werewolf-0.4.11.0: test/src/Game/Werewolf/Test/Command/Pass.hs
{-|
Module : Game.Werewolf.Test.Command.Pass
Copyright : (c) Henry J. Wylde, 2016
License : BSD3
Maintainer : public@hjwylde.com
-}
{-# LANGUAGE OverloadedStrings #-}
module Game.Werewolf.Test.Command.Pass (
-- * Tests
allPassCommandTests,
) where
import Control.Lens hiding (elements, isn't)
import Game.Werewolf
import Game.Werewolf.Command.DevotedServant as DevotedServant
import Game.Werewolf.Command.Witch as Witch
import Game.Werewolf.Test.Arbitrary
import Game.Werewolf.Test.Util
import Test.Tasty
import Test.Tasty.QuickCheck
allPassCommandTests :: [TestTree]
allPassCommandTests =
[ testProperty "devoted servant pass command errors when game is over" prop_devotedServantPassCommandErrorsWhenGameIsOver
, testProperty "devoted servant pass command errors when caller does not exist" prop_devotedServantPassCommandErrorsWhenCallerDoesNotExist
, testProperty "devoted servant pass command errors when caller is dead" prop_devotedServantPassCommandErrorsWhenCallerIsDead
, testProperty "devoted servant pass command errors when not devoted servant's turn" prop_devotedServantPassCommandErrorsWhenNotDevotedServantsTurn
, testProperty "devoted servant pass command updates passes" prop_devotedServantPassCommandUpdatesPasses
, testProperty "witch pass command errors when game is over" prop_witchPassCommandErrorsWhenGameIsOver
, testProperty "witch pass command errors when caller does not exist" prop_witchPassCommandErrorsWhenCallerDoesNotExist
, testProperty "witch pass command errors when caller is dead" prop_witchPassCommandErrorsWhenCallerIsDead
, testProperty "witch pass command errors when not witch's turn" prop_witchPassCommandErrorsWhenNotWitchsTurn
, testProperty "witch pass command updates passes" prop_witchPassCommandUpdatesPasses
]
prop_devotedServantPassCommandErrorsWhenGameIsOver :: GameAtGameOver -> Property
prop_devotedServantPassCommandErrorsWhenGameIsOver (GameAtGameOver game) =
forAll (arbitraryDevotedServantPassCommand game) $ verbose_runCommandErrors game . getBlind
prop_devotedServantPassCommandErrorsWhenCallerDoesNotExist :: GameAtDevotedServantsTurn -> Player -> Property
prop_devotedServantPassCommandErrorsWhenCallerDoesNotExist (GameAtDevotedServantsTurn game) caller =
not (doesPlayerExist (caller ^. name) game)
==> verbose_runCommandErrors game (DevotedServant.passCommand (caller ^. name))
prop_devotedServantPassCommandErrorsWhenCallerIsDead :: GameAtDevotedServantsTurn -> Property
prop_devotedServantPassCommandErrorsWhenCallerIsDead (GameAtDevotedServantsTurn game) = do
let devotedServantsName = game ^?! players . devotedServants . name
let game' = killPlayer devotedServantsName game
let command = DevotedServant.passCommand devotedServantsName
verbose_runCommandErrors game' command
prop_devotedServantPassCommandErrorsWhenNotDevotedServantsTurn :: Game -> Property
prop_devotedServantPassCommandErrorsWhenNotDevotedServantsTurn game =
hasn't (stage . _DevotedServantsTurn) game
==> forAll (arbitraryDevotedServantPassCommand game) $ verbose_runCommandErrors game . getBlind
prop_devotedServantPassCommandUpdatesPasses :: GameAtDevotedServantsTurn -> Property
prop_devotedServantPassCommandUpdatesPasses (GameAtDevotedServantsTurn game) =
forAll (arbitraryDevotedServantPassCommand game) $ \(Blind command) -> do
let game' = run_ (apply command) game
length (game' ^. passes) == 1
prop_witchPassCommandErrorsWhenGameIsOver :: GameAtGameOver -> Property
prop_witchPassCommandErrorsWhenGameIsOver (GameAtGameOver game) =
forAll (arbitraryWitchPassCommand game) $ verbose_runCommandErrors game . getBlind
prop_witchPassCommandErrorsWhenCallerDoesNotExist :: GameAtWitchsTurn -> Player -> Property
prop_witchPassCommandErrorsWhenCallerDoesNotExist (GameAtWitchsTurn game) caller =
not (doesPlayerExist (caller ^. name) game)
==> verbose_runCommandErrors game (Witch.passCommand (caller ^. name))
prop_witchPassCommandErrorsWhenCallerIsDead :: GameAtWitchsTurn -> Property
prop_witchPassCommandErrorsWhenCallerIsDead (GameAtWitchsTurn game) = do
let witchsName = game ^?! players . witches . name
let game' = killPlayer witchsName game
let command = Witch.passCommand witchsName
verbose_runCommandErrors game' command
prop_witchPassCommandErrorsWhenNotWitchsTurn :: Game -> Property
prop_witchPassCommandErrorsWhenNotWitchsTurn game =
hasn't (stage . _WitchsTurn) game
==> forAll (arbitraryWitchPassCommand game) $ verbose_runCommandErrors game . getBlind
prop_witchPassCommandUpdatesPasses :: GameAtWitchsTurn -> Property
prop_witchPassCommandUpdatesPasses (GameAtWitchsTurn game) =
forAll (arbitraryWitchPassCommand game) $ \(Blind command) -> do
let game' = run_ (apply command) game
length (game' ^. passes) == 1