// Copyright 2018 Team 254. All Rights Reserved. // Author: pat@patfairbank.com (Patrick Fairbank) package game import ( "github.com/stretchr/testify/assert" "testing" "time" ) const ( zeroCubeDistance = 125 oneCubeDistance = 98 twoCubeDistance = 58 threeCubeDistance = 43 ) func TestVaultNumCubes(t *testing.T) { // TODO(patrick): Update with real values once there is a physical setup to test with. vault := Vault{} assert.Equal(t, 0, vault.ForceCubes) assert.Equal(t, 0, vault.LevitateCubes) assert.Equal(t, 0, vault.BoostCubes) vault.UpdateCubes(oneCubeDistance, zeroCubeDistance, zeroCubeDistance) assert.Equal(t, 1, vault.ForceCubes) assert.Equal(t, 0, vault.LevitateCubes) assert.Equal(t, 0, vault.BoostCubes) vault.UpdateCubes(zeroCubeDistance, oneCubeDistance, oneCubeDistance) assert.Equal(t, 0, vault.ForceCubes) assert.Equal(t, 1, vault.LevitateCubes) assert.Equal(t, 1, vault.BoostCubes) vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, twoCubeDistance) assert.Equal(t, 0, vault.ForceCubes) assert.Equal(t, 0, vault.LevitateCubes) assert.Equal(t, 2, vault.BoostCubes) vault.UpdateCubes(twoCubeDistance, twoCubeDistance, threeCubeDistance) assert.Equal(t, 2, vault.ForceCubes) assert.Equal(t, 2, vault.LevitateCubes) assert.Equal(t, 3, vault.BoostCubes) vault.UpdateCubes(threeCubeDistance, threeCubeDistance, threeCubeDistance) assert.Equal(t, 3, vault.ForceCubes) assert.Equal(t, 3, vault.LevitateCubes) assert.Equal(t, 3, vault.BoostCubes) } func TestVaultLevitate(t *testing.T) { vault := Vault{} vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, true, false, time.Now()) assert.False(t, vault.LevitatePlayed) vault.UpdateCubes(zeroCubeDistance, oneCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, true, false, time.Now()) assert.False(t, vault.LevitatePlayed) vault.UpdateCubes(zeroCubeDistance, twoCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, true, false, time.Now()) assert.False(t, vault.LevitatePlayed) vault.UpdateCubes(zeroCubeDistance, threeCubeDistance, zeroCubeDistance) vault.UpdateButtons(true, false, true, time.Now()) assert.False(t, vault.LevitatePlayed) vault.UpdateCubes(zeroCubeDistance, threeCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, true, false, time.Now()) assert.True(t, vault.LevitatePlayed) vault.UpdateCubes(zeroCubeDistance, threeCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, false, false, time.Now()) assert.True(t, vault.LevitatePlayed) } func TestVaultForce(t *testing.T) { vault := Vault{Alliance: BlueAlliance} ResetPowerUps() vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(true, false, false, time.Now()) assert.Nil(t, vault.ForcePowerUp) vault.UpdateCubes(threeCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, true, true, time.Now()) assert.Nil(t, vault.ForcePowerUp) // Activation with one cube. vault.UpdateCubes(oneCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(true, false, false, time.Now()) if assert.NotNil(t, vault.ForcePowerUp) { assert.Equal(t, BlueAlliance, vault.ForcePowerUp.Alliance) assert.Equal(t, Force, vault.ForcePowerUp.Effect) assert.Equal(t, 1, vault.ForcePowerUp.Level) } // Activation with two cubes. vault = Vault{Alliance: RedAlliance} ResetPowerUps() vault.UpdateCubes(twoCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(true, false, false, time.Now()) if assert.NotNil(t, vault.ForcePowerUp) { assert.Equal(t, RedAlliance, vault.ForcePowerUp.Alliance) assert.Equal(t, Force, vault.ForcePowerUp.Effect) assert.Equal(t, 2, vault.ForcePowerUp.Level) } // Activation with three cubes. vault = Vault{Alliance: BlueAlliance} ResetPowerUps() vault.UpdateCubes(threeCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(true, false, false, time.Now()) assert.NotNil(t, vault.ForcePowerUp) if assert.NotNil(t, vault.ForcePowerUp) { assert.Equal(t, BlueAlliance, vault.ForcePowerUp.Alliance) assert.Equal(t, Force, vault.ForcePowerUp.Effect) assert.Equal(t, 3, vault.ForcePowerUp.Level) } vault.UpdateCubes(threeCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, false, false, time.Now()) assert.NotNil(t, vault.ForcePowerUp) } func TestVaultBoost(t *testing.T) { vault := Vault{Alliance: BlueAlliance} ResetPowerUps() vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, zeroCubeDistance) vault.UpdateButtons(false, false, true, time.Now()) assert.Nil(t, vault.BoostPowerUp) vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, threeCubeDistance) vault.UpdateButtons(true, true, false, time.Now()) assert.Nil(t, vault.BoostPowerUp) // Activation with one cube. vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, oneCubeDistance) vault.UpdateButtons(false, false, true, time.Now()) if assert.NotNil(t, vault.BoostPowerUp) { assert.Equal(t, BlueAlliance, vault.BoostPowerUp.Alliance) assert.Equal(t, Boost, vault.BoostPowerUp.Effect) assert.Equal(t, 1, vault.BoostPowerUp.Level) } // Activation with two cubes. vault = Vault{Alliance: RedAlliance} ResetPowerUps() vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, twoCubeDistance) vault.UpdateButtons(false, false, true, time.Now()) if assert.NotNil(t, vault.BoostPowerUp) { assert.Equal(t, RedAlliance, vault.BoostPowerUp.Alliance) assert.Equal(t, Boost, vault.BoostPowerUp.Effect) assert.Equal(t, 2, vault.BoostPowerUp.Level) } // Activation with three cubes. vault = Vault{Alliance: BlueAlliance} ResetPowerUps() vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, threeCubeDistance) vault.UpdateButtons(false, false, true, time.Now()) assert.NotNil(t, vault.BoostPowerUp) if assert.NotNil(t, vault.BoostPowerUp) { assert.Equal(t, BlueAlliance, vault.BoostPowerUp.Alliance) assert.Equal(t, Boost, vault.BoostPowerUp.Effect) assert.Equal(t, 3, vault.BoostPowerUp.Level) } vault.UpdateCubes(zeroCubeDistance, zeroCubeDistance, threeCubeDistance) vault.UpdateButtons(false, false, false, time.Now()) assert.NotNil(t, vault.BoostPowerUp) } func TestVaultMultipleActivations(t *testing.T) { redVault := Vault{Alliance: RedAlliance} redVault.UpdateCubes(oneCubeDistance, threeCubeDistance, oneCubeDistance) blueVault := Vault{Alliance: BlueAlliance} blueVault.UpdateCubes(oneCubeDistance, threeCubeDistance, oneCubeDistance) ResetPowerUps() redVault.UpdateButtons(true, false, false, timeAfterStart(0)) redVault.UpdateButtons(false, false, false, timeAfterStart(1)) if assert.NotNil(t, redVault.ForcePowerUp) { assert.Equal(t, Active, redVault.ForcePowerUp.GetState(timeAfterStart(0.5))) } assert.Equal(t, "force", redVault.CheckForNewlyPlayedPowerUp()) assert.Equal(t, "", redVault.CheckForNewlyPlayedPowerUp()) redVault.UpdateButtons(false, true, false, timeAfterStart(2)) redVault.UpdateButtons(false, false, false, timeAfterStart(3)) assert.True(t, redVault.LevitatePlayed) assert.Equal(t, "levitate", redVault.CheckForNewlyPlayedPowerUp()) assert.Equal(t, "", redVault.CheckForNewlyPlayedPowerUp()) blueVault.UpdateButtons(false, false, true, timeAfterStart(4)) blueVault.UpdateButtons(false, false, false, timeAfterStart(5)) if assert.NotNil(t, blueVault.BoostPowerUp) { assert.Equal(t, Queued, blueVault.BoostPowerUp.GetState(timeAfterStart(4.5))) } assert.Equal(t, "boost", blueVault.CheckForNewlyPlayedPowerUp()) assert.Equal(t, "", blueVault.CheckForNewlyPlayedPowerUp()) assert.Equal(t, Expired, redVault.ForcePowerUp.GetState(timeAfterStart(11))) assert.Equal(t, Active, blueVault.BoostPowerUp.GetState(timeAfterStart(11))) assert.Equal(t, Expired, blueVault.BoostPowerUp.GetState(timeAfterStart(21))) redVault.UpdateButtons(false, false, true, timeAfterStart(25)) redVault.UpdateButtons(false, false, false, timeAfterStart(26)) if assert.NotNil(t, redVault.BoostPowerUp) { assert.Equal(t, Active, redVault.BoostPowerUp.GetState(timeAfterStart(25.5))) } assert.Equal(t, "boost", redVault.CheckForNewlyPlayedPowerUp()) assert.Equal(t, "", redVault.CheckForNewlyPlayedPowerUp()) }