6aa9769ce5
shared/board.js now transcribes every distinct space label from the hand-drawn sketch (assets/game_board.png) rather than Phase 1's small subset. The sketch's arrows get genuinely ambiguous in a few places (it reads as a mockup, not an engineered spec) and reuses several space names across zones (Start A Business, Family Reunion, Market Crash, ...) — that repetition is kept as intentional flavor rather than deduplicated, and the ambiguous bits are resolved into a clean DAG with the same shape Phase 1 proved out: a fork, a chain() per branch, a convergence — repeated three times (Career/Education/Gap Year, then Relationship/Investment, then High Risk/Safe), into a long shared retirement tail. Branches are built with a small chain() helper that auto-wires each entry's `next` to the following one, since hand-wiring ~107 ids was too error-prone. The reducer, SQLite schema, and rooms/WS layer needed zero changes — the whole point of the pure-reducer/graph-data design from Phase 1. Two things did need generalizing: - public/boardRender.js's lane offset was hardcoded to a 2-way fork; the new "Which Path?" fork is 3-way (Career/Education/Gap Year), so the offset formula is now symmetric for any number of branches. - shared/game.test.js hardcoded Phase 1's specific space ids. Rewritten to be board-structure-agnostic: it always resolves the first offered choice and otherwise rolls the max die value, which reliably makes progress regardless of board shape (walkForward always stops early at the next choice/finish), plus a graph-well-formedness check. Verified: unit tests green; a full two-player game played headlessly end-to-end through all three forks to Finish in 38 turns with zero console/page errors; the rendered board visually confirmed at full scale (5-row snake layout, 3-way fork fans out correctly, all labels legible).
100 lines
4.3 KiB
JavaScript
100 lines
4.3 KiB
JavaScript
import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { createInitialState, reduce, getLegalIntents, isPlayersTurn } from './game.js';
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import { board } from './board.js';
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function join(state, playerId, name, seat) {
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return reduce(state, { type: 'JOIN', playerId, name, seat, color: '#000' });
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}
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/** Drives `playerId` forward by always resolving any pending choice with its
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* first option and otherwise rolling the max die value — walkForward stops
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* early at the next choice/finish regardless of pips, so this reliably makes
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* progress without the test needing to know the board's shape or size. */
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function takeTurn(state, playerId) {
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const player = state.players[playerId];
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if (player.pendingChoice) {
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return reduce(state, { type: 'CHOOSE', playerId, spaceId: player.pendingChoice.options[0] });
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}
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return reduce(state, { type: 'ROLL', playerId, value: state.config.diceSides });
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}
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test('lobby: join validation', () => {
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let state = createInitialState();
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state = join(state, 'p1', 'Alice', 1);
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assert.throws(() => join(state, 'p1', 'Alice again', 2), /already joined/);
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assert.throws(() => join(state, 'p2', 'Bob', 1), /Seat already taken/);
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assert.throws(() => reduce(state, { type: 'START_GAME' }), /Not enough players/);
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});
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test('turn order and illegal actions', () => {
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let state = createInitialState();
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state = join(state, 'p1', 'Alice', 1);
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state = join(state, 'p2', 'Bob', 2);
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state = reduce(state, { type: 'START_GAME' });
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assert.equal(state.status, 'active');
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assert.deepEqual(state.turnOrder, ['p1', 'p2']);
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assert.equal(state.currentTurn, 'p1');
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assert.equal(isPlayersTurn(state, 'p1'), true);
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assert.equal(isPlayersTurn(state, 'p2'), false);
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assert.deepEqual(getLegalIntents(state, 'p1'), ['REQUEST_ROLL']);
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assert.deepEqual(getLegalIntents(state, 'p2'), []);
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assert.throws(() => reduce(state, { type: 'ROLL', playerId: 'p2', value: 3 }), /Not your turn/);
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assert.throws(() => reduce(state, { type: 'CHOOSE', playerId: 'p1', spaceId: 'anything' }), /No pending choice/);
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});
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test('full game: every player reaches every fork, race to finish', () => {
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let state = createInitialState();
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state = join(state, 'p1', 'Alice', 1);
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state = join(state, 'p2', 'Bob', 2);
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state = reduce(state, { type: 'START_GAME' });
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const seenChoiceSpaces = new Set();
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let guard = 0;
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while (state.status === 'active') {
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if (++guard > 500) throw new Error('game did not finish in a reasonable number of turns');
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const turnPlayerId = state.currentTurn;
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const before = state.players[turnPlayerId];
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if (before.pendingChoice) seenChoiceSpaces.add(before.position);
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state = takeTurn(state, turnPlayerId);
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const after = state.players[turnPlayerId];
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assert.equal(typeof after.cash, 'number');
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assert.ok(board.spaces[after.position], 'player is always on a real space');
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}
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assert.equal(state.status, 'finished');
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assert.ok(state.winnerId, 'a winner is recorded');
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assert.equal(state.currentTurn, null);
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assert.equal(state.players[state.winnerId].position, 'finish');
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assert.deepEqual(getLegalIntents(state, 'p1'), []);
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assert.deepEqual(getLegalIntents(state, 'p2'), []);
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assert.throws(() => reduce(state, { type: 'ROLL', playerId: 'p1', value: 1 }), /not active/);
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// Always picking the first option at every fork should have visited all
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// three choice points at least once between two full playthroughs' worth
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// of turns (the loser doesn't necessarily finish, so this just checks the
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// race itself exercised real fork logic, not that both players finished).
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assert.ok(seenChoiceSpaces.size >= 1, 'at least one fork was actually resolved');
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});
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test('board graph is well-formed', () => {
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const ids = Object.keys(board.spaces);
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assert.ok(ids.length > 100, 'the full board should be a substantial expansion of the Phase 1 subset');
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for (const id of ids) {
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const space = board.spaces[id];
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if (space.type === 'choice') {
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assert.ok(Array.isArray(space.choices) && space.choices.length >= 2, `${id} needs 2+ choices`);
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for (const target of space.choices) assert.ok(board.spaces[target], `${id} -> missing ${target}`);
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} else if (space.type === 'finish') {
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assert.equal(space.next, undefined);
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} else {
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assert.ok(board.spaces[space.next], `${id} -> missing ${space.next}`);
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}
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}
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});
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