oecs-sharp/Game.TicTacToe.Tests/PlayTests.cs

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using FluentAssertions;
using Game.TicTacToe;
using OECS;
using R3;
using Xunit;
namespace Game.TicTacToe.Tests;
public class PlayTests
{
[Fact]
public void Play_GreedyVsRandom()
{
var log = new PlayLog();
var (world, group) = SetupGame();
var agentX = new GreedyAgent(GreedyAgent.Strategy.WinOrBlock);
var agentO = new RandomAgent();
// Subscribe reactivity.
world.ObserveComponentChanges<Mark>().Subscribe(change =>
{
var mark = world.ReadComponent<Mark>(change.Entity);
log.Reactivity.Add($"{change.Kind} Mark = {mark} on {change.Entity}");
});
log.Header = "TicTacToe: Greedy X vs Random O";
RunGame(world, group, agentX, agentO, log);
log.FinalSnapshot = SnapshotWorld(world);
var path = SavePlayLog("tic_tac_toe_greedy_vs_random.playlog", log);
ReadAndVerify(path);
}
[Fact]
public void Play_RandomVsRandom()
{
var log = new PlayLog();
var (world, group) = SetupGame();
var agentX = new RandomAgent();
var agentO = new RandomAgent();
world.ObserveComponentChanges<Mark>().Subscribe(change =>
{
var mark = world.ReadComponent<Mark>(change.Entity);
log.Reactivity.Add($"{change.Kind} Mark = {mark} on {change.Entity}");
});
log.Header = "TicTacToe: Random X vs Random O";
RunGame(world, group, agentX, agentO, log);
log.FinalSnapshot = SnapshotWorld(world);
var path = SavePlayLog("tic_tac_toe_random_vs_random.playlog", log);
ReadAndVerify(path);
}
[Fact]
public void Play_GreedyVsGreedy()
{
var log = new PlayLog();
var (world, group) = SetupGame();
var agentX = new GreedyAgent(GreedyAgent.Strategy.WinOrBlock);
var agentO = new GreedyAgent(GreedyAgent.Strategy.WinOrBlock);
world.ObserveComponentChanges<Mark>().Subscribe(change =>
{
var mark = world.ReadComponent<Mark>(change.Entity);
log.Reactivity.Add($"{change.Kind} Mark = {mark} on {change.Entity}");
});
log.Header = "TicTacToe: Greedy X vs Greedy O";
RunGame(world, group, agentX, agentO, log);
log.FinalSnapshot = SnapshotWorld(world);
var path = SavePlayLog("tic_tac_toe_greedy_vs_greedy.playlog", log);
ReadAndVerify(path);
}
// ── Play Log ──────────────────────────────────────────────────────
private sealed class PlayLog
{
public string Header { get; set; } = "";
public readonly List<string> Moves = new();
public readonly List<string> Reactivity = new();
public string FinalSnapshot { get; set; } = "";
public string Build()
{
var sb = new System.Text.StringBuilder();
sb.AppendLine(Header);
sb.AppendLine(new string('=', Header.Length));
sb.AppendLine();
sb.AppendLine("--- Moves ---");
for (int i = 0; i < Moves.Count; i++)
sb.AppendLine($" {i + 1}. {Moves[i]}");
sb.AppendLine();
sb.AppendLine("--- Reactivity ---");
foreach (var entry in Reactivity)
sb.AppendLine($" {entry}");
sb.AppendLine();
sb.AppendLine("--- Final Board ---");
sb.AppendLine(FinalSnapshot);
return sb.ToString();
}
}
// ── Game Runner ───────────────────────────────────────────────────
private static (World, SystemGroup) SetupGame()
{
var world = new World();
var group = new SystemGroup(world);
group.Add(new WinCheckSystem());
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
world.AddComponent(world.CreateEntity(), new Cell { Row = r, Col = c });
world.SetSingleton(new GameState
{
CurrentPlayer = Player.X,
Status = GameStatus.Playing,
MoveCount = 0
});
world.PostChanges();
return (world, group);
}
private static void RunGame(World world, SystemGroup group, IAgent agentX, IAgent agentO, PlayLog log)
{
while (world.ReadSingleton<GameState>().Status == GameStatus.Playing)
{
var state = world.ReadSingleton<GameState>();
var agent = state.CurrentPlayer == Player.X ? agentX : agentO;
var cmd = agent.Decide(world);
world.Commands.Enqueue(cmd);
group.RunLogical();
log.Moves.Add($"{state.CurrentPlayer} → ({cmd.Row},{cmd.Col})");
}
var final = world.ReadSingleton<GameState>();
log.Header += $" — Result: {final.Status}";
}
// ── Snapshot ──────────────────────────────────────────────────────
private static string SnapshotWorld(World world)
{
var sb = new System.Text.StringBuilder();
var grid = new char?[3, 3];
using (var iter = world.Select<Cell, Mark>())
{
while (iter.MoveNext())
grid[iter.Current1.Row, iter.Current1.Col] =
iter.Current2.Player == Player.X ? 'X' : 'O';
}
for (int r = 0; r < 3; r++)
{
sb.Append(" ");
for (int c = 0; c < 3; c++)
sb.Append(grid[r, c]?.ToString() ?? ".");
sb.AppendLine();
}
return sb.ToString().TrimEnd();
}
// ── File I/O ──────────────────────────────────────────────────────
private static string SavePlayLog(string filename, PlayLog log)
{
var dir = Path.Combine(AppContext.BaseDirectory, "playlogs");
Directory.CreateDirectory(dir);
var path = Path.Combine(dir, filename);
File.WriteAllText(path, log.Build());
return path;
}
private static void ReadAndVerify(string path)
{
var content = File.ReadAllText(path);
// Verify the play log is well-formed.
content.Should().Contain("--- Moves ---");
content.Should().Contain("--- Reactivity ---");
content.Should().Contain("--- Final Board ---");
// The game must have finished.
content.Should().Contain("Result:");
content.Should().NotContain("Result: Playing");
}
// ── Agents ────────────────────────────────────────────────────────
private interface IAgent
{
PlaceMarkCommand Decide(World world);
}
private sealed class RandomAgent : IAgent
{
private static readonly Random _rng = new();
public PlaceMarkCommand Decide(World world)
{
var empty = GetEmptyCells(world);
var (row, col) = empty[_rng.Next(empty.Count)];
return new PlaceMarkCommand { Row = row, Col = col };
}
}
private sealed class GreedyAgent : IAgent
{
public enum Strategy { WinOrBlock }
private readonly Strategy _strategy;
private static readonly Random _rng = new();
public GreedyAgent(Strategy strategy) => _strategy = strategy;
public PlaceMarkCommand Decide(World world)
{
var state = world.ReadSingleton<GameState>();
var me = state.CurrentPlayer;
var empty = GetEmptyCells(world);
foreach (var (r, c) in empty)
if (WouldWin(world, r, c, me))
return new PlaceMarkCommand { Row = r, Col = c };
var opponent = me == Player.X ? Player.O : Player.X;
foreach (var (r, c) in empty)
if (WouldWin(world, r, c, opponent))
return new PlaceMarkCommand { Row = r, Col = c };
if (empty.Any(c => c.Row == 1 && c.Col == 1))
return new PlaceMarkCommand { Row = 1, Col = 1 };
var (rr, cc) = empty[_rng.Next(empty.Count)];
return new PlaceMarkCommand { Row = rr, Col = cc };
}
}
private static List<(int Row, int Col)> GetEmptyCells(World world)
{
var empty = new List<(int, int)>();
var query = world.Query().With<Cell>().Without<Mark>().Build();
using var iter = world.Select<Cell>(query);
while (iter.MoveNext())
empty.Add((iter.Current1.Row, iter.Current1.Col));
return empty;
}
private static bool WouldWin(World world, int row, int col, Player player)
{
var grid = new Player[3, 3];
using (var iter = world.Select<Cell, Mark>())
while (iter.MoveNext())
grid[iter.Current1.Row, iter.Current1.Col] = iter.Current2.Player;
grid[row, col] = player;
for (int r = 0; r < 3; r++)
if (grid[r, 0] == player && grid[r, 1] == player && grid[r, 2] == player)
return true;
for (int c = 0; c < 3; c++)
if (grid[0, c] == player && grid[1, c] == player && grid[2, c] == player)
return true;
if (grid[0, 0] == player && grid[1, 1] == player && grid[2, 2] == player)
return true;
if (grid[0, 2] == player && grid[1, 1] == player && grid[2, 0] == player)
return true;
return false;
}
}