def test_last_piece_in_empty_bin_steals_opponents_pieces(player, opponent):
    """
    The idea here is that if a player takes a turn that results
    in their last piece landing in a previously empty bin on their side,
    then the player gets to steal the pieces in the same bin on their
    opponents side. Both the last piece that landed in the previously empty
    bin and their opponents pieces go into the player's goal.
    """
    board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 0, 2], goal=12),
        opponent: PlayerRow(bins=[1, 6, 7, 1, 2, 7], goal=3),
    })

    # In-player row scenario
    in_player_row_board = take_turn(board, Turn(player, 5))
    assert in_player_row_board[player] == PlayerRow(bins=[0, 10, 0, 0, 1, 0],
                                                    goal=14)
    assert in_player_row_board[opponent] == PlayerRow(bins=[1, 6, 7, 0, 2, 7],
                                                      goal=3)

    # Double-wrap scenario
    double_wrap_board = take_turn(board, Turn(player, 1))
    assert double_wrap_board[player] == PlayerRow(bins=[1, 0, 0, 0, 0, 3],
                                                  goal=17)
    assert double_wrap_board[opponent] == PlayerRow(bins=[2, 7, 8, 2, 0, 8],
                                                    goal=3)
def test_turn_selected_bin_must_exist_on_board(player):
    with pytest.raises(ValueError):
        Turn(player, -1)

    with pytest.raises(ValueError):
        Turn(player, NUMBER_OF_BINS)

    for selected_bin in range(NUMBER_OF_BINS):
        assert Turn(player, selected_bin) is not None
def test_who_gets_next_turn_returns_correct_player(player, opponent):
    # player makes optimal first game move to get another turn
    prior_board = Board({
        player: PlayerRow(bins=[4, 4, 4, 4, 4, 4], goal=0),
        opponent: PlayerRow(bins=[4, 4, 4, 4, 4, 4], goal=0),
    })
    turn = Turn(player, 3)
    new_board = Board({
        player: PlayerRow(bins=[5, 5, 5, 0, 4, 4], goal=1),
        opponent: PlayerRow.get_new_player_row(),
    })
    assert who_gets_next_turn(prior_board, turn, new_board) == player

    # player makes a move to steal pieces from opponent
    prior_board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 0, 2], goal=12),
        opponent: PlayerRow(bins=[1, 6, 7, 1, 2, 7], goal=3),
    })
    turn = Turn(player, 5)
    new_board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 1, 0], goal=14),
        opponent: PlayerRow(bins=[1, 6, 7, 0, 2, 7], goal=3),
    })
    assert who_gets_next_turn(prior_board, turn, new_board) == opponent

    # player makes double-wrap move to steal pieces from opponent
    prior_board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 0, 2], goal=12),
        opponent: PlayerRow(bins=[1, 6, 7, 1, 2, 7], goal=3),
    })
    turn = Turn(player, 1)
    new_board = Board({
        player: PlayerRow(bins=[1, 0, 0, 0, 0, 3], goal=17),
        opponent: PlayerRow(bins=[2, 7, 8, 2, 0, 8], goal=3),
    })
    assert who_gets_next_turn(prior_board, turn, new_board) == opponent

    # player makes double-wrap move and ends in goal
    prior_board = Board({
        player: PlayerRow(bins=[14, 0, 0, 0, 2, 0], goal=10),
        opponent: PlayerRow(bins=[1, 6, 4, 0, 1, 7], goal=3),
    })
    turn = Turn(player, 0)
    new_board = Board({
        player: PlayerRow(bins=[1, 1, 1, 1, 3, 1], goal=12),
        opponent: PlayerRow(bins=[2, 7, 5, 1, 2, 8], goal=3),
    })
    assert who_gets_next_turn(prior_board, turn, new_board) == player
def test_last_piece_in_empty_bin_only_steals_if_opponent_has_pieces(
        player, opponent):
    board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 0, 2], goal=12),
        opponent: PlayerRow(bins=[1, 6, 7, 0, 3, 7], goal=3),
    })
    new_board = take_turn(board, Turn(player, 5))
    assert new_board[player] == PlayerRow(bins=[0, 10, 0, 1, 1, 0], goal=12)
    assert new_board[opponent] == PlayerRow(bins=[1, 6, 7, 0, 3, 7], goal=3)
def test_first_moves_on_a_new_game_board(selected_bin, players_result_row,
                                         opponents_result_row):
    # Ensure the turn works for both Players, and that the function
    # does not change the original board
    player_one_turn_board = get_new_board()
    player_one_turn = Turn(Player.ONE, selected_bin)
    new_player_one_turn_board = take_turn(player_one_turn_board,
                                          player_one_turn)
    assert player_one_turn_board == get_new_board()
    assert new_player_one_turn_board[Player.ONE] == players_result_row
    assert new_player_one_turn_board[Player.TWO] == opponents_result_row

    player_two_turn_board = get_new_board()
    player_two_turn = Turn(Player.TWO, selected_bin)
    new_player_two_turn_board = take_turn(player_two_turn_board,
                                          player_two_turn)
    assert player_two_turn_board == get_new_board()
    assert new_player_two_turn_board[Player.ONE] == opponents_result_row
    assert new_player_two_turn_board[Player.TWO] == players_result_row
def test_triple_wrap_turn(player, opponent):
    turn = Turn(player, 0)
    board = Board({
        player: PlayerRow(bins=[16, 1, 5, 0, 5, 2], goal=6),
        opponent: PlayerRow(bins=[0, 2, 1, 2, 1, 0], goal=7),
    })

    new_board = take_turn(board, turn)

    assert new_board[player] == PlayerRow(bins=[1, 2, 6, 1, 6, 3], goal=8)
    assert new_board[opponent] == PlayerRow(bins=[1, 3, 2, 3, 3, 2], goal=7)
def test_double_wrap_turn_that_ends_in_goal(player, opponent):
    turn = Turn(player, 0)
    board = Board({
        player: PlayerRow(bins=[14, 0, 0, 0, 2, 0], goal=10),
        opponent: PlayerRow(bins=[1, 6, 4, 0, 1, 7], goal=3),
    })

    new_board = take_turn(board, turn)

    assert new_board[player] == PlayerRow(bins=[1, 1, 1, 1, 3, 1], goal=12)
    assert new_board[opponent] == PlayerRow(bins=[2, 7, 5, 1, 2, 8], goal=3)
def test_double_wrap_turn(player, opponent):
    turn = Turn(player, 1)
    board = Board({
        player: PlayerRow(bins=[0, 10, 0, 0, 2, 0], goal=12),
        opponent: PlayerRow(bins=[1, 6, 8, 0, 2, 7], goal=3),
    })

    new_board = take_turn(board, turn)

    assert new_board[player] == PlayerRow(bins=[1, 0, 0, 0, 3, 1], goal=13)
    assert new_board[opponent] == PlayerRow(bins=[2, 7, 9, 1, 3, 8], goal=3)

@pytest.mark.parametrize(
    "serializable,serialized",
    [
        (None, None),
        (Player.ONE, "one"),
        (Player.TWO, "two"),
        (
            PlayerRow.get_new_player_row(),
            {
                "bins": PlayerRow.get_new_player_row().bins,
                "goal": PlayerRow.get_new_player_row().goal,
            },
        ),
        (Turn(Player.ONE, 4), {
            "player": "one",
            "selected_bin": 4
        }),
        (Turn(Player.TWO, 2), {
            "player": "two",
            "selected_bin": 2
        }),
    ],
)
def test_serialize_returns_correct_serialization(serializable, serialized):
    assert to_serializable(serializable) == serialized


def test_serialization_returns_correct_serialization_for_boards():
    p1 = Player.ONE
    def run(self, reset_simulation=False) -> None:  # pragma: nocover
        if self.has_run and not reset_simulation:
            return
        if reset_simulation:
            self._reset_simulation()

        current_player = self._starting_player
        current_turn = 0
        while True:
            # Set up objects for current player on this turn
            current_board = self._boards[current_turn]
            current_player_row = current_board[current_player]
            current_player_strategy = self._strategies[current_player]
            current_opponent_row = current_board[
                Player.ONE if current_player == Player.TWO else Player.TWO]

            # Allow current player to select a bin from their row, and ensure it is valid
            try:
                selected_bin = current_player_strategy.choose_bin(
                    current_player_row, current_opponent_row)
            except ValueError:
                # Assuming ValueError is thrown if player can't move, i.e. all bins are empty
                if all([b == 0 for b in current_player_row.bins]):
                    player_one_row = current_board[Player.ONE]
                    player_two_row = current_board[Player.TWO]

                    resulting_player_one_goal = (sum(player_one_row.bins) +
                                                 player_one_row.goal)
                    resulting_player_two_goal = (sum(player_two_row.bins) +
                                                 player_two_row.goal)
                    new_board = Board({
                        Player.ONE:
                        PlayerRow(bins=[0, 0, 0, 0, 0, 0],
                                  goal=resulting_player_one_goal),
                        Player.TWO:
                        PlayerRow(bins=[0, 0, 0, 0, 0, 0],
                                  goal=resulting_player_two_goal),
                    })
                    # self._turns.append(Turn.GameEndingTurn)  TODO
                    self._boards.append(new_board)
                    if resulting_player_one_goal > resulting_player_two_goal:
                        self._winning_player = Player.ONE
                    elif resulting_player_one_goal < resulting_player_two_goal:
                        self._winning_player = Player.TWO
                    else:
                        self._winning_player = None  # tie
                    self._has_run = True
                    break

            if current_player_row.bins[selected_bin] == 0:
                raise ValueError(
                    "Player strategies need to ensure they pick non-empty bins in 'choose_bin'"
                )

            # Perform turn with selected bin and save simulation data
            turn = Turn(current_player, selected_bin)
            new_board = take_turn(current_board, turn)
            self._turns.append(turn)
            self._boards.append(new_board)

            # Check if game has ended; otherwise, update who is up next
            if self._is_end_of_game():
                self._set_winner()
                self._has_run = True
                break
            current_player = who_gets_next_turn(current_board, turn, new_board)
            current_turn += 1