Esempio n. 1
0
    public void IsFinished()
    {
        int failCount = 0;

        //-------------------
        List <Stone> sl = new List <Stone>();   //Making an arbitrary player hand

        sl.Add(new Stone(1, Stone.StoneColor.Black, false));
        sl.Add(new Stone(2, Stone.StoneColor.Black, false));
        sl.Add(new Stone(3, Stone.StoneColor.Black, false));
        sl.Add(new Stone(4, Stone.StoneColor.Black, false));
        sl.Add(new Stone(4, Stone.StoneColor.Blue, false));
        sl.Add(new Stone(4, Stone.StoneColor.Green, false));
        sl.Add(new Stone(4, Stone.StoneColor.Red, false));
        sl.Add(new Stone(7, Stone.StoneColor.Red, false));
        sl.Add(new Stone(8, Stone.StoneColor.Red, false));
        sl.Add(new Stone(9, Stone.StoneColor.Red, false));
        sl.Add(new Stone(8, Stone.StoneColor.Green, false));
        sl.Add(new Stone(9, Stone.StoneColor.Green, false));
        sl.Add(new Stone(10, Stone.StoneColor.Green, false));

        //..

        bool isF = LogicApi.IsFinished(sl);   //checking if player is finished the game

        if (isF != false)
        {
            failCount++;                      //it we are not happy with the result count the fails
        }
        //---------------------
        //TODO: yukarıdaki gibi en az 10 tane use case yaz

        //-------------------
        List <Stone> s2 = new List <Stone>();         //Making an arbitrary player hand

        s2.Add(new Stone(4, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(5, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(6, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(7, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(8, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(5, Stone.StoneColor.Black, false));
        s2.Add(new Stone(6, Stone.StoneColor.Black, false));
        s2.Add(new Stone(7, Stone.StoneColor.Black, false));
        s2.Add(new Stone(8, Stone.StoneColor.Black, false));
        s2.Add(new Stone(10, Stone.StoneColor.Red, false));
        s2.Add(new Stone(10, Stone.StoneColor.Green, false));
        s2.Add(new Stone(10, Stone.StoneColor.Black, false));
        s2.Add(new Stone(10, Stone.StoneColor.Blue, false));
        s2.Add(new Stone(13, Stone.StoneColor.Blue, false));
        //..

        isF = LogicApi.IsFinished(s2);           //checking if player is finished the game
        if (isF != false)
        {
            failCount++;                              //it we are not happy with the result count the fails
        }
        //-------------------
        List <Stone> s3 = new List <Stone>();         //Making an arbitrary player hand

        s3.Add(new Stone(11, Stone.StoneColor.Green, false));
        s3.Add(new Stone(12, Stone.StoneColor.Green, false));
        s3.Add(new Stone(13, Stone.StoneColor.Green, false));
        s3.Add(new Stone(1, Stone.StoneColor.Green, false));
        s3.Add(new Stone(3, Stone.StoneColor.Black, false));
        s3.Add(new Stone(3, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(3, Stone.StoneColor.Red, false));
        s3.Add(new Stone(3, Stone.StoneColor.Green, false));
        s3.Add(new Stone(2, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(3, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(4, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(5, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(6, Stone.StoneColor.Blue, false));
        s3.Add(new Stone(7, Stone.StoneColor.Blue, false));
        //..

        isF = LogicApi.IsFinished(s3);           //checking if player is finished the game
        if (isF != false)
        {
            failCount++;                              //it we are not happy with the result count the fails
        }
        //-------------------
        List <Stone> s4 = new List <Stone>();         //Making an arbitrary player hand

        s4.Add(new Stone(5, Stone.StoneColor.Green, false));
        s4.Add(new Stone(5, Stone.StoneColor.Green, false));
        s4.Add(new Stone(5, Stone.StoneColor.Green, false));
        s4.Add(new Stone(5, Stone.StoneColor.Green, false));
        s4.Add(new Stone(13, Stone.StoneColor.Blue, false));
        s4.Add(new Stone(1, Stone.StoneColor.Blue, false));
        s4.Add(new Stone(2, Stone.StoneColor.Blue, false));
        s4.Add(new Stone(3, Stone.StoneColor.Blue, false));
        s4.Add(new Stone(4, Stone.StoneColor.Red, false));
        s4.Add(new Stone(5, Stone.StoneColor.Red, false));
        s4.Add(new Stone(6, Stone.StoneColor.Red, false));
        s4.Add(new Stone(7, Stone.StoneColor.Red, false));
        s4.Add(new Stone(8, Stone.StoneColor.Red, false));
        s4.Add(new Stone(9, Stone.StoneColor.Red, false));
        //..

        isF = LogicApi.IsFinished(s4);           //checking if player is finished the game
        if (isF != false)
        {
            failCount++;                              //it we are not happy with the result count the fails
        }
        //-------------------
        List <Stone> s5 = new List <Stone>();         //Making an arbitrary player hand

        s5.Add(new Stone(1, Stone.StoneColor.Red, false));
        s5.Add(new Stone(1, Stone.StoneColor.Red, false));
        s5.Add(new Stone(1, Stone.StoneColor.Red, false));
        s5.Add(new Stone(1, Stone.StoneColor.Red, false));
        s5.Add(new Stone(8, Stone.StoneColor.Black, false));
        s5.Add(new Stone(9, Stone.StoneColor.Black, false));
        s5.Add(new Stone(10, Stone.StoneColor.Black, false));
        s5.Add(new Stone(11, Stone.StoneColor.Black, false));
        s5.Add(new Stone(4, Stone.StoneColor.Red, false));
        s5.Add(new Stone(4, Stone.StoneColor.Green, false));
        s5.Add(new Stone(4, Stone.StoneColor.Blue, false));
        s5.Add(new Stone(13, Stone.StoneColor.Black, false));
        s5.Add(new Stone(13, Stone.StoneColor.Blue, false));
        s5.Add(new Stone(13, Stone.StoneColor.Green, false));
        //..

        isF = LogicApi.IsFinished(s5);           //checking if player is finished the game
        if (isF != false)
        {
            failCount++;                              //it we are not happy with the result count the fails
        }
        //-------------------
        List <Stone> s6 = new List <Stone>();         //Making an arbitrary player hand

        s6.Add(new Stone(9, Stone.StoneColor.Green, false));
        s6.Add(new Stone(10, Stone.StoneColor.Green, false));
        s6.Add(new Stone(11, Stone.StoneColor.Green, false));
        s6.Add(new Stone(12, Stone.StoneColor.Green, false));
        s6.Add(new Stone(13, Stone.StoneColor.Green, false));
        s6.Add(new Stone(1, Stone.StoneColor.Green, false));
        s6.Add(new Stone(2, Stone.StoneColor.Green, false));
        s6.Add(new Stone(7, Stone.StoneColor.Black, false));
        s6.Add(new Stone(7, Stone.StoneColor.Red, false));
        s6.Add(new Stone(7, Stone.StoneColor.Green, false));
        s6.Add(new Stone(7, Stone.StoneColor.Blue, false));
        s6.Add(new Stone(11, Stone.StoneColor.Black, false));
        s6.Add(new Stone(11, Stone.StoneColor.Blue, false));
        s6.Add(new Stone(11, Stone.StoneColor.Green, false));
        //..

        isF = LogicApi.IsFinished(s6);           //checking if player is finished the game
        if (isF != false)
        {
            failCount++;                              //it we are not happy with the result count the fails
        }
        //TODO: delete this
        failCount++;

        if (failCount > 0)
        {
            Debug.LogError("Fails in LogicApi.Isfinished() counts " + failCount + ", FIX ME!!!");
        }
        Assert.AreEqual(0, failCount);
    }