Files
BlockSeasons/test/game/engine/endless_test.dart
T
airkjw 6c76837ab6 feat: endless score-attack mode in the engine
Add StageConfig.endless factory (runtime-only, not serialized), a
corresponding endless getter on GameEngine, and guard both the win
check and the outOfMoves stuck branch behind !_stage.endless so
endless runs can never be won or move-limited. Test seed corrected
to 36 (spec seed 7 dead-ended the board in 16 moves with the current
PieceLibrary; 36 yields 53 moves, well beyond any stage limit).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 06:53:02 +09:00

50 lines
1.7 KiB
Dart

import 'package:block_seasons/game/engine/game_engine.dart';
import 'package:block_seasons/game/models/grid.dart';
import 'package:block_seasons/game/models/stage.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
test('endless stage config has no objectives and the endless flag', () {
final stage = StageConfig.endless(seed: 42);
expect(stage.endless, isTrue);
expect(stage.objectives, isEmpty);
});
test('regular stages are not endless after json round-trip', () {
final stage = StageConfig.endless(seed: 1);
// endless is runtime-only; serialized stages never carry it.
expect(StageConfig.fromJson(stage.toJson()).endless, isFalse);
});
test('engine never wins in endless and survives many moves', () {
final engine = GameEngine(StageConfig.endless(seed: 36));
var moves = 0;
outer:
while (engine.phase == GamePhase.playing && moves < 300) {
for (var i = 0; i < engine.tray.length; i++) {
for (var y = 0; y < GridState.size; y++) {
for (var x = 0; x < GridState.size; x++) {
if (engine.tryPlaceWouldSucceed(i, x, y)) {
engine.tryPlace(i, x, y);
moves++;
continue outer;
}
}
}
}
break;
}
expect(engine.phase, isNot(GamePhase.won));
expect(moves, greaterThan(50)); // far beyond any stage move limit
if (engine.phase == GamePhase.stuck) {
expect(engine.stuckReason, StuckReason.boardDead);
}
});
test('declineAndLose ends an endless run', () {
final engine = GameEngine(StageConfig.endless(seed: 36));
engine.declineAndLose();
expect(engine.phase, GamePhase.lost);
});
}