mirror of
https://github.com/Kugelschieber/breach.git
synced 2026-01-18 03:50:24 +00:00
Time management
The game now fails after a configurable amount of time. Winning pauses the clock.
This commit is contained in:
@@ -9,28 +9,29 @@ describe("GameState", () => {
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]
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const unrestrictedBuffer = 999
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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)).size).toEqual(1)
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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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"00", "01",
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"10", "11",
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], [], unrestrictedBuffer)).size).toEqual(2)
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], [], unrestrictedBuffer, unlimitedTime)).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);
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime);
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expect(game.getCell(0, 2)).toEqual("02")
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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);
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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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});
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test("picking cells works", () => {
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer);
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const game = new Game(threeByThreeMatrix, [["AA"]], unrestrictedBuffer, unlimitedTime);
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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.pick(0, 2)).toThrow();
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@@ -39,7 +40,7 @@ describe("GameState", () => {
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});
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test("picking outside of range fails", () => {
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const game = new Game(threeByThreeMatrix, [], unrestrictedBuffer);
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const game = new Game(threeByThreeMatrix, [], unrestrictedBuffer, unlimitedTime);
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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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@@ -48,7 +49,7 @@ 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);
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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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game.pick(0, 0);
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expect(game.buffer).toEqual(["00"]);
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@@ -61,7 +62,7 @@ describe("GameState", () => {
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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);
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], [sequence], unrestrictedBuffer, unlimitedTime);
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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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@@ -82,7 +83,7 @@ describe("GameState", () => {
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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)
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], [["AA", "BB", "CC"]], 3, unlimitedTime)
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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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@@ -95,7 +96,7 @@ describe("GameState", () => {
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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)
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], [["AA", "BB", "CC"]], 3, unlimitedTime)
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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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@@ -103,4 +104,51 @@ describe("GameState", () => {
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expect(() => game.pick(2, 2)).toThrow();
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})
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});
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describe("time management", () => {
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let currentTimeProgress: number
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beforeEach(() => {
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jest.useFakeTimers()
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currentTimeProgress = 0
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Date.now = jest.fn(() => {
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return currentTimeProgress
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})
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})
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function fakeTimeProgress(ms: number) {
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currentTimeProgress += ms
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jest.advanceTimersByTime(ms)
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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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"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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fakeTimeProgress(1_000)
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expect(game.remainingMilliseconds).toEqual(9_000)
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fakeTimeProgress(1_000)
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expect(game.remainingMilliseconds).toEqual(8_000)
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fakeTimeProgress(8_000)
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expect(game.state).toEqual(EndState.Lost)
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expect(game.remainingMilliseconds).toEqual(0)
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fakeTimeProgress(1_000)
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expect(game.remainingMilliseconds).toEqual(0)
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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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"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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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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fakeTimeProgress(1_000)
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expect(game.remainingMilliseconds).toEqual(9_000)
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})
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})
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});
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@@ -80,9 +80,30 @@ export class Game {
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state: State = {selectionMode: SelectionMode.FreePick}
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public readonly size: number
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public readonly buffer: string[] = []
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private readonly timeoutInterval: ReturnType<typeof setTimeout>
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private readonly startTimeTimeStamp: number
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private endTimestamp: number | null = null
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constructor(public readonly matrix: string[], private readonly sequences: string[][], public readonly maxBufferLength: number) {
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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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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.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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}
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return this.timeout - (Date.now() - this.startTimeTimeStamp)
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}
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getCell(row: number, column: number) {
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@@ -112,11 +133,18 @@ export class Game {
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})
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}
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private stopClock(): void {
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clearTimeout(this.timeoutInterval)
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this.endTimestamp = Date.now()
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}
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private checkEndGame(): void {
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const isSequenceFulfilled = (sequence: Sequence) => sequence.sequence.length === sequence.numberOfFulfilled
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if (this.getSequences().every(isSequenceFulfilled)) {
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this.stopClock()
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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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this.state = EndState.Lost
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}
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