oecs-sharp/Game.Blackjack.Tests/GameFlowTests.cs

264 lines
7.6 KiB
C#

using FluentAssertions;
using Game.Blackjack;
using OECS;
using Xunit;
namespace Game.Blackjack.Tests;
public class GameFlowTests
{
[Fact]
public void NewGame_StartsInBettingPhase()
{
var (world, _) = SetupGame();
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.Betting);
state.Chips.Should().Be(100);
state.RoundNumber.Should().Be(1);
}
[Fact]
public void PlaceBet_AdvancesToDealing()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.PlayerTurn); // Dealing → PlayerTurn happens automatically
state.CurrentBet.Should().Be(10);
state.Chips.Should().Be(90);
}
[Fact]
public void PlaceBet_RejectsInsufficientChips()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 200 });
group.RunLogical();
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.Betting); // Should not advance
state.Chips.Should().Be(100);
}
[Fact]
public void PlaceBet_RejectsZeroOrNegative()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 0 });
group.RunLogical();
world.ReadSingleton<GameState>().Phase.Should().Be(GamePhase.Betting);
world.Commands.Enqueue(new PlaceBetCommand { Amount = -5 });
group.RunLogical();
world.ReadSingleton<GameState>().Phase.Should().Be(GamePhase.Betting);
}
[Fact]
public void Dealing_CreatesDeckAndHands()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
// Should have a deck entity.
var deckEntity = FindEntity<Deck>(world);
deckEntity.Should().NotBe(Entity.Null);
// Should have player and dealer hand entities.
var playerHand = FindEntity<PlayerHand>(world);
playerHand.Should().NotBe(Entity.Null);
var dealerHand = FindEntity<DealerHand>(world);
dealerHand.Should().NotBe(Entity.Null);
}
[Fact]
public void Dealing_DealsTwoCardsToEach()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
var playerHand = FindEntity<PlayerHand>(world);
var dealerHand = FindEntity<DealerHand>(world);
CountCardsInHand(world, playerHand).Should().Be(2);
CountCardsInHand(world, dealerHand).Should().Be(2);
}
[Fact]
public void Hit_DrawsOneCard()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
var playerHand = FindEntity<PlayerHand>(world);
var before = CountCardsInHand(world, playerHand);
world.Commands.Enqueue(new HitCommand());
group.RunLogical();
var after = CountCardsInHand(world, playerHand);
after.Should().Be(before + 1);
}
[Fact]
public void Stand_AdvancesToDealerTurn()
{
var (world, group) = SetupGame();
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
world.Commands.Enqueue(new StandCommand());
group.RunLogical();
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.RoundOver);
}
[Fact]
public void NewRound_ResetsPhase()
{
var (world, group) = SetupGame();
// Play a round.
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
world.Commands.Enqueue(new StandCommand());
group.RunLogical();
// Start new round.
world.Commands.Enqueue(new NewRoundCommand());
group.RunLogical();
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.Betting);
state.Result.Should().Be(RoundResult.None);
}
[Fact]
public void DeterministicSeed_ProducesSameDeal()
{
var (world1, group1) = SetupGame(seed: 42);
world1.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group1.RunLogical();
var cards1 = GetAllCards(world1);
var (world2, group2) = SetupGame(seed: 42);
world2.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group2.RunLogical();
var cards2 = GetAllCards(world2);
cards1.Should().Equal(cards2);
}
[Fact]
public void PlayerBust_LosesBet()
{
// Use a seed that produces a bust-prone hand, then hit repeatedly.
var (world, group) = SetupGame(seed: 12345);
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
// Hit until bust or stand.
while (world.ReadSingleton<GameState>().Phase == GamePhase.PlayerTurn)
{
world.Commands.Enqueue(new HitCommand());
group.RunLogical();
}
// Game should have resolved.
var state = world.ReadSingleton<GameState>();
state.Phase.Should().Be(GamePhase.RoundOver);
}
[Fact]
public void Serialization_RoundTrips()
{
var (world, group) = SetupGame(seed: 42);
world.Commands.Enqueue(new PlaceBetCommand { Amount = 10 });
group.RunLogical();
using var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
var state = world2.ReadSingleton<GameState>();
state.Chips.Should().Be(90);
state.CurrentBet.Should().Be(10);
state.RoundNumber.Should().Be(1);
}
// ── Helpers ───────────────────────────────────────────────────────
private static (World, SystemGroup) SetupGame(uint seed = 42)
{
var world = new World();
var group = new SystemGroup(world);
group.Add(new DeckSetupSystem());
group.Add(new DealSystem());
group.Add(new PlayerBustCheckSystem());
group.Add(new DealerSystem());
world.SetSingleton(new GameState
{
Phase = GamePhase.Betting,
Result = RoundResult.None,
Chips = 100,
CurrentBet = 0,
RoundNumber = 1,
Seed = seed
});
world.PostChanges();
return (world, group);
}
private static Entity FindEntity<T>(World world) where T : struct
{
return world.FindEntity<T>();
}
private static int CountCardsInHand(World world, Entity handEntity)
{
// Holds relationship: the card entity (which Holds points to the hand entity).
// GetSources returns all card entities that have a Holds pointing to handEntity.
return world.GetSources<Holds>(handEntity).Count;
}
private static List<(Suit, Rank)> GetAllCards(World world)
{
var cards = new List<(Suit, Rank)>();
using (var iter = world.Select<Card>())
{
while (iter.MoveNext())
{
var card = iter.Val1;
cards.Add((card.Suit, card.Rank));
}
}
cards.Sort((a, b) =>
{
int cmp = a.Item1.CompareTo(b.Item1);
return cmp != 0 ? cmp : a.Item2.CompareTo(b.Item2);
});
return cards;
}
}