mirror of
https://github.com/Kugelschieber/breach.git
synced 2026-01-18 03:50:24 +00:00
Move Game config into separate object
The 4 constructor arguments already were a bit confusing with two `number` types, also the game config will likely be the output of the matrix generator, so it makes sense to have a separate interface for that anyway.
This commit is contained in:
@@ -1,5 +1,5 @@
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import "jest"
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import {EndState, Game, SelectionMode} from "./Game"
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import { EndState, Game, SelectionMode } from "./Game"
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describe("GameState", () => {
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const threeByThreeMatrix = [
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@@ -12,42 +12,67 @@ describe("GameState", () => {
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const unlimitedTime = 999 * 1000
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test("getting size works", () => {
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expect((new Game(["00"], [["AA"]], unrestrictedBuffer, unlimitedTime)).size).toEqual(1)
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expect((new Game([
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expect((new Game({ matrix: ["00"], sequences: [["AA"]], maxBufferLength: unrestrictedBuffer, timeout: unlimitedTime })).size).toEqual(1)
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expect((new Game({
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matrix: [
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"00", "01",
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"10", "11",
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], [], unrestrictedBuffer, unlimitedTime)).size).toEqual(2)
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],
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sequences: [],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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})).size).toEqual(2)
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});
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test("getting cell works", () => {
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime);
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const game = new Game({
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matrix: threeByThreeMatrix,
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sequences: [["AA"]],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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expect(game.getCell(0, 2)).toEqual({ value: "02", isUsed: false })
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});
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describe("picking", () => {
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test("starts with free pick", () => {
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const game = new Game([], [["AA"]], 1, unlimitedTime);
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expect(game.state).toEqual({selectionMode: SelectionMode.FreePick})
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const game = new Game({ matrix: [], sequences: [["AA"]], maxBufferLength: 1, timeout: unlimitedTime });
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expect(game.state).toEqual({ selectionMode: SelectionMode.FreePick })
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});
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test("picking cells works", () => {
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime);
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const game = new Game({
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matrix: threeByThreeMatrix,
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sequences: [["AA"]],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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game.pick(0, 0);
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expect(game.state).toEqual({selectionMode: SelectionMode.RowPick, column: 0});
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expect(game.state).toEqual({ selectionMode: SelectionMode.RowPick, column: 0 });
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expect(game.getCell(0, 0).isUsed).toEqual(true);
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expect(() => game.pick(0, 2)).toThrow();
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game.pick(2, 0);
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expect(game.state).toEqual({selectionMode: SelectionMode.ColumnPick, row: 2});
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expect(game.state).toEqual({ selectionMode: SelectionMode.ColumnPick, row: 2 });
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});
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test("cannot pick cell twice", () => {
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime);
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const game = new Game({
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matrix: threeByThreeMatrix,
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sequences: [["AA"]],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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game.pick(0, 0);
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expect(() => game.pick(0, 0)).toThrow();
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});
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test("picking outside of range fails", () => {
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const game = new Game(threeByThreeMatrix, [], unrestrictedBuffer, unlimitedTime);
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const game = new Game({
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matrix: threeByThreeMatrix,
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sequences: [],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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expect(() => game.pick(-1, 0)).toThrow();
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expect(() => game.pick(0, -1)).toThrow();
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expect(() => game.pick(3, 0)).toThrow();
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@@ -56,45 +81,60 @@ describe("GameState", () => {
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test("picking fills buffer, fulfills sequence", () => {
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const simpleSequence = ["00", "10", "20"]
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const game = new Game(threeByThreeMatrix, [simpleSequence], unrestrictedBuffer, unlimitedTime);
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expect(game.getSequences()).toEqual([{sequence: simpleSequence, numberOfFulfilled: 0}])
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const game = new Game({
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matrix: threeByThreeMatrix,
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sequences: [simpleSequence],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 0 }])
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game.pick(0, 0);
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expect(game.buffer).toEqual([{
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positionInMatrixRow: 0,
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positionInMatrixColumn: 0,
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value: "00"
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}]);
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expect(game.getSequences()).toEqual([{sequence: simpleSequence, numberOfFulfilled: 1}])
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expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 1 }])
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});
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test("picking fulfills second sequence occurence", () => {
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const sequence = ["AA", "BB", "CC"]
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const game = new Game([
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const game = new Game({
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matrix: [
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"AA", "AA", "BB",
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"BB", "CC", "AA",
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"CC", "CC", "CC",
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], [sequence], unrestrictedBuffer, unlimitedTime);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 0}])
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],
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sequences: [sequence],
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maxBufferLength: unrestrictedBuffer,
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timeout: unlimitedTime,
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});
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 0 }])
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game.pick(0, 0);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 1}])
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 1 }])
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game.pick(2, 0);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 2}])
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 2 }])
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game.pick(2, 1);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 1}])
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 1 }])
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game.pick(0, 1);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 2}])
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 2 }])
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game.pick(0, 2);
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expect(game.getSequences()).toEqual([{sequence: sequence, numberOfFulfilled: 3}])
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 3 }])
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});
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});
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describe("game end conditions", () => {
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test("game won", () => {
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const game = new Game([
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const game = new Game({
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matrix: [
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"AA", "AA", "BB",
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"BB", "CC", "AA",
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"CC", "CC", "CC",
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], [["AA", "BB", "CC"]], 3, unlimitedTime)
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],
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sequences: [["AA", "BB", "CC"]],
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maxBufferLength: 3,
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timeout: unlimitedTime,
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})
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game.pick(0, 0)
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game.pick(2, 0)
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game.pick(2, 2)
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@@ -103,11 +143,16 @@ describe("GameState", () => {
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})
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test("game loose", () => {
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const game = new Game([
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const game = new Game({
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matrix: [
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"AA", "AA", "BB",
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"BB", "CC", "AA",
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"CC", "CC", "CC",
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], [["AA", "BB", "CC"]], 3, unlimitedTime)
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],
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sequences: [["AA", "BB", "CC"]],
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maxBufferLength: 3,
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timeout: unlimitedTime,
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})
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game.pick(0, 0)
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game.pick(1, 0)
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game.pick(1, 2)
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@@ -133,11 +178,16 @@ describe("GameState", () => {
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}
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test("loosing through timeout works", () => {
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const game = new Game([
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const game = new Game({
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matrix: [
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"AA", "AA", "BB",
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"BB", "CC", "AA",
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"CC", "CC", "CC",
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], [["AA"]], 3, 10_000)
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],
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sequences: [["AA"]],
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maxBufferLength: 3,
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timeout: 10_000,
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})
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fakeTimeProgress(1_000)
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expect(game.remainingMilliseconds).toEqual(9_000)
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fakeTimeProgress(1_000)
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@@ -150,11 +200,17 @@ describe("GameState", () => {
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})
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test("clock stops when game is won", () => {
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const game = new Game([
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const game = new Game({
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matrix: [
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"AA", "AA", "BB",
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"BB", "CC", "AA",
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"CC", "CC", "CC",
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], [["AA"]], 3, 10_000)
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],
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sequences: [["AA"]],
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maxBufferLength: unrestrictedBuffer,
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timeout: 10_000,
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}
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)
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fakeTimeProgress(1_000)
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game.pick(0, 0)
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expect(game.remainingMilliseconds).toEqual(9_000)
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@@ -1,3 +1,5 @@
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import GameConfiguration from "./GameConfiguration";
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export enum EndState {
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Won,
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Lost,
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@@ -95,31 +97,26 @@ export class Game {
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private readonly startTimeTimeStamp: number
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private endTimestamp: number | null = null
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constructor(
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public readonly matrix: string[],
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private readonly sequences: string[][],
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public readonly maxBufferLength: number,
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public readonly timeout: number,
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) {
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this.size = Math.sqrt(matrix.length)
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constructor(private readonly config: GameConfiguration) {
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this.size = Math.sqrt(config.matrix.length)
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this.timeoutInterval = setTimeout(() => {
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this.state = EndState.Lost
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this.stopClock()
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},
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this.timeout)
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this.config.timeout)
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this.startTimeTimeStamp = Date.now()
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}
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get remainingMilliseconds(): number {
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if (this.endTimestamp) {
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return this.timeout - (this.endTimestamp - this.startTimeTimeStamp)
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return this.config.timeout - (this.endTimestamp - this.startTimeTimeStamp)
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}
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return this.timeout - (Date.now() - this.startTimeTimeStamp)
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return this.config.timeout - (Date.now() - this.startTimeTimeStamp)
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}
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getCell(row: number, column: number): Cell {
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return {
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value: this.matrix[row + column * this.size],
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value: this.config.matrix[row + column * this.size],
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isUsed: this.buffer.some(x =>
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x.positionInMatrixRow == row &&
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x.positionInMatrixColumn == column
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@@ -128,7 +125,7 @@ export class Game {
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}
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getSequences(): Sequence[] {
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return this.sequences.map(sequence => {
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return this.config.sequences.map(sequence => {
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let longestPrefixLength = 0
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for (let i = 0; i < this.buffer.length; ++i) {
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let prefixLength = 0;
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@@ -162,7 +159,7 @@ export class Game {
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this.state = EndState.Won
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} else {
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this.stopClock()
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if (this.buffer.length >= this.maxBufferLength) {
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if (this.buffer.length >= this.config.maxBufferLength) {
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this.state = EndState.Lost
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}
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}
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6
src/game/GameConfiguration.ts
Normal file
6
src/game/GameConfiguration.ts
Normal file
@@ -0,0 +1,6 @@
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export default interface GameConfiguration {
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matrix: string[]
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sequences: string[][]
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maxBufferLength: number
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timeout: number
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}
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