { getCell(row: number, column: number): Cell {
return this.matrix[row + column * this.size] return {
value: this.config.matrix[row + column * this.size],
isUsed: this.buffer.some(x =>
x.positionInMatrixRow == row &&
x.positionInMatrixColumn == column
),
}
} }
getSequences(): Sequence[] { getSequences(): Sequence[] {
return this.sequences.map(sequence => { return this.config.sequences.map(sequence => {
let longestPrefixLength = 0 let longestPrefixLength = 0
for (let i = 0; i < this.buffer.length; ++i) { for (let i = 0; i < this.buffer.length; ++i) {
let prefixLength = 0; let prefixLength = 0;
for (let j = 0; j < Math.min(sequence.length, this.buffer.length - i); ++j) { for (let j = 0; j < Math.min(sequence.length, this.buffer.length - i); ++j) {
if (this.buffer[i + j] != sequence[j]) { if (this.buffer[i + j].value != sequence[j]) {
// abort sequence // abort sequence
prefixLength = 0 prefixLength = 0
break; break;
@@ -145,7 +159,7 @@ export class Game {
this.state = EndState.Won this.state = EndState.Won
} else { } else {
this.stopClock() this.stopClock()
if (this.buffer.length >= this.maxBufferLength) { if (this.buffer.length >= this.config.maxBufferLength) {
this.state = EndState.Lost this.state = EndState.Lost
} }
} }
@@ -160,7 +174,16 @@ export class Game {
Won: () => {throw new IllegalMoveError()}, Won: () => {throw new IllegalMoveError()},
Lost: () => {throw new IllegalMoveError()}, Lost: () => {throw new IllegalMoveError()},
InProgress: (selectionMode) => { InProgress: (selectionMode) => {
this.buffer.push(this.getCell(row, column)) const cell = this.getCell(row, column)
if (cell.isUsed) {
throw new IllegalMoveError()
}
this.buffer.push({
value: cell.value,
positionInMatrixRow: row,
positionInMatrixColumn: column,
})
matchSelectionState({ matchSelectionState({
Free: () => { Free: () => {

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@@ -0,0 +1,6 @@
export default interface GameConfiguration {
matrix: string[]
sequences: string[][]
maxBufferLength: number
timeout: number
}