import test from 'node:test' import assert from 'node:assert/strict' import { W, H, PCELL, PADDLE, PLAYER_X, CPU_X, WIN, initialPong, PongAction } from '../src/pong/model.js' import { pongUpdate, clamp } from '../src/pong/rules.js' import { pongView } from '../src/pong/view.js' import { pongKey, FRAME_MS_PONG, pongActions, pongStates, pongMain } from '../src/pong/app.js' import { run } from '../src/stream.js' import { trace } from '../src/io.js' import { loadFixture, freeze } from './helpers.js' const fixtureTests = (name, f) => { const fx = loadFixture(name) fx.cases.forEach((c) => test(`m11 ${fx.function}: ${c.name}`, () => assert.deepStrictEqual(f(...freeze(c.args)), c.expected))) } fixtureTests('m11-pong-update', pongUpdate) fixtureTests('m11-pong-view', pongView) fixtureTests('m11-pong-key', pongKey) const time = (t) => ({ tag: 'Time', t }) const down = (key) => ({ tag: 'KeyDown', key }) const up = (key) => ({ tag: 'KeyUp', key }) test('m11 the court is 80 by 50 cells of 8 pixels, with 8-cell paddles', () => assert.deepStrictEqual([W, H, PCELL, PADDLE, PLAYER_X, CPU_X, WIN], [80, 50, 8, 8, 2, 77, 5])) test('m11 initialPong puts the ball in the middle, both paddles centred, and nobody ahead', () => assert.deepStrictEqual(initialPong(5), { ball: { x: 40, y: 25 }, vel: { dx: 1, dy: 1 }, player: 21, cpu: 21, held: { up: false, down: false }, score: { player: 0, cpu: 0 }, status: 'Playing', seed: 5, frame: 0, })) test('m11 PongAction builds Press and Release with a key, and has Frame and Restart as plain values', () => assert.deepStrictEqual( [PongAction.Press('Up'), PongAction.Release('Down'), PongAction.Frame, PongAction.Restart], [{ tag: 'Press', key: 'Up' }, { tag: 'Release', key: 'Down' }, { tag: 'Frame' }, { tag: 'Restart' }])) test('m11 clamp keeps a number inside [lo, hi]', () => assert.deepStrictEqual([clamp(0, 42, -1), clamp(0, 42, 17), clamp(0, 42, 43)], [0, 17, 42])) test('m11 pongUpdate does not modify the state it is given', () => { const s = freeze(initialPong(0)) assert.doesNotThrow(() => pongUpdate(s, PongAction.Frame)) }) // 3000 frames with no one touching the keys: the ball must always stay on the court and the match must end. test('m11 an idle match stays on the court and ends once someone reaches five', () => { const states = Array.from({ length: 3000 }).reduce( (acc) => [...acc, pongUpdate(acc[acc.length - 1], PongAction.Frame)], [initialPong(3)]) assert.ok(states.every((s) => s.ball.y >= 0 && s.ball.y < H && s.ball.x >= 0 && s.ball.x < W)) assert.ok(states.every((s) => s.player >= 0 && s.player <= H - PADDLE && s.cpu >= 0 && s.cpu <= H - PADDLE)) const last = states[states.length - 1] assert.equal(last.status, 'Over') assert.equal(Math.max(last.score.player, last.score.cpu), WIN) }) test('m11 the clock runs every 30 ms', () => assert.equal(FRAME_MS_PONG, 30)) test('m11 pongActions turns the clock into Frames and keys into Press, Release and Restart', () => assert.deepStrictEqual( run(pongActions, freeze([time(30), down('ArrowUp'), up('ArrowUp'), down('s'), down('r'), up('r'), down('x'), time(90)])), [PongAction.Frame, PongAction.Press('Up'), PongAction.Release('Up'), PongAction.Press('Down'), PongAction.Restart, PongAction.Frame, PongAction.Frame])) test('m11 pongStates starts with the new match, then yields one state per action', () => { const out = run(pongStates(42, pongActions), freeze([time(30), down('w'), time(60)])) assert.equal(out.length, 4) assert.deepStrictEqual(out[0], initialPong(42)) assert.deepStrictEqual(out.map((s) => s.frame), [0, 1, 1, 2]) assert.deepStrictEqual(out.map((s) => s.held.up), [false, false, true, true]) assert.deepStrictEqual(out[3].player, 20) }) test('m11 pongMain asks for a seed, draws the new match first, and then the updated one', () => { const { ops, result: stream } = trace(pongMain, 42) assert.deepStrictEqual(ops, [{ tag: 'RandomSeed' }]) const [first, next] = stream.step(time(0)) const [second] = next.step(time(30)) assert.deepStrictEqual(trace(first[0], 0).ops.map((o) => o.shape), pongView(initialPong(42))) assert.deepStrictEqual( trace(second[0], 0).ops.map((o) => o.shape), pongView(pongUpdate(initialPong(42), PongAction.Frame))) })