feat: système d'objets achetables (boutique + effets permanents) et refonte visuelle
- Nouveaux personnages illustrés (12 PNG remplacés dans client/public/cards) - 4 objets achetables (Trébuchet, Charrue, Trousse du Médecin, Sceau Royal) avec effets permanents (double_gain, guaranteed_gain, copy_best_in_game), stock unique par partie, priorité d'achat tournante entre joueurs - Boutique en colonne à gauche du plateau : icônes compactes, carte détaillée agrandie au survol (taille découplée du displayScale du jeton), bouton ACHETER actif/grisé selon la jauge du joueur, retrait immédiat de la colonne une fois l'objet acheté (les autres remontent pour combler) - Objets achetés affichés "posés sur la table" : à côté de la main pour soi, sous le slot de jeu pour les adversaires - Icône du premier joueur (priorité d'achat) dans le HUD Vue - Refonte des cartes personnage (CardObject) : portrait plein cadre épuré, valeurs d'attribut discrètes aux 4 coins - Fix removePlayer : nettoyage de pendingBuys/pendingPlays et recalage de firstPlayerIndex à la déconnexion d'un joueur - 77 tests unitaires serveur (node:test) : cards, items, Room, RoomManager - README mis à jour avec les règles complètes du jeu - .gitignore : exclusion de .idea/ et .serena/ (artefacts d'outils locaux)
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const { test, describe } = require('node:test')
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const assert = require('node:assert/strict')
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const { Room } = require('../../src/game/Room')
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/** Aide : crée une Room avec n joueurs déjà ajoutés et la partie démarrée. */
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function makeStartedRoom(n) {
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const room = new Room('T')
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for (let i = 0; i < n; i++) {
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room.addPlayer(`s${i}`, `P${i}`)
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}
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room.startGame()
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return room
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}
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/** Aide : force la carte en tête de main d'un joueur à des valeurs contrôlées. */
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function setHandCardValues(room, socketId, values) {
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const player = room.players.find(p => p.socketId === socketId)
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Object.assign(player.hand[0], values)
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return player.hand[0]
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}
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describe('Room - gestion des joueurs', () => {
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test('addPlayer ajoute un joueur avec jauges à 0 et teamIndex incrémental', () => {
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const room = new Room('R1')
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assert.equal(room.addPlayer('s1', 'Alice'), true)
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assert.equal(room.addPlayer('s2', 'Bob'), true)
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assert.equal(room.players.length, 2)
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assert.equal(room.players[0].teamIndex, 0)
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assert.equal(room.players[1].teamIndex, 1)
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assert.deepEqual(room.players[0].gauges, { food: 0, war: 0, health: 0, diplo: 0 })
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assert.deepEqual(room.players[0].items, [])
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})
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test('addPlayer refuse un 5e joueur (MAX_PLAYERS = 4)', () => {
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const room = new Room('R2')
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for (let i = 0; i < 4; i++) assert.equal(room.addPlayer(`s${i}`, `P${i}`), true)
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assert.equal(room.addPlayer('s4', 'Trop'), false)
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assert.equal(room.players.length, 4)
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})
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test('addPlayer est idempotent pour un socketId déjà présent (reconnexion)', () => {
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const room = new Room('R3')
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room.addPlayer('s1', 'Alice')
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const result = room.addPlayer('s1', 'Alice')
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assert.equal(result, true)
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assert.equal(room.players.length, 1)
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})
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test('removePlayer retire le joueur de la liste', () => {
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const room = new Room('R4')
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room.addPlayer('s1', 'Alice')
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room.addPlayer('s2', 'Bob')
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room.removePlayer('s1')
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assert.equal(room.players.length, 1)
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assert.equal(room.players[0].socketId, 's2')
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})
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test('removePlayer nettoie les achats/cartes en attente du joueur parti', () => {
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const room = makeStartedRoom(3)
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room.players[0].gauges.food = 10
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room.buyItem('s0', 'plow')
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room.playCard('s1', room.players[1].hand[0].id)
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room.removePlayer('s0')
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assert.equal(room.pendingBuys.has('s0'), false)
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// s1 avait joué une carte, removePlayer ne doit pas y toucher (ce n'est pas lui qui part)
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assert.equal(room.pendingPlays.has('s1'), true)
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})
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test('removePlayer conserve l\'identité du "premier joueur" après un décalage d\'index', () => {
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const room = makeStartedRoom(4)
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// firstPlayerIndex pointe sur s0 ; on retire s0's voisin s1 (index 1, avant s0 dans la liste)
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room.firstPlayerIndex = 2 // pointe sur s2
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room.removePlayer('s1') // s1 est retiré, s2 glisse à l'index 1
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const firstPlayer = room.players[room.firstPlayerIndex]
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assert.equal(firstPlayer.socketId, 's2', 'le premier joueur doit rester s2 malgré le décalage')
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})
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test('removePlayer garde firstPlayerIndex borné si c\'est le premier joueur lui-même qui part', () => {
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const room = makeStartedRoom(3)
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room.firstPlayerIndex = 2 // dernier joueur (s2)
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room.removePlayer('s2')
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assert.ok(room.firstPlayerIndex < room.players.length, 'index doit rester dans les bornes')
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})
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test('removePlayer ramène firstPlayerIndex à 0 si tous les joueurs partent', () => {
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const room = makeStartedRoom(2)
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room.removePlayer('s0')
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room.removePlayer('s1')
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assert.equal(room.players.length, 0)
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assert.equal(room.firstPlayerIndex, 0)
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})
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})
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describe('Room - startGame', () => {
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test('distribue une main de 4 cartes et remet les jauges/items à zéro', () => {
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const room = makeStartedRoom(3)
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assert.equal(room.currentTurn, 1)
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assert.equal(room.phase, 'selecting')
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for (const p of room.players) {
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assert.equal(p.hand.length, 4)
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assert.equal(p.deck.length, 8)
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assert.deepEqual(p.gauges, { food: 0, war: 0, health: 0, diplo: 0 })
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assert.deepEqual(p.items, [])
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}
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})
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test('réinitialise le stock d\'objets disponibles et la priorité d\'achat', () => {
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const room = makeStartedRoom(2)
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assert.equal(room.availableItems.length, 4)
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assert.equal(room.firstPlayerIndex, 0)
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})
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})
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describe('Room - playCard', () => {
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test('retire la carte de la main et l\'enregistre en pendingPlays', () => {
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const room = makeStartedRoom(2)
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const card = room.players[0].hand[0]
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const result = room.playCard('s0', card.id)
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assert.equal(result.ok, true)
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assert.equal(room.players[0].hand.length, 3)
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assert.equal(room.pendingPlays.get('s0').card.id, card.id)
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})
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test('refuse de jouer hors phase selecting', () => {
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const room = makeStartedRoom(2)
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room.phase = 'resolve'
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const result = room.playCard('s0', room.players[0].hand[0].id)
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assert.equal(result.ok, false)
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})
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test('refuse un second coup dans le même tour', () => {
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const room = makeStartedRoom(2)
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const [c1, c2] = room.players[0].hand
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room.playCard('s0', c1.id)
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const result = room.playCard('s0', c2.id)
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assert.equal(result.ok, false)
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})
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test('refuse une carte absente de la main', () => {
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const room = makeStartedRoom(2)
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const result = room.playCard('s0', 'carte-inexistante')
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assert.equal(result.ok, false)
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})
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test('refuse un joueur inconnu', () => {
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const room = makeStartedRoom(2)
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const result = room.playCard('ghost', 'whatever')
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assert.equal(result.ok, false)
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})
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test('allPlayersPlayed reflète le nombre de coups joués', () => {
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const room = makeStartedRoom(2)
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assert.equal(room.allPlayersPlayed(), false)
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room.playCard('s0', room.players[0].hand[0].id)
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assert.equal(room.allPlayersPlayed(), false)
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room.playCard('s1', room.players[1].hand[0].id)
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assert.equal(room.allPlayersPlayed(), true)
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})
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})
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describe('Room - buyItem (validations)', () => {
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test('accepte un achat si la jauge est suffisante', () => {
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const room = makeStartedRoom(2)
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room.players[0].gauges.war = 5
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const result = room.buyItem('s0', 'trebuchet')
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assert.equal(result.ok, true)
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assert.equal(room.pendingBuys.get('s0'), 'trebuchet')
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})
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test('refuse si jauge insuffisante', () => {
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const room = makeStartedRoom(2)
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room.players[0].gauges.war = 1
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const result = room.buyItem('s0', 'trebuchet')
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assert.equal(result.ok, false)
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assert.match(result.error, /Pas assez de points/)
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})
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test('refuse hors phase selecting', () => {
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const room = makeStartedRoom(2)
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room.phase = 'resolve'
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const result = room.buyItem('s0', 'trebuchet')
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assert.equal(result.ok, false)
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})
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test('refuse un objet inconnu', () => {
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const room = makeStartedRoom(2)
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const result = room.buyItem('s0', 'objet-inexistant')
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assert.equal(result.ok, false)
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assert.match(result.error, /inconnu/)
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})
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test('refuse un objet déjà retiré du stock (availableItems)', () => {
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const room = makeStartedRoom(2)
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room.availableItems = room.availableItems.filter(id => id !== 'trebuchet')
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room.players[0].gauges.war = 10
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const result = room.buyItem('s0', 'trebuchet')
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assert.equal(result.ok, false)
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assert.match(result.error, /déjà été acheté/)
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})
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test('refuse un objet déjà possédé par ce joueur', () => {
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const room = makeStartedRoom(2)
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room.players[0].items.push('trebuchet')
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room.players[0].gauges.war = 10
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const result = room.buyItem('s0', 'trebuchet')
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assert.equal(result.ok, false)
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assert.match(result.error, /possèdes déjà/)
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})
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test('refuse une seconde tentative d\'achat le même tour', () => {
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const room = makeStartedRoom(2)
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room.players[0].gauges.war = 10
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room.players[0].gauges.food = 10
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room.buyItem('s0', 'trebuchet')
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const result = room.buyItem('s0', 'plow')
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assert.equal(result.ok, false)
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assert.match(result.error, /déjà tenté/)
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})
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test('refuse un joueur inconnu', () => {
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const room = makeStartedRoom(2)
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const result = room.buyItem('ghost', 'trebuchet')
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assert.equal(result.ok, false)
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})
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})
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describe('Room - resolveRound : calcul des gains de base', () => {
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test('le gain = max(0, ma_valeur - valeur_voisin_gauche)', () => {
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const room = makeStartedRoom(2)
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// Index 0 : voisin de gauche = index 1 (n=2, (0-1+2)%2 = 1)
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setHandCardValues(room, 's0', { war: 5 })
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setHandCardValues(room, 's1', { war: 2 })
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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const result = room.resolveRound()
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// s0 vs voisin gauche s1 : max(0, 5-2) = 3
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assert.equal(result.gains[0].war, 3)
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// s1 vs voisin gauche s0 : max(0, 2-5) = 0
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assert.equal(result.gains[1].war, 0)
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})
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test('un gain négatif est clampé à 0, jamais retiré de la jauge', () => {
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const room = makeStartedRoom(2)
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setHandCardValues(room, 's0', { food: 1 })
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setHandCardValues(room, 's1', { food: 6 })
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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room.resolveRound()
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assert.equal(room.players[0].gauges.food, 0)
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})
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test('applique bien les gains cumulés aux jauges des joueurs', () => {
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const room = makeStartedRoom(2)
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setHandCardValues(room, 's0', { health: 4 })
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setHandCardValues(room, 's1', { health: 1 })
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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room.resolveRound()
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assert.equal(room.players[0].gauges.health, 3)
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})
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test('vide pendingPlays et passe en phase resolve', () => {
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const room = makeStartedRoom(2)
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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room.resolveRound()
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assert.equal(room.pendingPlays.size, 0)
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assert.equal(room.phase, 'resolve')
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})
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test('gère un joueur n\'ayant pas joué de carte (card=null) sans planter', () => {
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const room = makeStartedRoom(2)
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room.playCard('s0', room.players[0].hand[0].id)
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// s1 ne joue rien
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const result = room.resolveRound()
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assert.equal(result.playedCards[1].cardId, undefined)
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assert.equal(result.gains[1].food, 0)
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})
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})
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describe('Room - resolveRound : effets permanents des objets', () => {
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test('double_gain (Trébuchet) double le gain de guerre', () => {
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const room = makeStartedRoom(2)
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room.players[0].items.push('trebuchet')
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setHandCardValues(room, 's0', { war: 4 })
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setHandCardValues(room, 's1', { war: 1 })
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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const result = room.resolveRound()
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// gain de base = 4-1 = 3, doublé par Trébuchet = 6
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assert.equal(result.gains[0].war, 6)
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})
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test('guaranteed_gain (Trousse) garantit un minimum même si le gain de base est plus faible', () => {
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const room = makeStartedRoom(2)
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room.players[0].items.push('medkit')
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setHandCardValues(room, 's0', { health: 1 })
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setHandCardValues(room, 's1', { health: 6 }) // gain de base = 0
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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const result = room.resolveRound()
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const medkit = require('../../src/game/items').getItemById('medkit')
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assert.equal(result.gains[0].health, medkit.effectValue)
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})
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test('guaranteed_gain n\'écrase pas un gain de base déjà supérieur au minimum', () => {
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const room = makeStartedRoom(2)
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room.players[0].items.push('medkit')
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setHandCardValues(room, 's0', { health: 6 })
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setHandCardValues(room, 's1', { health: 1 }) // gain de base = 5, > effectValue (2)
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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const result = room.resolveRound()
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assert.equal(result.gains[0].health, 5)
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})
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test('copy_best_in_game (Sceau Royal) copie le meilleur gain diplo de tous les autres joueurs', () => {
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const room = makeStartedRoom(3)
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room.players[0].items.push('royal_seal')
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setHandCardValues(room, 's0', { diplo: 0 })
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setHandCardValues(room, 's1', { diplo: 0 })
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setHandCardValues(room, 's2', { diplo: 0 })
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// Forcer un gros gain diplo pour s1 en jouant une carte à forte diplo
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// contre le voisin de gauche de s1 (s0, diplo=0 car sa carte a diplo=0)
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room.players[1].hand[0].diplo = 6
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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room.playCard('s2', room.players[2].hand[0].id)
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const result = room.resolveRound()
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// s1 vs voisin gauche s0 (diplo 0) : gain de base = 6
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assert.equal(result.gains[1].diplo, 6)
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// s0 possède le Sceau : copie le meilleur gain diplo parmi s1/s2 = 6
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assert.equal(result.gains[0].diplo, 6)
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})
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test('copy_best_in_game ne dégrade jamais le gain de base du porteur', () => {
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const room = makeStartedRoom(3)
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room.players[0].items.push('royal_seal')
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setHandCardValues(room, 's0', { diplo: 6 })
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setHandCardValues(room, 's1', { diplo: 0 })
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setHandCardValues(room, 's2', { diplo: 0 })
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room.playCard('s0', room.players[0].hand[0].id)
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room.playCard('s1', room.players[1].hand[0].id)
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room.playCard('s2', room.players[2].hand[0].id)
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const result = room.resolveRound()
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// s0 a déjà le meilleur gain de base possible, le Sceau ne doit pas le réduire
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assert.ok(result.gains[0].diplo >= 6)
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})
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})
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describe('Room - résolution des achats en attente (priorité, stock unique)', () => {
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test('un achat en attente est débité de la jauge et ajouté aux items du joueur', () => {
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const room = makeStartedRoom(2)
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room.players[0].gauges.war = 5
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room.buyItem('s0', 'trebuchet')
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||||
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
const result = room.resolveRound()
|
||||
|
||||
assert.equal(room.players[0].items.includes('trebuchet'), true)
|
||||
assert.equal(room.availableItems.includes('trebuchet'), false)
|
||||
assert.equal(result.boughtItems.length, 1)
|
||||
assert.equal(result.boughtItems[0].itemId, 'trebuchet')
|
||||
})
|
||||
|
||||
test('déduit uniquement le coût de l\'objet, pas plus', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players[0].gauges.war = 10
|
||||
room.buyItem('s0', 'trebuchet')
|
||||
setHandCardValues(room, 's0', { war: 0 })
|
||||
setHandCardValues(room, 's1', { war: 0 })
|
||||
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
room.resolveRound()
|
||||
|
||||
const trebuchet = require('../../src/game/items').getItemById('trebuchet')
|
||||
assert.equal(room.players[0].gauges.war, 10 - trebuchet.cost)
|
||||
})
|
||||
|
||||
test('en cas de conflit sur le même objet, le "premier joueur" du tour gagne', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players[0].gauges.food = 10
|
||||
room.players[1].gauges.food = 10
|
||||
room.firstPlayerIndex = 0 // s0 est prioritaire
|
||||
|
||||
room.buyItem('s0', 'plow')
|
||||
room.buyItem('s1', 'plow')
|
||||
|
||||
// Neutraliser l'attribut testé (food) sur les cartes jouées pour isoler
|
||||
// le coût d'achat du gain de carte normal (sinon la comparaison de gain
|
||||
// voisin-de-gauche ajouterait aussi des points à cette même jauge).
|
||||
setHandCardValues(room, 's0', { food: 0 })
|
||||
setHandCardValues(room, 's1', { food: 0 })
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
const result = room.resolveRound()
|
||||
|
||||
assert.equal(result.boughtItems.length, 1)
|
||||
assert.equal(result.boughtItems[0].playerName, 'P0')
|
||||
assert.equal(room.players[0].items.includes('plow'), true)
|
||||
assert.equal(room.players[1].items.includes('plow'), false)
|
||||
// Le perdant ne paie rien
|
||||
assert.equal(room.players[1].gauges.food, 10)
|
||||
})
|
||||
|
||||
test('en cas de conflit, la priorité suit firstPlayerIndex même si ce n\'est pas le joueur 0', () => {
|
||||
const room = makeStartedRoom(3)
|
||||
room.players[0].gauges.food = 10
|
||||
room.players[1].gauges.food = 10
|
||||
room.players[2].gauges.food = 10
|
||||
room.firstPlayerIndex = 2 // s2 est prioritaire ce tour
|
||||
|
||||
room.buyItem('s0', 'plow')
|
||||
room.buyItem('s1', 'plow')
|
||||
room.buyItem('s2', 'plow')
|
||||
|
||||
room.players.forEach(p => room.playCard(p.socketId, p.hand[0].id))
|
||||
const result = room.resolveRound()
|
||||
|
||||
assert.equal(result.boughtItems[0].playerName, 'P2')
|
||||
})
|
||||
|
||||
test('chaque objet ne peut être acheté qu\'une seule fois pour toute la partie', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players[0].gauges.war = 10
|
||||
room.buyItem('s0', 'trebuchet')
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
room.resolveRound()
|
||||
|
||||
room.nextTurn()
|
||||
room.players[1].gauges.war = 10
|
||||
const secondAttempt = room.buyItem('s1', 'trebuchet')
|
||||
assert.equal(secondAttempt.ok, false)
|
||||
})
|
||||
|
||||
test('pas d\'achat en attente -> boughtItems vide, aucune jauge modifiée', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
const result = room.resolveRound()
|
||||
assert.deepEqual(result.boughtItems, [])
|
||||
})
|
||||
})
|
||||
|
||||
describe('Room - nextTurn', () => {
|
||||
test('chaque joueur pioche une carte de son deck', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
room.playCard('s1', room.players[1].hand[0].id)
|
||||
room.resolveRound()
|
||||
|
||||
const deckSizeBefore = room.players[0].deck.length
|
||||
const handSizeBefore = room.players[0].hand.length
|
||||
room.nextTurn()
|
||||
|
||||
assert.equal(room.players[0].deck.length, deckSizeBefore - 1)
|
||||
assert.equal(room.players[0].hand.length, handSizeBefore + 1)
|
||||
})
|
||||
|
||||
test('fait tourner firstPlayerIndex de façon circulaire', () => {
|
||||
const room = makeStartedRoom(3)
|
||||
assert.equal(room.firstPlayerIndex, 0)
|
||||
room.nextTurn()
|
||||
assert.equal(room.firstPlayerIndex, 1)
|
||||
room.nextTurn()
|
||||
assert.equal(room.firstPlayerIndex, 2)
|
||||
room.nextTurn()
|
||||
assert.equal(room.firstPlayerIndex, 0)
|
||||
})
|
||||
|
||||
test('incrémente currentTurn et repasse en phase selecting', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.nextTurn()
|
||||
assert.equal(room.currentTurn, 2)
|
||||
assert.equal(room.phase, 'selecting')
|
||||
})
|
||||
|
||||
test('vide pendingBuys au tour suivant', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players[0].gauges.war = 1 // insuffisant, mais peu importe pour ce test
|
||||
room.pendingBuys.set('s0', 'trebuchet')
|
||||
room.nextTurn()
|
||||
assert.equal(room.pendingBuys.size, 0)
|
||||
})
|
||||
|
||||
test('passe en phase end quand currentTurn dépasse maxTurns', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.currentTurn = room.maxTurns
|
||||
room.nextTurn()
|
||||
assert.equal(room.phase, 'end')
|
||||
})
|
||||
|
||||
test('isGameOver devient vrai quand mains ET decks sont vides', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players.forEach(p => { p.hand = []; p.deck = [] })
|
||||
assert.equal(room.isGameOver(), true)
|
||||
})
|
||||
|
||||
test('isGameOver est faux tant qu\'il reste des cartes en main ou en deck', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
assert.equal(room.isGameOver(), false)
|
||||
})
|
||||
})
|
||||
|
||||
describe('Room - données publiques (getPlayersInfo / getStateFor)', () => {
|
||||
test('getPlayersInfo calcule le score comme la somme des 4 jauges', () => {
|
||||
const room = makeStartedRoom(1)
|
||||
room.players[0].gauges = { food: 1, war: 2, health: 3, diplo: 4 }
|
||||
const info = room.getPlayersInfo()
|
||||
assert.equal(info[0].score, 10)
|
||||
})
|
||||
|
||||
test('getPlayersInfo retourne des copies (pas de référence directe aux gauges/items internes)', () => {
|
||||
const room = makeStartedRoom(1)
|
||||
const info = room.getPlayersInfo()
|
||||
info[0].gauges.food = 999
|
||||
info[0].items.push('hack')
|
||||
assert.equal(room.players[0].gauges.food, 0)
|
||||
assert.deepEqual(room.players[0].items, [])
|
||||
})
|
||||
|
||||
test('getStateFor renvoie phase="waiting" pour un joueur ayant déjà joué, "selecting" pour les autres', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.playCard('s0', room.players[0].hand[0].id)
|
||||
|
||||
assert.equal(room.getStateFor('s0').phase, 'waiting')
|
||||
assert.equal(room.getStateFor('s1').phase, 'selecting')
|
||||
})
|
||||
|
||||
test('getStateFor expose pendingBuyItemId propre à chaque joueur', () => {
|
||||
const room = makeStartedRoom(2)
|
||||
room.players[0].gauges.war = 5
|
||||
room.buyItem('s0', 'trebuchet')
|
||||
|
||||
assert.equal(room.getStateFor('s0').pendingBuyItemId, 'trebuchet')
|
||||
assert.equal(room.getStateFor('s1').pendingBuyItemId, null)
|
||||
})
|
||||
|
||||
test('getStateFor expose firstPlayerName correspondant à firstPlayerIndex', () => {
|
||||
const room = makeStartedRoom(3)
|
||||
room.firstPlayerIndex = 1
|
||||
assert.equal(room.getStateFor('s0').firstPlayerName, 'P1')
|
||||
})
|
||||
|
||||
test('getStateFor gère un socketId inconnu sans planter (spectateur/déconnecté)', () => {
|
||||
const state = makeStartedRoom(2).getStateFor('ghost')
|
||||
assert.deepEqual(state.hand, [])
|
||||
assert.deepEqual(state.myItems, [])
|
||||
assert.equal(state.pendingBuyItemId, null)
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,44 @@
|
||||
const { test, describe } = require('node:test')
|
||||
const assert = require('node:assert/strict')
|
||||
|
||||
const { RoomManager } = require('../../src/game/RoomManager')
|
||||
const { Room } = require('../../src/game/Room')
|
||||
|
||||
describe('RoomManager', () => {
|
||||
test('getOrCreate crée une nouvelle Room si elle n\'existe pas', () => {
|
||||
const manager = new RoomManager()
|
||||
const room = manager.getOrCreate('abc')
|
||||
assert.ok(room instanceof Room)
|
||||
assert.equal(room.id, 'abc')
|
||||
})
|
||||
|
||||
test('getOrCreate retourne la même instance pour un id déjà créé', () => {
|
||||
const manager = new RoomManager()
|
||||
const room1 = manager.getOrCreate('abc')
|
||||
const room2 = manager.getOrCreate('abc')
|
||||
assert.equal(room1, room2)
|
||||
})
|
||||
|
||||
test('get retourne null pour un id inconnu', () => {
|
||||
const manager = new RoomManager()
|
||||
assert.equal(manager.get('unknown'), null)
|
||||
})
|
||||
|
||||
test('get retourne la room existante après getOrCreate', () => {
|
||||
const manager = new RoomManager()
|
||||
manager.getOrCreate('xyz')
|
||||
assert.ok(manager.get('xyz') instanceof Room)
|
||||
})
|
||||
|
||||
test('delete retire la room de la map', () => {
|
||||
const manager = new RoomManager()
|
||||
manager.getOrCreate('to-delete')
|
||||
manager.delete('to-delete')
|
||||
assert.equal(manager.get('to-delete'), null)
|
||||
})
|
||||
|
||||
test('delete sur un id inconnu ne lève pas d\'erreur', () => {
|
||||
const manager = new RoomManager()
|
||||
assert.doesNotThrow(() => manager.delete('never-existed'))
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,71 @@
|
||||
const { test, describe } = require('node:test')
|
||||
const assert = require('node:assert/strict')
|
||||
|
||||
const { CHARACTERS, TEAM_COLORS, getDeckForTeam, dealHands } = require('../../src/game/cards')
|
||||
|
||||
describe('cards.js', () => {
|
||||
test('expose exactement 12 personnages', () => {
|
||||
assert.equal(CHARACTERS.length, 12)
|
||||
})
|
||||
|
||||
test('chaque personnage a un id unique', () => {
|
||||
const ids = CHARACTERS.map(c => c.id)
|
||||
assert.equal(new Set(ids).size, ids.length)
|
||||
})
|
||||
|
||||
test('chaque personnage a les 4 attributs définis entre 1 et 6', () => {
|
||||
for (const c of CHARACTERS) {
|
||||
for (const attr of ['food', 'war', 'health', 'diplo']) {
|
||||
assert.ok(Number.isInteger(c[attr]), `${c.id}.${attr} doit être un entier`)
|
||||
assert.ok(c[attr] >= 1 && c[attr] <= 6, `${c.id}.${attr} doit être entre 1 et 6`)
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
test('getDeckForTeam retourne les 12 personnages avec la couleur d\'équipe', () => {
|
||||
const deck = getDeckForTeam(2)
|
||||
assert.equal(deck.length, 12)
|
||||
for (const card of deck) {
|
||||
assert.equal(card.teamIndex, 2)
|
||||
assert.deepEqual(card.teamColor, TEAM_COLORS[2])
|
||||
}
|
||||
})
|
||||
|
||||
test('getDeckForTeam ne mute pas les CHARACTERS d\'origine', () => {
|
||||
const before = JSON.parse(JSON.stringify(CHARACTERS))
|
||||
getDeckForTeam(0)
|
||||
assert.deepEqual(CHARACTERS, before)
|
||||
})
|
||||
|
||||
describe('dealHands', () => {
|
||||
test('distribue une main de taille handSize et le reste au deck, pour chaque joueur', () => {
|
||||
const result = dealHands(3, 4)
|
||||
assert.equal(result.length, 3)
|
||||
for (const { hand, deck } of result) {
|
||||
assert.equal(hand.length, 4)
|
||||
assert.equal(deck.length, 12 - 4)
|
||||
// Pas de doublons entre hand et deck (même deck de 12 cartes)
|
||||
const allIds = [...hand, ...deck].map(c => c.id)
|
||||
assert.equal(new Set(allIds).size, 12)
|
||||
}
|
||||
})
|
||||
|
||||
test('chaque joueur reçoit un deck mélangé indépendamment (decks non systématiquement identiques)', () => {
|
||||
// Avec un shuffle aléatoire, la probabilité que 4 joueurs aient exactement
|
||||
// la même main de 4 cartes dans le même ordre est infinitésimale.
|
||||
const result = dealHands(4, 4)
|
||||
const handsAsStrings = result.map(r => r.hand.map(c => c.id).join(','))
|
||||
assert.ok(new Set(handsAsStrings).size > 1, 'les mains devraient différer entre joueurs')
|
||||
})
|
||||
|
||||
test('gère handSize par défaut (4) si non fourni', () => {
|
||||
const result = dealHands(2)
|
||||
assert.equal(result[0].hand.length, 4)
|
||||
})
|
||||
|
||||
test('gère playerCount = 0 sans erreur', () => {
|
||||
const result = dealHands(0, 4)
|
||||
assert.deepEqual(result, [])
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,60 @@
|
||||
const { test, describe } = require('node:test')
|
||||
const assert = require('node:assert/strict')
|
||||
|
||||
const { ITEMS, getItemById } = require('../../src/game/items')
|
||||
|
||||
describe('items.js', () => {
|
||||
test('expose exactement 4 objets', () => {
|
||||
assert.equal(ITEMS.length, 4)
|
||||
})
|
||||
|
||||
test('chaque objet a un id unique', () => {
|
||||
const ids = ITEMS.map(i => i.id)
|
||||
assert.equal(new Set(ids).size, ids.length)
|
||||
})
|
||||
|
||||
test('chaque objet est lié à un attribut valide et a un coût positif', () => {
|
||||
const validAttrs = ['food', 'war', 'health', 'diplo']
|
||||
for (const item of ITEMS) {
|
||||
assert.ok(validAttrs.includes(item.attr), `${item.id}.attr doit être un attribut valide`)
|
||||
assert.ok(item.cost > 0, `${item.id}.cost doit être positif`)
|
||||
}
|
||||
})
|
||||
|
||||
test('chaque objet a un effect reconnu par Room._applyItemEffects', () => {
|
||||
const knownEffects = ['double_gain', 'guaranteed_gain', 'copy_best_in_game']
|
||||
for (const item of ITEMS) {
|
||||
assert.ok(knownEffects.includes(item.effect), `${item.id}.effect '${item.effect}' inconnu`)
|
||||
}
|
||||
})
|
||||
|
||||
test('guaranteed_gain (Trousse du Médecin) définit bien effectValue', () => {
|
||||
const medkit = getItemById('medkit')
|
||||
assert.ok(medkit)
|
||||
assert.equal(medkit.effect, 'guaranteed_gain')
|
||||
assert.equal(typeof medkit.effectValue, 'number')
|
||||
})
|
||||
|
||||
test('aucun attribut n\'est couvert par 2 objets différents (pas de conflit de cumul)', () => {
|
||||
const attrs = ITEMS.map(i => i.attr)
|
||||
assert.equal(new Set(attrs).size, attrs.length)
|
||||
})
|
||||
|
||||
describe('getItemById', () => {
|
||||
test('retourne l\'objet correspondant à un id existant', () => {
|
||||
const trebuchet = getItemById('trebuchet')
|
||||
assert.ok(trebuchet)
|
||||
assert.equal(trebuchet.name, 'Trébuchet')
|
||||
assert.equal(trebuchet.attr, 'war')
|
||||
})
|
||||
|
||||
test('retourne null pour un id inconnu', () => {
|
||||
assert.equal(getItemById('does-not-exist'), null)
|
||||
})
|
||||
|
||||
test('retourne null pour undefined/null', () => {
|
||||
assert.equal(getItemById(undefined), null)
|
||||
assert.equal(getItemById(null), null)
|
||||
})
|
||||
})
|
||||
})
|
||||
Reference in new issue
Block a user