package uno import ( "math/rand/v2" "testing" ) func nmDuel() Tier { t, _ := TierBySlug("nm-duel"); return t } func nmTable() Tier { t, _ := TierBySlug("nm-table"); return t } func nmFull() Tier { t, _ := TierBySlug("nm-full"); return t } func TestNoMercyDeckIsADeck(t *testing.T) { m := census(State{Deck: NewNoMercyDeck()}) if got := total(m); got != 168 { t.Fatalf("deck has %d cards, want 168", got) } want := map[Card]int{ {Red, Zero}: 2, // two of every number, unlike the normal deck's single zero {Blue, Seven}: 2, {Green, Skip}: 3, {Yellow, SkipAll}: 2, {Red, Reverse}: 4, {Blue, DrawTwo}: 2, {Green, DrawFour}: 2, // the *coloured* +4 {Yellow, DiscardAll}: 3, {Wild, WildRevFour}: 8, {Wild, WildDrawSix}: 4, {Wild, WildDrawTen}: 4, {Wild, WildRoulette}: 8, } for c, n := range want { if m[c] != n { t.Errorf("%v %v: got %d, want %d", c.Color, c.Value, m[c], n) } } if m[Card{Wild, WildCard}] != 0 || m[Card{Wild, WildDrawFour}] != 0 { t.Error("the No Mercy deck should print none of the normal wilds") } } // TestNoMercyCensus is the load-bearing one: 168 cards, each in exactly one place, // checked after every move of a hundred hands played to the end. func TestNoMercyCensus(t *testing.T) { for _, tier := range []Tier{nmDuel(), nmTable(), nmFull()} { for seed := uint64(0); seed < 100; seed++ { s := deal(t, tier, seed) if got := total(census(s)); got != 168 { t.Fatalf("%s seed %d: dealt %d cards, want 168", tier.Slug, seed, got) } rng := rand.New(rand.NewPCG(seed, 99)) for moves := 0; s.playing() && moves < 800; moves++ { next, _, err := ApplyMove(s, You, naive(s, rng)) if err != nil { t.Fatalf("%s seed %d: %v (phase %s)", tier.Slug, seed, err, s.Phase) } s = next if got := census(s); total(got) != 168 { t.Fatalf("%s seed %d: %d cards after a move, want 168", tier.Slug, seed, total(got)) } } if s.playing() { t.Fatalf("%s seed %d: hand never ended", tier.Slug, seed) } } } } // naive is a bad-but-real strategy: play the first legal card, take a stack you // can't answer, and draw when you have nothing. Always played from the human seat. func naive(s State, rng *rand.Rand) Move { if s.Phase == PhaseStack { if p := s.Playable(You); len(p) > 0 { return playMove(s, p[0], rng) } return Move{Kind: MoveTake} } if p := s.Playable(You); len(p) > 0 { return playMove(s, p[0], rng) } return Move{Kind: MoveDraw} } // stack loads a seat's hand up to n cards by taking them off the deck, so the // table still holds 168 of them. func stack(s *State, seat, n int) { s.Deck = append(s.Deck, s.Hands[seat]...) s.Hands[seat] = nil s.Color = s.top().Color kept := make([]Card, 0, len(s.Deck)) for _, c := range s.Deck { if len(s.Hands[seat]) < n { s.Hands[seat] = append(s.Hands[seat], c) continue } kept = append(kept, c) } s.Deck = kept } func playMove(s State, idx int, rng *rand.Rand) Move { m := Move{Kind: MovePlay, Index: idx} if s.Hands[You][idx].IsWild() { m.Color = Red + Color(rng.IntN(4)) } for _, at := range s.UnoAt(You) { if at == idx { m.Uno = true } } return m } // TestAStackIsPassedOnAndPaid walks the rule the whole mode turns on: a draw card // opens a bill, and the seat that can't answer pays the whole thing. func TestAStackIsPassedOnAndPaid(t *testing.T) { s := deal(t, nmDuel(), 7) s.Color = Red s.Discard = []Card{{Red, Five}} s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}} s.Hands[1] = []Card{{Red, DrawTwo}, {Blue, Nine}} s.Turn = You s.Phase = PhasePlay next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}) if err != nil { t.Fatalf("play +2: %v", err) } if next.Phase != PhaseStack { t.Fatalf("phase is %s, want stack: a +2 in No Mercy opens a stack", next.Phase) } if next.Turn != You { t.Fatalf("the stack came back to seat %d, want you", next.Turn) } if next.Pending != 4 { t.Fatalf("the bill is %d, want 4 (your two, plus the bot's two)", next.Pending) } if !hasKind(evs, EvStack) { t.Error("no stack event: the felt has nothing to show the player") } if _, _, err := ApplyMove(next, You, Move{Kind: MoveDraw}); err != ErrMustStack { t.Errorf("drawing out of a stack: %v, want ErrMustStack", err) } if _, _, err := ApplyMove(next, You, Move{Kind: MovePlay, Index: 0}); err != ErrMustStack { t.Errorf("playing a plain card under a stack: %v, want ErrMustStack", err) } before := len(next.Hands[You]) paid, evs, err := ApplyMove(next, You, Move{Kind: MoveTake}) if err != nil { t.Fatalf("take: %v", err) } var forced int for _, e := range evs { if e.Kind == EvForced && e.Seat == You { forced = e.N } } if forced != 4 { t.Errorf("the stack made you take %d cards, want 4", forced) } if len(paid.Hands[You]) < before+4 { t.Errorf("hand went %d → %d, want at least four more", before, len(paid.Hands[You])) } if paid.Pending == 4 && paid.Phase == PhaseStack { t.Error("the bill you just paid is still standing") } } // TestMercyKillsThePlayerButNotTheSession: the mercy limit takes the human out of // the *hand* — the pot goes to whoever is left, and the table plays on. It is no // longer game over. func TestMercyKillsThePlayerButNotTheSession(t *testing.T) { s := deal(t, nmDuel(), 3) stack(&s, You, 24) s.Turn = You s.Phase = PhaseStack s.Pending = 10 next, evs, err := ApplyMove(s, You, Move{Kind: MoveTake}) if err != nil { t.Fatalf("take: %v", err) } if !hasKind(evs, EvMercy) { t.Fatal("no mercy event: twenty-five cards should have killed the seat") } if next.playing() { t.Fatalf("the hand should be over once one seat is left: phase %s", next.Phase) } if next.live(You) || len(next.Hands[You]) != 0 { t.Error("a dead seat should hold no cards and be out of the hand") } // Heads-up, killing the human leaves the bot alone: it takes the pot. if next.Winner != 1 { t.Errorf("winner is seat %d, want the surviving bot", next.Winner) } if got := total(census(next)); got != 168 { t.Errorf("%d cards after a mercy kill, want 168 — the hand goes back in the deck", got) } } // TestOutlivingTheTableWins: the deck buries bots too, and a table with every bot // dead is a pot you have taken. func TestOutlivingTheTableWins(t *testing.T) { s := deal(t, nmDuel(), 11) pot := s.Pot before := s.Seats[You].Stack s.Color = Red s.Discard = []Card{{Red, Five}} s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}} s.Hands[1] = make([]Card, 0, 24) for i := 0; i < 24; i++ { s.Hands[1] = append(s.Hands[1], Card{Blue, Nine}) // nothing it can answer with } s.Turn = You s.Phase = PhasePlay next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}) if err != nil { t.Fatalf("play +2: %v", err) } if !hasKind(evs, EvMercy) { t.Fatal("the bot should have died taking the stack") } if next.playing() || next.Winner != You { t.Fatalf("phase %s winner %d, want a finished hand won by you", next.Phase, next.Winner) } profit := pot - s.Tier.Ante wantWon := pot - int64(float64(profit)*rake) if next.Seats[You].Stack != before+wantWon { t.Errorf("your stack is %d, want %d", next.Seats[You].Stack, before+wantWon) } } func TestYouDrawUntilYouCanPlay(t *testing.T) { s := deal(t, nmDuel(), 5) s.Color = Red s.Discard = []Card{{Red, Five}} s.Hands[You] = []Card{{Blue, One}} // nothing playable s.Deck = []Card{{Green, Two}, {Yellow, Three}, {Red, Nine}, {Blue, Four}} s.Turn = You s.Phase = PhasePlay next, _, err := ApplyMove(s, You, Move{Kind: MoveDraw}) if err != nil { t.Fatalf("draw: %v", err) } if len(next.Hands[You]) != 4 { t.Fatalf("hand is %d, want 4: you draw until something plays", len(next.Hands[You])) } if next.Phase != PhaseDrawn { t.Fatalf("phase %s, want drawn: the card you stopped on is one you must play", next.Phase) } if _, _, err := ApplyMove(next, You, Move{Kind: MovePass}); err != ErrMustPlayNow { t.Errorf("passing in No Mercy: %v, want ErrMustPlayNow", err) } } func TestSkipAllComesBackToYou(t *testing.T) { s := deal(t, nmFull(), 13) s.Color = Red s.Discard = []Card{{Red, Five}} s.Hands[You] = []Card{{Red, SkipAll}, {Blue, One}} s.Turn = You s.Phase = PhasePlay next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}) if err != nil { t.Fatalf("play skip-all: %v", err) } if next.Turn != You { t.Errorf("turn went to seat %d, want you: skip-all skips everyone else", next.Turn) } if !hasKind(evs, EvSkipAll) { t.Error("no skipall event") } } func TestDiscardAllTakesTheColourWithIt(t *testing.T) { s := deal(t, nmDuel(), 17) s.Color = Red s.Discard = []Card{{Red, Five}} s.Hands[You] = []Card{{Red, DiscardAll}, {Red, One}, {Red, Nine}, {Blue, Two}} s.Turn = You s.Phase = PhasePlay before := total(census(s)) next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Uno: true}) if err != nil { t.Fatalf("play discard-all: %v", err) } if len(next.Hands[You]) != 1 { t.Fatalf("hand is %d, want 1: every red should have gone with it", len(next.Hands[You])) } if next.Hands[You][0] != (Card{Blue, Two}) { t.Errorf("kept %v, want the blue two", next.Hands[You][0]) } // The discard-all was played, so it is on the pile — the bot may have played over // it since, which is why this looks for it rather than at the very top. found := false for _, c := range next.Discard { if c.Value == DiscardAll { found = true } } if !found { t.Error("the discard-all isn't on the pile") } if !hasKind(evs, EvDiscardAll) { t.Error("no discard event") } if got := total(census(next)); got != before { t.Errorf("%d cards, want %d: a dumped colour is buried, not destroyed", got, before) } } func TestRouletteFlipsUntilTheColour(t *testing.T) { s := deal(t, nmDuel(), 19) s.Color = Blue s.Discard = []Card{{Blue, Five}} s.Hands[You] = []Card{{Wild, WildRoulette}, {Blue, One}} s.Hands[1] = []Card{{Green, Three}} s.Deck = []Card{{Blue, Two}, {Green, Four}, {Yellow, Six}, {Red, Seven}, {Blue, Eight}} s.Turn = You s.Phase = PhasePlay next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Color: Red}) if err != nil { t.Fatalf("play roulette: %v", err) } var got int for _, e := range evs { if e.Kind == EvRoulette { got = e.N } } if got != 4 { t.Errorf("flipped %d, want 4 — up to and including the first red", got) } if n := len(next.Hands[1]); n != 5 { t.Errorf("the bot holds %d, want 5", n) } if total(census(next)) != total(census(s)) { t.Error("the roulette lost a card") } }