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

245 lines
7.0 KiB
C#

using FluentAssertions;
using Game.TicTacToe;
using OECS;
using R3;
using Xunit;
using Xunit.Abstractions;
namespace Game.TicTacToe.Tests;
/// <summary>
/// Baseline snapshot and log tests for TicTacToe.
/// Captures the world state as text and R3 change logs so they can be
/// reviewed manually and compared across changes.
/// </summary>
public class SnapshotTests
{
private readonly ITestOutputHelper _output;
public SnapshotTests(ITestOutputHelper output)
{
_output = output;
}
[Fact]
public void Snapshot_InitialBoard()
{
var world = new World();
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
});
var snapshot = SnapshotWorld(world);
_output.WriteLine(snapshot);
// Verify baseline properties.
snapshot.Should().Contain("GameState: X's turn, 0 moves");
snapshot.Should().Contain("Cells: 9 total, 0 marked");
}
[Fact]
public void Snapshot_AfterThreeMoves()
{
var (world, group) = SetupGame();
// X: (0,0), O: (1,1), X: (2,2)
PlayMoves(world, group, (0, 0), (1, 1), (2, 2));
var snapshot = SnapshotWorld(world);
_output.WriteLine(snapshot);
snapshot.Should().Contain("GameState: O's turn, 3 moves");
snapshot.Should().Contain("Cells: 9 total, 3 marked");
snapshot.Should().Contain("(0,0): X");
snapshot.Should().Contain("(1,1): O");
snapshot.Should().Contain("(2,2): X");
}
[Fact]
public void Snapshot_XWins()
{
var (world, group) = SetupGame();
// X: (0,0), O: (1,0), X: (0,1), O: (1,1), X: (0,2) → X wins row 0
PlayMoves(world, group, (0, 0), (1, 0), (0, 1), (1, 1), (0, 2));
var snapshot = SnapshotWorld(world);
_output.WriteLine(snapshot);
snapshot.Should().Contain("GameState: XWon");
snapshot.Should().Contain("Cells: 9 total, 5 marked");
}
[Fact]
public void Snapshot_Draw()
{
var (world, group) = SetupGame();
PlayMoves(world, group,
(0, 0), (0, 1), (0, 2),
(1, 1), (1, 0), (1, 2),
(2, 1), (2, 0), (2, 2));
var snapshot = SnapshotWorld(world);
_output.WriteLine(snapshot);
snapshot.Should().Contain("GameState: Draw");
snapshot.Should().Contain("Cells: 9 total, 9 marked");
}
[Fact]
public void Log_ReactivityDuringGame()
{
var (world, group) = SetupGame();
var log = new List<string>();
// Subscribe to all entity-level changes.
world.ObserveEntityChanges().Subscribe(change =>
{
log.Add($"[entity] {change}");
});
// Subscribe to component-specific changes.
world.ObserveComponentChanges<Mark>().Subscribe(change =>
{
log.Add($"[mark] {change}");
});
world.ObserveComponentChanges<GameState>().Subscribe(change =>
{
log.Add($"[gamestate] {change}");
});
// Play a full game: X wins on row 0.
PlayMoves(world, group, (0, 0), (1, 0), (0, 1), (1, 1), (0, 2));
var logText = string.Join("\n", log);
_output.WriteLine(logText);
// Verify key events appear in the log.
log.Should().Contain(l => l.Contains("ComponentAdded") && l.Contains("Mark"));
log.Should().Contain(l => l.Contains("ComponentModified") && l.Contains("GameState"));
}
[Fact]
public void Serialization_RoundTrip_PreservesSnapshot()
{
var (world, group) = SetupGame();
// Play a few moves.
PlayMoves(world, group, (0, 0), (1, 1), (2, 2));
var before = SnapshotWorld(world);
using var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
var after = SnapshotWorld(world2);
_output.WriteLine("=== Before ===");
_output.WriteLine(before);
_output.WriteLine("=== After ===");
_output.WriteLine(after);
after.Should().Be(before);
}
// ── Helpers ───────────────────────────────────────────────────────
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 PlayMoves(World world, SystemGroup group, params (int Row, int Col)[] moves)
{
foreach (var (row, col) in moves)
{
world.Commands.Enqueue(new PlaceMarkCommand { Row = row, Col = col });
group.RunLogical();
}
}
/// <summary>
/// Produces a human-readable textual snapshot of the world state.
/// </summary>
private static string SnapshotWorld(World world)
{
var sb = new System.Text.StringBuilder();
// Singleton: GameState.
var state = world.ReadSingleton<GameState>();
var statusText = state.Status switch
{
GameStatus.Playing => $"{(state.CurrentPlayer == Player.X ? 'X' : 'O')}'s turn, {state.MoveCount} moves",
GameStatus.XWon => "XWon",
GameStatus.OWon => "OWon",
GameStatus.Draw => "Draw",
_ => "Unknown"
};
sb.AppendLine($"GameState: {statusText}");
// Board: build a 3x3 grid.
var grid = new char?[3, 3];
using (var iter = world.Select<Cell, Mark>())
{
while (iter.MoveNext())
{
grid[iter.Item1.Row, iter.Item1.Col] =
iter.Item2.Player == Player.X ? 'X' : 'O';
}
}
int totalCells = 0;
int markedCells = 0;
for (int r = 0; r < 3; r++)
{
for (int c = 0; c < 3; c++)
{
totalCells++;
var mark = grid[r, c];
if (mark.HasValue)
{
markedCells++;
sb.AppendLine($" ({r},{c}): {mark.Value}");
}
else
{
sb.AppendLine($" ({r},{c}): .");
}
}
}
sb.AppendLine($"Cells: {totalCells} total, {markedCells} marked");
return sb.ToString().TrimEnd();
}
}