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test_file.cpp
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#include "gtest/gtest.h"
#include "game_impl.h"
#include "naive_winner_strategy.h"
#include "memory.h"
using namespace Connect_four;
class Connect_Four_Test : public ::testing::Test {
protected:
Game * game;
std::unique_ptr<Winner_strategy> winner_strategy {new Naive_winner_strategy};
Connect_Four_Test() {
game = new Game_impl{winner_strategy.get()};
}
virtual ~Connect_Four_Test() {
delete game;
}
virtual void SetUp() {
}
virtual void TearDown() {
}
};
TEST(Brick, brick_should_be_blue) {
Brick b{Color::BLUE};
EXPECT_EQ(Color::BLUE, b.get_color());
}
TEST(Brick, brick_should_be_red) {
Brick b{Color::RED};
EXPECT_EQ(Color::RED, b.get_color());
}
TEST_F(Connect_Four_Test, add_blue_brick_to_column_nr_7) {
int expected_column = 6;
int expected_row = 0;
std::unique_ptr<Brick> brick {new Brick{Color::BLUE}};
game->insert_brick_at(expected_column, brick.get());
EXPECT_EQ(Color::BLUE, game->get_brick_at(Position(expected_row, expected_column))->get_color());
}
TEST_F(Connect_Four_Test, add_red_brick_to_column_nr_7) {
int expected_column = 6;
int expected_row = 0;
std::unique_ptr<Brick> brick {new Brick{Color::RED}};
game->insert_brick_at(expected_column, brick.get());
EXPECT_EQ(Color::RED, game->get_brick_at(Position(expected_row, expected_column))->get_color());
}
TEST_F(Connect_Four_Test, add_two_bricks_to_column_1) {
int expected_column = 0;
std::unique_ptr<Brick> brick1 {new Brick{Color::RED}};
std::unique_ptr<Brick> brick2 {new Brick{Color::RED}};
game->insert_brick_at(expected_column, brick1.get());
game->insert_brick_at(expected_column, brick2.get());
EXPECT_EQ(Color::RED, game->get_brick_at(Position(0, expected_column))->get_color());
EXPECT_EQ(Color::RED, game->get_brick_at(Position(1, expected_column))->get_color());
}
TEST_F(Connect_Four_Test, add_brick_to_column_0_F) {
int expected_column = -1;
std::unique_ptr<Brick> brick {new Brick{Color::RED}};
ASSERT_THROW(game->insert_brick_at(expected_column, brick.get()), std::out_of_range);
}
TEST_F(Connect_Four_Test, add_brick_to_column_8_F) {
int expected_column = 7;
std::unique_ptr<Brick> brick {new Brick{Color::RED}};
ASSERT_THROW(game->insert_brick_at(expected_column, brick.get()), std::out_of_range);
}
TEST_F(Connect_Four_Test, player_in_turn_should_initially_be_blue) {
ASSERT_EQ(Color::BLUE, game->get_player_in_turn()->get_color());
}
TEST_F(Connect_Four_Test, player_in_turn_should_be_red_after_end_round) {
std::unique_ptr<Brick> brick {new Brick{Color::BLUE}};
game->insert_brick_at(0, brick.get()); //Playing 1 turn to switch round
ASSERT_EQ(Color::RED, game->get_player_in_turn()->get_color());
}
TEST_F(Connect_Four_Test, player_in_turn_should_be_blue_after_2_end_rounds) {
std::unique_ptr<Brick> brick {new Brick{Color::BLUE}};
game->insert_brick_at(0, brick.get()); //Playing 1 turn to switch round
game->insert_brick_at(0, brick.get()); //Playing 1 turn to switch round
ASSERT_EQ(Color::BLUE, game->get_player_in_turn()->get_color());
}
TEST_F(Connect_Four_Test, add_7_bricks_to_column_0_F) {
std::unique_ptr<Brick> brick {new Brick{Color::BLUE}};
//Insert 7 bricks to emulate an overflow of bricks
game->insert_brick_at(0, brick.get());
game->insert_brick_at(0, brick.get());
game->insert_brick_at(0, brick.get());
game->insert_brick_at(0, brick.get());
game->insert_brick_at(0, brick.get());
game->insert_brick_at(0, brick.get());
ASSERT_THROW(game->insert_brick_at(0, brick.get()), std::out_of_range);
}
TEST_F(Connect_Four_Test, there_should_be_no_initial_winner) {
ASSERT_EQ(nullptr, game->get_winner());
}
/**
* Blue has bricks at (0,0) (0,1) (0,2) and (0,3)
*/
TEST_F(Connect_Four_Test, blue_should_be_winner_1) {
std::unique_ptr<Brick> blue_brick {new Brick{Color::BLUE}};
std::unique_ptr<Brick> red_brick {new Brick{Color::RED}};
//all the red bricks are placed ontop of the blue bricks, to account for red being player_in_turn when round%2 = 1
//The winner should still be blue
game->insert_brick_at(0, blue_brick.get());
game->insert_brick_at(0, red_brick.get());
game->insert_brick_at(1, blue_brick.get());
game->insert_brick_at(1, red_brick.get());
game->insert_brick_at(2, blue_brick.get());
game->insert_brick_at(2, red_brick.get());
game->insert_brick_at(3, blue_brick.get());
ASSERT_NE(nullptr, game->get_winner());
ASSERT_EQ(Color::BLUE, game->get_winner()->get_color());
}
/**
* Red has bricks at (2,0) (2,1) (2,2) (2,3)
*/
TEST_F(Connect_Four_Test, red_should_be_winner_1) {
std::unique_ptr<Brick> blue_brick {new Brick{Color::BLUE}};
std::unique_ptr<Brick> red_brick {new Brick{Color::RED}};
//all the red bricks are placed ontop of the blue bricks, to account for red being player_in_turn when round%2 = 1
//The winner should still be blue
game->insert_brick_at(2, red_brick.get());
game->insert_brick_at(1, blue_brick.get());
game->insert_brick_at(2, red_brick.get());
game->insert_brick_at(1, blue_brick.get());
game->insert_brick_at(2, red_brick.get());
game->insert_brick_at(1, blue_brick.get());
game->insert_brick_at(2, red_brick.get());
ASSERT_NE(nullptr, game->get_winner());
ASSERT_EQ(Color::RED, game->get_winner()->get_color());
}