GameGroup tests
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@ -1,3 +1,218 @@
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using pacMan.Exceptions;
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using pacMan.Game;
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using pacMan.Game.Interfaces;
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using pacMan.Game.Items;
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using pacMan.Services;
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using pacMan.Utils;
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namespace BackendTests.Services;
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public class GameGroupTests { }
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public class GameGroupTests
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{
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private IPlayer _bluePlayer = null!;
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private GameGroup _gameGroup = null!;
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private IPlayer _greenPlayer = null!;
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private IPlayer _purplePlayer = null!;
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private IPlayer _redPlayer = null!;
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private IPlayer _yellowPlayer = null!;
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[SetUp]
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public void Setup()
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{
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_gameGroup = new GameGroup();
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const string redColour = "red";
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_redPlayer = new Player
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{
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Name = "Red",
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Colour = redColour,
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PacMan = CreatePacMan(redColour),
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Box = CreateBox(redColour)
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};
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const string blueColour = "blue";
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_bluePlayer = new Player
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{
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Name = "Blue",
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Colour = blueColour,
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PacMan = CreatePacMan(blueColour),
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Box = CreateBox(blueColour)
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};
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const string yellowColour = "yellow";
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_yellowPlayer = new Player
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{
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Name = "Yellow",
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Colour = yellowColour,
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PacMan = CreatePacMan(yellowColour),
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Box = CreateBox(yellowColour)
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};
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const string greenColour = "green";
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_greenPlayer = new Player
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{
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Name = "Green",
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Colour = greenColour,
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PacMan = CreatePacMan(greenColour),
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Box = CreateBox(greenColour)
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};
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const string purpleColour = "purple";
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_purplePlayer = new Player
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{
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Name = "Purple",
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Colour = purpleColour,
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PacMan = CreatePacMan(purpleColour),
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Box = CreateBox(purpleColour)
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};
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}
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private static Character CreatePacMan(string colour) =>
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new()
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{
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Colour = colour,
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IsEatable = true,
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Type = CharacterType.PacMan
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};
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private static Box CreateBox(string colour) =>
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new()
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{
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Colour = colour,
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Pellets = new List<Pellet>()
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};
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private static IPlayer Clone(IPlayer player) =>
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new Player
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{
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Box = player.Box,
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Colour = player.Colour,
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Name = player.Name,
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PacMan = player.PacMan
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};
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private void AddFullParty()
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{
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_gameGroup.AddPlayer(_bluePlayer);
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_gameGroup.AddPlayer(_redPlayer);
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_gameGroup.AddPlayer(_yellowPlayer);
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_gameGroup.AddPlayer(_greenPlayer);
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}
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#region AddPlayer(IPlayer player)
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[Test]
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public void AddPlayer_WhenEmpty()
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{
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var added = _gameGroup.AddPlayer(_redPlayer);
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Assert.That(added, Is.True);
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}
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[Test]
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public void AddPlayer_WhenFull() =>
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Assert.Multiple(() =>
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{
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AddFullParty();
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Assert.That(_gameGroup.Players.Count, Is.EqualTo(Rules.MaxPlayers));
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Assert.That(_gameGroup.AddPlayer(_purplePlayer), Is.False);
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});
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[Test]
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public void AddPlayer_WhenNameExists()
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{
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var redClone = Clone(_redPlayer);
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_gameGroup.AddPlayer(_redPlayer);
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var added = _gameGroup.AddPlayer(redClone);
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Assert.That(added, Is.True);
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}
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[Test]
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public void AddPlayer_WhenStateIsNotWaitingForPlayers()
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{
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_redPlayer.State = State.InGame;
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_gameGroup.AddPlayer(_redPlayer);
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Assert.That(_redPlayer.State, Is.EqualTo(State.WaitingForPlayers));
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}
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#endregion
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#region Sendtoall(ArraySegment<byte> segment)
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[Test]
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public void SendToAll_WhenConnectionsIsNull()
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{
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Assert.DoesNotThrow(() => _gameGroup.SendToAll(new { }.ToArraySegment()));
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}
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[Test]
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public void SendToAll_WhenConnectionsIsNotNull()
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{
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var counter = 0;
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async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
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_gameGroup.Connections += Send;
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_gameGroup.Connections += Send;
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_gameGroup.SendToAll(new { }.ToArraySegment());
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// TODO timeout after n amount of time
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while (counter < 2) { }
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Assert.That(counter, Is.EqualTo(2));
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}
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#endregion
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#region SetReady(IPlayer player)
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[Test]
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public void SetReady_ReturnsAllPlayers()
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{
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_gameGroup.AddPlayer(_redPlayer);
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_gameGroup.AddPlayer(_bluePlayer);
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var players = _gameGroup.SetReady(_redPlayer).ToList();
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Assert.Multiple(() =>
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{
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Assert.That(players, Has.Count.EqualTo(2));
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Assert.That(players, Does.Contain(_redPlayer));
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Assert.That(players, Does.Contain(_bluePlayer));
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});
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}
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[Test]
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public void SetReady_SetsStateToReady()
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{
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_gameGroup.AddPlayer(_redPlayer);
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Assert.That(_redPlayer.State, Is.Not.EqualTo(State.Ready));
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_gameGroup.SetReady(_redPlayer);
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Assert.That(_redPlayer.State, Is.EqualTo(State.Ready));
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}
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[Test]
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public void SetReady_WhenPlayerIsNotInPlayers()
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{
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Assert.Throws<PlayerNotFoundException>(() => _gameGroup.SetReady(_redPlayer));
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}
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#endregion
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#region SetAllIngame()
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[Test]
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public void SetAllInGame_SetsStateToInGame()
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{
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AddFullParty();
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Assert.That(_gameGroup.Players, Has.All.Property(nameof(IPlayer.State)).Not.EqualTo(State.Ready));
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_gameGroup.SetAllInGame();
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Assert.That(_gameGroup.Players, Has.All.Property(nameof(IPlayer.State)).EqualTo(State.InGame));
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}
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[Test]
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public void SetAllInGame_WhenPlayersIsEmpty()
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{
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_gameGroup.SetAllInGame();
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Assert.That(_gameGroup.Players, Is.Empty);
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}
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#endregion
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}
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