Add objectives, stage config, and GameEngine session core
Sealed Objective types (clearGems/reachScore/clearLines) with JSON round-trip; StageConfig with preset cells and star thresholds; GameEngine orchestrating placement -> clear -> scoring -> objectives with stuck detection, one-shot rescue (continue / +5 moves), and deterministic per-attempt RNG. 100-game headless stress test and pure-Dart architecture guard. 76 tests green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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import 'package:block_seasons/core/rng.dart';
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import 'package:block_seasons/game/engine/game_engine.dart';
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import 'package:block_seasons/game/engine/piece_generator.dart';
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import 'package:block_seasons/game/models/cell.dart';
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import 'package:block_seasons/game/models/grid.dart';
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import 'package:block_seasons/game/models/piece_library.dart';
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import 'package:block_seasons/game/models/stage.dart';
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import 'package:flutter_test/flutter_test.dart';
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StageConfig _stage({
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int seed = 1234,
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int moveLimit = 20,
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List<PresetCell> preset = const [],
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List<Map<String, dynamic>> objectives = const [
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{'type': 'reachScore', 'target': 999999},
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],
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int twoStars = 5,
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int threeStars = 8,
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}) {
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return StageConfig.fromJson({
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'id': 'test_stage',
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'seed': seed,
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'moveLimit': moveLimit,
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'preset': [for (final c in preset) c.toJson()],
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'objectives': objectives,
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'stars': {
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'two': {'movesLeft': twoStars},
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'three': {'movesLeft': threeStars},
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},
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'generatorProfile': 'mid',
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});
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}
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/// Row [y] filled except column 0; placing a mono at (0, y) clears it.
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List<PresetCell> _almostFullRow(int y) => [
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for (var x = 1; x < GridState.size; x++)
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PresetCell(x: x, y: y, type: CellType.filled),
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];
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PieceGenerator _smallPool(int seed) => PieceGenerator(
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SeededRng(seed),
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pool: [
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PieceLibrary.byId('mono'),
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PieceLibrary.byId('domino_h'),
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PieceLibrary.byId('domino_v'),
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],
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);
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void main() {
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group('initial state', () {
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test('starts with preset grid, full tray, zero progress', () {
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final engine = GameEngine(_stage(preset: _almostFullRow(3)));
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expect(engine.phase, GamePhase.playing);
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expect(engine.tray, hasLength(3));
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expect(engine.score, 0);
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expect(engine.movesUsed, 0);
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expect(engine.grid.occupiedCount, 7);
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});
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test('same stage and attempt deal identical trays', () {
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final a = GameEngine(_stage());
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final b = GameEngine(_stage());
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expect(a.tray.map((p) => p.id), b.tray.map((p) => p.id));
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});
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test('different attempts deal different trays', () {
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final trays = <String>{};
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for (var attempt = 0; attempt < 5; attempt++) {
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final engine = GameEngine(_stage(), attempt: attempt);
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trays.add(engine.tray.map((p) => p.id).join(','));
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}
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expect(trays.length, greaterThan(1));
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});
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});
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group('tryPlace', () {
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test('rejects illegal placements without consuming state', () {
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final engine = GameEngine(_stage(preset: _almostFullRow(3)));
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final before = engine.tray.length;
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// (1,3) is occupied by the preset.
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final result = engine.tryPlace(0, 1, 3);
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expect(result, isNull);
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expect(engine.tray.length, before);
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expect(engine.movesUsed, 0);
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});
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test('placement consumes the piece, scores cells, advances moves', () {
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final engine = GameEngine(_stage(), generator: _smallPool(1));
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final piece = engine.tray[0];
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final result = engine.tryPlace(0, 0, 0);
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expect(result, isNotNull);
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expect(engine.movesUsed, 1);
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expect(engine.tray, hasLength(2));
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expect(engine.score, piece.size);
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});
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test('tray refills to 3 after all pieces are used', () {
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final engine = GameEngine(_stage(), generator: _smallPool(1));
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engine.tryPlace(0, 0, 0);
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engine.tryPlace(0, 0, 3);
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expect(engine.tray, hasLength(1));
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engine.tryPlace(0, 0, 6);
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expect(engine.tray, hasLength(3));
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});
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test('completing a row clears it and applies combo-multiplied score', () {
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final engine = GameEngine(
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_stage(preset: _almostFullRow(3)),
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generator: _smallPool(1),
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);
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final monoIndex = engine.tray.indexWhere((p) => p.id == 'mono');
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final result = engine.tryPlace(monoIndex, 0, 3)!;
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expect(result.linesCleared, 1);
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// 1 cell + round(100 * 1.5) = 151
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expect(engine.score, 151);
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expect(engine.grid.occupiedCount, 0);
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});
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});
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group('win and stars', () {
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test('completing all objectives wins with stars from moves left', () {
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final engine = GameEngine(
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_stage(
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preset: _almostFullRow(3),
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objectives: [
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{'type': 'clearLines', 'count': 1},
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],
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moveLimit: 10,
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),
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generator: _smallPool(1),
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);
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final monoIndex = engine.tray.indexWhere((p) => p.id == 'mono');
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engine.tryPlace(monoIndex, 0, 3);
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expect(engine.phase, GamePhase.won);
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// Won on move 1 of 10 -> 9 left >= 8 -> 3 stars.
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expect(engine.starsEarned, 3);
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});
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test('gem clears feed the clearGems objective', () {
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final engine = GameEngine(
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_stage(
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preset: [
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const PresetCell(x: 7, y: 3, type: CellType.gem),
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..._almostFullRow(3).where((c) => c.x != 7),
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],
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objectives: [
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{'type': 'clearGems', 'count': 1},
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],
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),
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generator: _smallPool(1),
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);
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final monoIndex = engine.tray.indexWhere((p) => p.id == 'mono');
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engine.tryPlace(monoIndex, 0, 3);
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expect(engine.phase, GamePhase.won);
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});
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});
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group('out of moves and rescue', () {
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test('exhausting the move limit gets stuck, extra moves resume', () {
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final engine = GameEngine(
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_stage(moveLimit: 1),
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generator: _smallPool(1),
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);
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engine.tryPlace(0, 0, 0);
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expect(engine.phase, GamePhase.stuck);
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expect(engine.stuckReason, StuckReason.outOfMoves);
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engine.addExtraMoves();
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expect(engine.phase, GamePhase.playing);
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expect(engine.movesLeft, 5);
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engine.declineAndLose();
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expect(engine.phase, GamePhase.lost);
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});
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test('rescue is one-shot per attempt', () {
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final engine = GameEngine(
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_stage(moveLimit: 1),
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generator: _smallPool(1),
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);
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engine.tryPlace(0, 0, 0);
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engine.addExtraMoves();
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// Burn the granted moves without winning.
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engine.tryPlace(0, 0, 2);
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engine.tryPlace(0, 0, 4);
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engine.tryPlace(0, 2, 0);
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engine.tryPlace(0, 2, 2);
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engine.tryPlace(0, 2, 4);
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expect(engine.phase, GamePhase.stuck);
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expect(() => engine.addExtraMoves(), throwsStateError);
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});
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});
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group('dead board and continue', () {
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StageConfig deadStage() {
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// Checkerboard: only monos fit, and the injected pool has none small
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// enough, so the board is dead from the deal.
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final preset = <PresetCell>[
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for (var y = 0; y < GridState.size; y++)
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for (var x = 0; x < GridState.size; x++)
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if ((x + y).isEven) PresetCell(x: x, y: y, type: CellType.filled),
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];
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return _stage(preset: preset, moveLimit: 50);
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}
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PieceGenerator bigPool(int seed) => PieceGenerator(
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SeededRng(seed),
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pool: [
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PieceLibrary.byId('square3'),
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PieceLibrary.byId('line5_h'),
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PieceLibrary.byId('line5_v'),
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],
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);
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test('a dead deal is detected immediately', () {
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final engine = GameEngine(deadStage(), generator: bigPool(1));
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expect(engine.phase, GamePhase.stuck);
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expect(engine.stuckReason, StuckReason.boardDead);
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});
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test('continue clears the two most-filled rows and redeals', () {
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final engine = GameEngine(deadStage(), generator: bigPool(1));
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engine.useContinue();
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expect(engine.phase, GamePhase.playing);
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// 32 checkerboard cells minus two cleared rows (4 each).
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expect(engine.grid.occupiedCount, 24);
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expect(() => engine.useContinue(), throwsStateError);
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});
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});
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}
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