def test_place_tile_remove_other_player() -> None: # Black kills red by driving them off the edge of the board rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 2), Port.RightBottom)) ) bs = bs.with_live_players( bs.live_players.set("black", (BoardPosition(4, 2), Port.LeftTop)) ) bs = bs.with_tile(index_to_tile(2), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(3), BoardPosition(2, 2)) bs = bs.with_tile(index_to_tile(2), BoardPosition(4, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(4, 1)) bs = bs.with_tile(index_to_tile(32).rotate(), BoardPosition(4, 2)) r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(2), "red")) assert r.is_ok() assert r.value() move = IntermediateMove(index_to_tile(2), "black") r = rc.is_move_suicidal(bs, move) assert r.is_ok() assert not r.value() assert rc.validate_move(bs, [index_to_tile(2), index_to_tile(3)], move).is_ok() board = Board(bs) assert board.intermediate_move(move).is_ok() assert "red" not in board.live_players assert board.live_players["black"] == (BoardPosition(x=2, y=2), 6) bs = bs.with_tile(index_to_tile(2), BoardPosition(4, 2))
def test_validate_place_tile_unnecessary_loop() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightBottom)) ) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value() r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(5), "red")) assert r.is_ok() assert r.value() r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(5).rotate(), "red")) assert r.is_ok() assert not r.value() r2 = rc.validate_move( bs, [index_to_tile(5), index_to_tile(4)], IntermediateMove(index_to_tile(4), "red"), ) assert r2.is_error() assert ( r2.error() == "player chose a loopy move when this does not create a loop: Tile(idx=5, edges=[(0, 7), (1, 5), (2, 6), (3, 4)])" )
def test_validate_place_tile_loop_someone_else() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightBottom)) ) bs = bs.with_live_players( bs.live_players.set("white", (BoardPosition(4, 0), Port.LeftTop)) ) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) bs = bs.with_tile(index_to_tile(2), BoardPosition(4, 0)) # The move is suicidal for red but not for white r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(13).rotate(), "white")) assert r.is_ok() assert not r.value() r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(13).rotate(), "red")) assert r.is_ok() assert r.value() # But it does create a loop no matter who places it r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(13).rotate(), "white")) assert r.is_ok() assert r.value() r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(13).rotate(), "red")) assert r.is_ok() assert r.value() # And thus it is illegal r = rc.is_move_illegal(bs, IntermediateMove(index_to_tile(13).rotate(), "white")) assert r.is_ok() assert r.value() r = rc.is_move_illegal(bs, IntermediateMove(index_to_tile(13).rotate(), "red")) assert r.is_ok() assert r.value() # Red and white are both not allowed to place the move since it causes a loop r2 = rc.validate_move( bs, [index_to_tile(13).rotate().rotate(), index_to_tile(6)], IntermediateMove(index_to_tile(13).rotate(), "white"), ) assert r2.is_error() assert ( r2.error() == "player chose a loopy move when this does not create a loop: Tile(idx=13, edges=[(0, 7), (1, 2), (3, 5), (4, 6)])" ) r2 = rc.validate_move( bs, [index_to_tile(13).rotate().rotate(), index_to_tile(6)], IntermediateMove(index_to_tile(13).rotate(), "red"), ) assert r2.is_error() assert ( r2.error() == "player chose a loopy move when this does not create a loop: Tile(idx=13, edges=[(0, 7), (1, 2), (3, 5), (4, 6)])" )
def test_generate_first_move_no_valid_moves() -> None: # No possible first moves second_s = SecondS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(1), BoardPosition(3, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(5, 0)) bs = bs.with_tile(index_to_tile(3), BoardPosition(7, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(9, 0)) bs = bs.with_tile(index_to_tile(5), BoardPosition(9, 2)) bs = bs.with_tile(index_to_tile(6), BoardPosition(9, 4)) bs = bs.with_tile(index_to_tile(7), BoardPosition(9, 6)) bs = bs.with_tile(index_to_tile(8), BoardPosition(9, 8)) bs = bs.with_tile(index_to_tile(9), BoardPosition(8, 9)) bs = bs.with_tile(index_to_tile(10), BoardPosition(6, 9)) bs = bs.with_tile(index_to_tile(11), BoardPosition(4, 9)) bs = bs.with_tile(index_to_tile(12), BoardPosition(2, 9)) bs = bs.with_tile(index_to_tile(13), BoardPosition(0, 9)) bs = bs.with_tile(index_to_tile(14), BoardPosition(0, 7)) bs = bs.with_tile(index_to_tile(15), BoardPosition(0, 5)) bs = bs.with_tile(index_to_tile(16), BoardPosition(0, 3)) bs = bs.with_tile(index_to_tile(17), BoardPosition(0, 1)) r = second_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs) assert r.is_error() assert r.error() == "Failed to find a valid initial move!"
def test_generate_first_move_0_0() -> None: # The first move is placing a tile at 0,0 since there are tiles blocking the other positions second_s = SecondS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(1), BoardPosition(3, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(5, 0)) bs = bs.with_tile(index_to_tile(3), BoardPosition(7, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(9, 0)) bs = bs.with_tile(index_to_tile(5), BoardPosition(9, 2)) bs = bs.with_tile(index_to_tile(6), BoardPosition(9, 4)) bs = bs.with_tile(index_to_tile(7), BoardPosition(9, 6)) bs = bs.with_tile(index_to_tile(8), BoardPosition(9, 8)) bs = bs.with_tile(index_to_tile(9), BoardPosition(8, 9)) bs = bs.with_tile(index_to_tile(10), BoardPosition(6, 9)) bs = bs.with_tile(index_to_tile(11), BoardPosition(4, 9)) bs = bs.with_tile(index_to_tile(12), BoardPosition(2, 9)) bs = bs.with_tile(index_to_tile(13), BoardPosition(0, 9)) bs = bs.with_tile(index_to_tile(14), BoardPosition(0, 7)) bs = bs.with_tile(index_to_tile(15), BoardPosition(0, 5)) bs = bs.with_tile(index_to_tile(16), BoardPosition(0, 3)) bs = bs.with_tile(index_to_tile(17), BoardPosition(0, 2)) r = second_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs) assert r.assert_value() == ( BoardPosition(x=0, y=0), index_to_tile(4), Port.RightTop, )
def test_is_move_suicidal_loop() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightBottom)) ) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value()
def test_generate_first_move_2_9() -> None: # The first move is placing a tile at 9,2 since there are tiles blocking the other positions third_s = ThirdS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(0, 1)) bs = bs.with_tile(index_to_tile(0), BoardPosition(0, 3)) bs = bs.with_tile(index_to_tile(1), BoardPosition(0, 5)) bs = bs.with_tile(index_to_tile(3), BoardPosition(0, 7)) bs = bs.with_tile(index_to_tile(4), BoardPosition(0, 9)) r = third_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs ) assert r.assert_value() == (BoardPosition(x=2, y=9), index_to_tile(4), Port.TopLeft)
def test_generate_first_move_9_2() -> None: # The first move is placing a tile at 9,2 since there are tiles blocking the other positions second_s = SecondS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(1, 0)) bs = bs.with_tile(index_to_tile(1), BoardPosition(3, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(5, 0)) bs = bs.with_tile(index_to_tile(3), BoardPosition(7, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(9, 0)) r = second_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs) assert r.assert_value() == (BoardPosition(x=9, y=2), index_to_tile(4), Port.TopLeft)
def test_generate_first_move_5_0() -> None: # The first move is placing a tile at 5,0 since there are tiles blocking the other positions second_s = SecondS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(1, 0)) bs = bs.with_tile(index_to_tile(0), BoardPosition(1, 0)) bs = bs.with_tile(index_to_tile(1), BoardPosition(3, 0)) r = second_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(3)], bs) assert r.assert_value() == ( BoardPosition(x=5, y=0), index_to_tile(3), Port.RightTop, )
def test_is_move_suicidal_walk_off_edge() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightTop)) ) bs = bs.with_tile(index_to_tile(2), BoardPosition(2, 0)) r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value()
def test_validate_place_tile_required_loop() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightTop)) ) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value() r2 = rc.validate_move( bs, [index_to_tile(4), index_to_tile(4)], IntermediateMove(index_to_tile(4), "red"), ) assert r2.is_ok()
def test_both_moves_illegal() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) bs = bs.with_tile(index_to_tile(24), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(22), BoardPosition(4, 0)) bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightBottom)).set( "white", (BoardPosition(4, 0), Port.LeftBottom) ) ) move = IntermediateMove(index_to_tile(24), "white") r = rc.validate_move(bs, [index_to_tile(24), index_to_tile(24)], move) assert r.is_error() assert ( r.error() == "player chose a loopy move when this does not create a loop: Tile(idx=24, edges=[(0, 7), (1, 2), (3, 6), (4, 5)])" )
def test_validate_place_tile_forced_loop_or_suicide() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightBottom)) ) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(2, 1)) bs = bs.with_tile(index_to_tile(4), BoardPosition(3, 1)) r = rc.move_creates_loop(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value() r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(7), "red")) assert r.is_ok() assert r.value() r2 = rc.validate_move( bs, [index_to_tile(7), index_to_tile(4)], IntermediateMove(index_to_tile(4), "red"), ) assert r2.is_error() assert ( r2.error() == "player chose a loopy move when this does not create a loop: Tile(idx=7, edges=[(0, 3), (1, 6), (2, 5), (4, 7)])" ) r3 = rc.validate_move( bs, [index_to_tile(7), index_to_tile(4)], IntermediateMove(index_to_tile(7), "red"), ) assert r3.is_error() assert ( r3.error() == "player chose a suicidal move when this does not cause a suicide: Tile(idx=4, edges=[(0, 7), (1, 2), (3, 4), (5, 6)])" )
def test_validate_initial_move_on_top_of() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_tile(index_to_tile(5), BoardPosition(0, 2)) r = rc.validate_initial_move( bs, [index_to_tile(1), index_to_tile(2), index_to_tile(3)], InitialMove(BoardPosition(0, 2), index_to_tile(2), Port.BottomLeft, "red"), ) assert r.is_error() assert ( r.error() == "cannot place tile at position BoardPosition(x=0, y=2) since there is already a tile at that position" )
def test_validate_place_tile_unnecessary_suicide() -> None: rc = RuleChecker() bs = BoardState() bs = bs.with_live_players( bs.live_players.set("red", (BoardPosition(2, 0), Port.RightTop)) ) bs = bs.with_tile(index_to_tile(2), BoardPosition(2, 0)) r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(4), "red")) assert r.is_ok() assert r.value() r = rc.is_move_suicidal(bs, IntermediateMove(index_to_tile(3), "red")) assert r.is_ok() assert not r.value() r2 = rc.validate_move( bs, [index_to_tile(3), index_to_tile(4)], IntermediateMove(index_to_tile(4), "red"), ) assert r2.is_error() assert ( r2.error() == "player chose a suicidal move when this does not cause a suicide: Tile(idx=3, edges=[(0, 4), (1, 3), (2, 6), (5, 7)])" )
def test_generate_first_move_8_0() -> None: # The first move is placing a tile at 8,9 since there are tiles blocking the other positions third_s = ThirdS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(0, 1)) bs = bs.with_tile(index_to_tile(0), BoardPosition(0, 3)) bs = bs.with_tile(index_to_tile(1), BoardPosition(0, 5)) bs = bs.with_tile(index_to_tile(3), BoardPosition(0, 7)) bs = bs.with_tile(index_to_tile(4), BoardPosition(0, 9)) bs = bs.with_tile(index_to_tile(5), BoardPosition(2, 9)) bs = bs.with_tile(index_to_tile(6), BoardPosition(4, 9)) bs = bs.with_tile(index_to_tile(7), BoardPosition(7, 9)) bs = bs.with_tile(index_to_tile(8), BoardPosition(9, 9)) bs = bs.with_tile(index_to_tile(6), BoardPosition(9, 6)) bs = bs.with_tile(index_to_tile(7), BoardPosition(9, 3)) bs = bs.with_tile(index_to_tile(8), BoardPosition(9, 1)) r = third_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs ) assert r.assert_value() == (BoardPosition(x=8, y=0), index_to_tile(4), Port.LeftTop)
def test_generate_first_move_4_9() -> None: # The first move is placing a tile at 4,9 since there are tiles blocking the other positions second_s = SecondS() bs = BoardState() bs = bs.with_tile(index_to_tile(0), BoardPosition(1, 0)) bs = bs.with_tile(index_to_tile(1), BoardPosition(3, 0)) bs = bs.with_tile(index_to_tile(2), BoardPosition(5, 0)) bs = bs.with_tile(index_to_tile(3), BoardPosition(7, 0)) bs = bs.with_tile(index_to_tile(4), BoardPosition(9, 0)) bs = bs.with_tile(index_to_tile(5), BoardPosition(9, 2)) bs = bs.with_tile(index_to_tile(6), BoardPosition(9, 4)) bs = bs.with_tile(index_to_tile(7), BoardPosition(9, 6)) bs = bs.with_tile(index_to_tile(8), BoardPosition(9, 8)) bs = bs.with_tile(index_to_tile(9), BoardPosition(8, 9)) bs = bs.with_tile(index_to_tile(10), BoardPosition(6, 9)) r = second_s.generate_first_move( [index_to_tile(22), index_to_tile(23), index_to_tile(4)], bs) assert r.assert_value() == (BoardPosition(x=4, y=9), index_to_tile(4), Port.TopLeft)