Files
BlockSeasons/test/game/engine/piece_generator_test.dart
T
airkjw 0210c14858 Add pure-Dart engine core: RNG, grid, placement, line clear, scoring, piece generator
PCG32 seeded RNG; immutable 8x8 GridState with occupancy bitmask;
placement legality + anyPlacementExists; simultaneous row/col clears
with single-count gem credit; combo scoring with one-move grace;
weighted-bag generator with pity bias and depth-3 solvability nudge.
All TDD, 51 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:05:55 +09:00

136 lines
4.6 KiB
Dart

import 'package:block_seasons/core/rng.dart';
import 'package:block_seasons/game/engine/piece_generator.dart';
import 'package:block_seasons/game/models/cell.dart';
import 'package:block_seasons/game/models/grid.dart';
import 'package:block_seasons/game/models/piece_library.dart';
import 'package:flutter_test/flutter_test.dart';
/// Checkerboard: no line can ever be completed, big shapes never fit.
GridState _checkerboard() {
var grid = GridState.empty();
for (var y = 0; y < GridState.size; y++) {
for (var x = 0; x < GridState.size; x++) {
if ((x + y).isEven) {
grid = grid.withCell(x, y, const Cell(CellType.filled, colorId: 0));
}
}
}
return grid;
}
/// Rows 1..7 filled except column 0; row 0 filled except (0,0).
/// Only column 0 is free -> tight but recoverable via line clears.
GridState _tightBoard() {
var grid = GridState.empty();
for (var y = 0; y < GridState.size; y++) {
for (var x = 1; x < GridState.size; x++) {
grid = grid.withCell(x, y, const Cell(CellType.filled, colorId: 0));
}
}
return grid;
}
void main() {
group('isTrayPlayable', () {
test('any tray plays out on an empty grid', () {
final tray = [
PieceLibrary.byId('square3'),
PieceLibrary.byId('line5_h'),
PieceLibrary.byId('rect3x2'),
];
expect(isTrayPlayable(GridState.empty(), tray), isTrue);
});
test('recognizes trays that need intermediate line clears', () {
// Column 0 free (8 cells); tray sums to 9 cells, so it only plays out
// if placements trigger clears that open space.
final tray = [
PieceLibrary.byId('line4_v'),
PieceLibrary.byId('line4_v'),
PieceLibrary.byId('mono'),
];
expect(isTrayPlayable(_tightBoard(), tray), isTrue);
});
test('returns false when no ordering can play all pieces', () {
final tray = [
PieceLibrary.byId('square3'),
PieceLibrary.byId('square3'),
PieceLibrary.byId('line5_h'),
];
expect(isTrayPlayable(_checkerboard(), tray), isFalse);
});
});
group('PieceGenerator', () {
test('same seed produces identical tray sequences', () {
final a = PieceGenerator(SeededRng(42));
final b = PieceGenerator(SeededRng(42));
final grid = GridState.empty();
for (var i = 0; i < 100; i++) {
final trayA = a.nextTray(grid).map((p) => p.id).toList();
final trayB = b.nextTray(grid).map((p) => p.id).toList();
expect(trayA, trayB);
}
});
test('trays always contain exactly 3 pieces with distinct ids', () {
final gen = PieceGenerator(SeededRng(7));
final grids = [GridState.empty(), _checkerboard(), _tightBoard()];
for (final grid in grids) {
for (var i = 0; i < 200; i++) {
final tray = gen.nextTray(grid);
expect(tray.length, 3);
expect(tray.map((p) => p.id).toSet().length, 3);
}
}
});
test('pity bias: tighter boards get smaller pieces on average', () {
final emptyGen = PieceGenerator(SeededRng(123));
final tightGen = PieceGenerator(SeededRng(123));
final empty = GridState.empty();
final tight = _checkerboard(); // 50% fill, no clears possible
double meanSize(PieceGenerator gen, GridState grid) {
var total = 0;
for (var i = 0; i < 400; i++) {
for (final p in gen.nextTray(grid)) {
total += p.size;
}
}
return total / (400 * 3);
}
final emptyMean = meanSize(emptyGen, empty);
final tightMean = meanSize(tightGen, tight);
expect(tightMean, lessThan(emptyMean));
});
test('nudge: tight-but-recoverable boards always get playable trays',
() {
final gen = PieceGenerator(SeededRng(2026));
final grid = _tightBoard();
for (var i = 0; i < 100; i++) {
final tray = gen.nextTray(grid);
expect(isTrayPlayable(grid, tray), isTrue,
reason: 'deal #$i: ${tray.map((p) => p.id).join(", ")}');
}
});
test('on a dead board the tray still contains the smallest pieces', () {
// Fully occupied: nothing fits; engine handles game over, but the
// generator must not loop forever and should fall back to small pieces.
var grid = GridState.empty();
for (var y = 0; y < GridState.size; y++) {
for (var x = 0; x < GridState.size; x++) {
grid = grid.withCell(x, y, const Cell(CellType.filled, colorId: 0));
}
}
final tray = PieceGenerator(SeededRng(5)).nextTray(grid);
expect(tray.length, 3);
expect(tray.every((p) => p.size <= 2), isTrue);
});
});
}