public void _PreflopVaryPlayerSequenceFoldCheckCall_CurrentSequenceIsNotChanged( [Values(ActionTypes.F, ActionTypes.X, ActionTypes.C)] ActionTypes actionType, [Values("", "nonEmpty")] string playerSequence) { const Streets street = Streets.PreFlop; const double ratio = 1.0; var convertedAction = new ConvertedPokerAction(actionType, ratio); _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = string.Empty; string expectedSequence = String.Copy(currentSequence); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(currentSequence, Is.EqualTo(expectedSequence)); }
public void _PostFlopVaryPlayerSequenceRaise_IsAppendedToCurrentSequence( [Values(Streets.Flop, Streets.Turn, Streets.River)] Streets street, [Values("", "nonEmpty")] string playerSequence) { const ActionTypes actionType = ActionTypes.R; const double ratio = 1.0; var convertedAction = new ConvertedPokerAction(actionType, ratio); _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = string.Empty; string expectedSequence = String.Concat(currentSequence, actionType); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(currentSequence, Is.EqualTo(expectedSequence)); }
_PostFlopPlayerSequenceDoesNotContainNumberCheckFoldCallRaise_CurrentSequenceAndActionIsAppendedToPlayerSequence( [Values(Streets.Flop, Streets.Turn, Streets.River)] Streets street, [Values(ActionTypes.F, ActionTypes.X, ActionTypes.C, ActionTypes.R)] ActionTypes actionType, [Values("", "nonEmpty")] string playerSequence) { const double ratio = 0.54; var convertedAction = new ConvertedPokerAction(actionType, ratio); string currentSequence = "someSequence"; _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string expectedSequence = String.Concat(playerSequence, currentSequence, actionType); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(_convertedPlayer.SequenceStrings[(int)street], Is.EqualTo(expectedSequence)); }
_PostFlopPlayerSequenceDoesNotContainNumberBet_CurrentSequenceAndNormalizedRatioIsAppendedToPlayerSequence( [Values(Streets.Flop, Streets.Turn, Streets.River)] Streets street, [Values("", "nonEmpty")] string playerSequence) { const ActionTypes actionType = ActionTypes.B; const double ratio = 0.54; const string normalizedRatio = "5"; var convertedAction = new ConvertedPokerAction(actionType, ratio); _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = "someSequence"; string expectedSequence = String.Concat(playerSequence, currentSequence, normalizedRatio); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(_convertedPlayer.SequenceStrings[(int)street], Is.EqualTo(expectedSequence)); }
public void _PostFlopPlayerSequenceContainsNumberVaryActionType_PlayerSequenceIsNotChanged( [Values(Streets.Flop, Streets.Turn, Streets.River)] Streets street, [Values(ActionTypes.F, ActionTypes.X, ActionTypes.C, ActionTypes.B, ActionTypes.R)] ActionTypes actionType) { const double someRatio = 1.0; var convertedAction = new ConvertedPokerAction(actionType, someRatio); const string playerSequence = "5"; _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = string.Empty; string expectedSequence = String.Copy(playerSequence); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(_convertedPlayer.SequenceStrings[(int)street], Is.EqualTo(expectedSequence)); }
public void _PreflopNonEmptyPlayerSequenceVaryActionType_PlayerSequenceIsNotChanged( [Values(ActionTypes.F, ActionTypes.X, ActionTypes.C, ActionTypes.B, ActionTypes.R)] ActionTypes actionType) { const Streets street = Streets.PreFlop; const double someRatio = 1.0; var convertedAction = new ConvertedPokerAction(actionType, someRatio); const string playerSequence = "nonEmpty"; _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = string.Empty; string expectedSequence = String.Copy(playerSequence); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(_convertedPlayer.SequenceStrings[(int)street], Is.EqualTo(expectedSequence)); }
public void _PreflopNonEmptyPlayerSequenceRaise_CurrentSequenceIsNotChanged() { const Streets street = Streets.PreFlop; const ActionTypes actionType = ActionTypes.R; const double ratio = 2.1; var convertedAction = new ConvertedPokerAction(actionType, ratio); const string playerSequence = "nonEmpty"; _convertedPlayer.SequenceStrings[(int)street] = playerSequence; string currentSequence = string.Empty; string expectedSequence = String.Copy(currentSequence); _convertedPlayer.SetActionSequenceString(ref currentSequence, convertedAction, street); Assert.That(currentSequence, Is.EqualTo(expectedSequence)); }
public void Get_HandWithSequencesWasSaved_RestoresSequences() { var sampleAction = new ConvertedPokerAction(ActionTypes.C, 1.0); _hand.Sequences[(int)Streets.PreFlop] = new ConvertedPokerRound().Add(new ConvertedPokerActionWithId(sampleAction, 0)); _hand.Sequences[(int)Streets.Flop] = new ConvertedPokerRound().Add(new ConvertedPokerActionWithId(sampleAction, 1)); _hand.Sequences[(int)Streets.Turn] = new ConvertedPokerRound().Add(new ConvertedPokerActionWithId(sampleAction, 2)); _hand.Sequences[(int)Streets.River] = new ConvertedPokerRound().Add(new ConvertedPokerActionWithId(sampleAction, 3)); _session.Save(_hand); FlushAndClearSession(); IConvertedPokerHand retrievedHand = _sut.Get(_hand.Id); retrievedHand.Sequences.ShouldBeEqualTo(_hand.Sequences); }
public void XmlDeserialize_SerializedLegalAction_ReturnsSerializedAction() { var legalAction = new ConvertedPokerAction(ActionTypes.B, 2.0); Assert.That(legalAction.XmlDeserializedInMemory(), Is.EqualTo(legalAction)); }
public void BinaryDeserialize_SerializedIllegalAction_ReturnsSerializedAction() { var illegalAction = new ConvertedPokerAction(ActionTypes.E, 1.0); Assert.That(illegalAction.BinaryDeserializedInMemory(), Is.EqualTo(illegalAction)); }