This repository has been archived on 2026-03-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
oubliette/internal/shell/tetris/tetris_test.go
Torjus Håkestad 62de222488 feat: add tetris shell (Tetris game TUI)
Full-screen Tetris game using Bubbletea with title screen, ghost piece,
lock delay, NES-style scoring, configurable difficulty (easy/normal/hard),
and honeypot event logging. Bumps version to 0.17.0.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 00:59:46 +01:00

583 lines
14 KiB
Go

package tetris
import (
"context"
"strings"
"testing"
"time"
tea "github.com/charmbracelet/bubbletea"
"git.t-juice.club/torjus/oubliette/internal/shell"
"git.t-juice.club/torjus/oubliette/internal/storage"
)
// newTestModel creates a model with a test session context.
func newTestModel(t *testing.T) (*model, *storage.MemoryStore) {
t.Helper()
store := storage.NewMemoryStore()
sessID, _ := store.CreateSession(context.Background(), "127.0.0.1", "player", "tetris", "")
sess := &shell.SessionContext{
SessionID: sessID,
Username: "player",
Store: store,
}
m := newModel(sess, "normal")
return m, store
}
// sendKey sends a single key message to the model and returns the command.
func sendKey(m *model, key string) tea.Cmd {
var msg tea.KeyMsg
switch key {
case "enter":
msg = tea.KeyMsg{Type: tea.KeyEnter}
case "up":
msg = tea.KeyMsg{Type: tea.KeyUp}
case "down":
msg = tea.KeyMsg{Type: tea.KeyDown}
case "left":
msg = tea.KeyMsg{Type: tea.KeyLeft}
case "right":
msg = tea.KeyMsg{Type: tea.KeyRight}
case "space":
msg = tea.KeyMsg{Type: tea.KeySpace}
case "ctrl+c":
msg = tea.KeyMsg{Type: tea.KeyCtrlC}
default:
if len(key) == 1 {
msg = tea.KeyMsg{Type: tea.KeyRunes, Runes: []rune(key)}
}
}
_, cmd := m.Update(msg)
return cmd
}
// sendTick sends a tick message to the model.
func sendTick(m *model) tea.Cmd {
_, cmd := m.Update(tickMsg(time.Now()))
return cmd
}
// execCmds recursively executes tea.Cmd functions (including batches).
func execCmds(cmd tea.Cmd) {
if cmd == nil {
return
}
msg := cmd()
if batch, ok := msg.(tea.BatchMsg); ok {
for _, c := range batch {
execCmds(c)
}
}
}
func TestTetrisShellName(t *testing.T) {
sh := NewTetrisShell()
if sh.Name() != "tetris" {
t.Errorf("Name() = %q, want %q", sh.Name(), "tetris")
}
if sh.Description() == "" {
t.Error("Description() should not be empty")
}
}
func TestConfigString(t *testing.T) {
cfg := map[string]any{
"difficulty": "hard",
}
if got := configString(cfg, "difficulty", "normal"); got != "hard" {
t.Errorf("configString() = %q, want %q", got, "hard")
}
if got := configString(cfg, "missing", "normal"); got != "normal" {
t.Errorf("configString() = %q, want %q", got, "normal")
}
if got := configString(nil, "difficulty", "normal"); got != "normal" {
t.Errorf("configString(nil) = %q, want %q", got, "normal")
}
}
func TestTitleScreenRenders(t *testing.T) {
m, _ := newTestModel(t)
view := m.View()
if !strings.Contains(view, "████") {
t.Error("title screen should show TETRIS logo")
}
if !strings.Contains(view, "Press any key") {
t.Error("title screen should show 'Press any key'")
}
}
func TestTitleToGame(t *testing.T) {
m, _ := newTestModel(t)
if m.screen != screenTitle {
t.Fatalf("expected screenTitle, got %d", m.screen)
}
sendKey(m, "enter")
if m.screen != screenGame {
t.Errorf("expected screenGame after keypress, got %d", m.screen)
}
if m.game == nil {
t.Fatal("game should be initialized")
}
}
func TestGameRenders(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
view := m.View()
if !strings.Contains(view, "|") {
t.Error("game view should contain board borders")
}
if !strings.Contains(view, "SCORE") {
t.Error("game view should show SCORE")
}
if !strings.Contains(view, "LEVEL") {
t.Error("game view should show LEVEL")
}
if !strings.Contains(view, "LINES") {
t.Error("game view should show LINES")
}
if !strings.Contains(view, "NEXT") {
t.Error("game view should show NEXT")
}
}
// --- Pure game logic tests ---
func TestNewGame(t *testing.T) {
g := newGame(0)
if g.gameOver {
t.Error("new game should not be game over")
}
if g.score != 0 {
t.Errorf("initial score = %d, want 0", g.score)
}
if g.level != 0 {
t.Errorf("initial level = %d, want 0", g.level)
}
if g.lines != 0 {
t.Errorf("initial lines = %d, want 0", g.lines)
}
}
func TestNewGameHardLevel(t *testing.T) {
g := newGame(5)
if g.level != 5 {
t.Errorf("hard start level = %d, want 5", g.level)
}
}
func TestMoveLeft(t *testing.T) {
g := newGame(0)
startCol := g.currentCol
g.moveLeft()
if g.currentCol != startCol-1 {
t.Errorf("after moveLeft: col = %d, want %d", g.currentCol, startCol-1)
}
}
func TestMoveRight(t *testing.T) {
g := newGame(0)
startCol := g.currentCol
g.moveRight()
if g.currentCol != startCol+1 {
t.Errorf("after moveRight: col = %d, want %d", g.currentCol, startCol+1)
}
}
func TestMoveDown(t *testing.T) {
g := newGame(0)
startRow := g.currentRow
moved := g.moveDown()
if !moved {
t.Error("moveDown should succeed from starting position")
}
if g.currentRow != startRow+1 {
t.Errorf("after moveDown: row = %d, want %d", g.currentRow, startRow+1)
}
}
func TestCannotMoveLeftBeyondWall(t *testing.T) {
g := newGame(0)
// Move all the way left.
for range boardCols {
g.moveLeft()
}
col := g.currentCol
g.moveLeft() // should not move further
if g.currentCol != col {
t.Errorf("should not move past left wall: col = %d, was %d", g.currentCol, col)
}
}
func TestCannotMoveRightBeyondWall(t *testing.T) {
g := newGame(0)
// Move all the way right.
for range boardCols {
g.moveRight()
}
col := g.currentCol
g.moveRight() // should not move further
if g.currentCol != col {
t.Errorf("should not move past right wall: col = %d, was %d", g.currentCol, col)
}
}
func TestRotate(t *testing.T) {
g := newGame(0)
startRot := g.currentRot
g.rotate()
// Rotation should change (possibly with wall kick).
if g.currentRot == startRot {
// Rotation might legitimately fail in some edge cases, so just check
// that the game state is valid.
if !g.canPlace(g.current, g.currentRot, g.currentRow, g.currentCol) {
t.Error("piece should be in a valid position after rotate attempt")
}
}
}
func TestHardDrop(t *testing.T) {
g := newGame(0)
startRow := g.currentRow
dropped := g.hardDrop()
if dropped == 0 {
t.Error("hard drop should move piece down at least some rows from top")
}
if g.currentRow <= startRow {
t.Errorf("after hardDrop: row = %d should be > %d", g.currentRow, startRow)
}
}
func TestGhostRow(t *testing.T) {
g := newGame(0)
ghost := g.ghostRow()
if ghost < g.currentRow {
t.Errorf("ghost row %d should be >= current row %d", ghost, g.currentRow)
}
// Ghost should be at a position where moving down one more is impossible.
if g.canPlace(g.current, g.currentRot, ghost+1, g.currentCol) {
t.Error("ghost row should be the lowest valid position")
}
}
func TestLockPiece(t *testing.T) {
g := newGame(0)
g.hardDrop()
pt := g.current
row, col, rot := g.currentRow, g.currentCol, g.currentRot
g.lockPiece()
// Verify that the piece's cells are now filled.
shape := pieces[pt][rot]
for _, off := range shape {
r, c := row+off[0], col+off[1]
if !g.board[r][c].filled {
t.Errorf("cell (%d, %d) should be filled after lockPiece", r, c)
}
}
}
func TestClearLines(t *testing.T) {
g := newGame(0)
// Fill the bottom row completely.
for c := range boardCols {
g.board[boardRows-1][c] = cell{filled: true, piece: pieceI}
}
cleared := g.clearLines()
if cleared != 1 {
t.Errorf("clearLines() = %d, want 1", cleared)
}
// Bottom row should now be empty (shifted from above).
for c := range boardCols {
if g.board[boardRows-1][c].filled {
t.Errorf("bottom row col %d should be empty after clearing", c)
}
}
}
func TestClearMultipleLines(t *testing.T) {
g := newGame(0)
// Fill the bottom 4 rows.
for r := boardRows - 4; r < boardRows; r++ {
for c := range boardCols {
g.board[r][c] = cell{filled: true, piece: pieceI}
}
}
cleared := g.clearLines()
if cleared != 4 {
t.Errorf("clearLines() = %d, want 4", cleared)
}
}
func TestScoring(t *testing.T) {
tests := []struct {
lines int
level int
want int
}{
{1, 0, 40},
{2, 0, 100},
{3, 0, 300},
{4, 0, 1200},
{1, 1, 80},
{4, 2, 3600},
}
for _, tt := range tests {
g := newGame(tt.level)
g.addScore(tt.lines)
if g.score != tt.want {
t.Errorf("score for %d lines at level %d = %d, want %d", tt.lines, tt.level, g.score, tt.want)
}
}
}
func TestLevelUp(t *testing.T) {
g := newGame(0)
g.lines = 9
g.addScore(1) // This should push lines to 10, triggering level 1.
if g.level != 1 {
t.Errorf("level = %d, want 1 after 10 lines", g.level)
}
}
func TestTickInterval(t *testing.T) {
if got := tickInterval(0); got != 800 {
t.Errorf("tickInterval(0) = %d, want 800", got)
}
if got := tickInterval(5); got != 500 {
t.Errorf("tickInterval(5) = %d, want 500", got)
}
// Floor at 100ms.
if got := tickInterval(20); got != 100 {
t.Errorf("tickInterval(20) = %d, want 100", got)
}
}
func TestFormatScore(t *testing.T) {
tests := []struct {
n int
want string
}{
{0, "0"},
{100, "100"},
{1250, "1,250"},
{1000000, "1,000,000"},
}
for _, tt := range tests {
if got := formatScore(tt.n); got != tt.want {
t.Errorf("formatScore(%d) = %q, want %q", tt.n, got, tt.want)
}
}
}
func TestGameOverScreen(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
// Force game over.
m.game.gameOver = true
m.screen = screenGameOver
view := m.View()
if !strings.Contains(view, "GAME OVER") {
t.Error("game over screen should show GAME OVER")
}
if !strings.Contains(view, "Score") {
t.Error("game over screen should show score")
}
}
func TestRestartFromGameOver(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
m.game.gameOver = true
m.screen = screenGameOver
sendKey(m, "r")
if m.screen != screenGame {
t.Errorf("expected screenGame after restart, got %d", m.screen)
}
if m.game.gameOver {
t.Error("game should not be over after restart")
}
}
func TestQuitFromGame(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
sendKey(m, "q")
if !m.quitting {
t.Error("should be quitting after pressing q")
}
}
func TestQuitFromGameOver(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
m.game.gameOver = true
m.screen = screenGameOver
sendKey(m, "q")
if !m.quitting {
t.Error("should be quitting after pressing q in game over")
}
}
func TestSoftDropScoring(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
scoreBefore := m.game.score
sendKey(m, "down")
if m.game.score != scoreBefore+1 {
t.Errorf("score after soft drop = %d, want %d", m.game.score, scoreBefore+1)
}
}
func TestHardDropScoring(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
// Hard drop gives 2 points per row dropped.
sendKey(m, "space")
if m.game.score < 2 {
t.Errorf("score after hard drop = %d, should be at least 2", m.game.score)
}
}
func TestTickMovesDown(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
rowBefore := m.game.currentRow
sendTick(m)
// Piece should either move down by 1, or lock and spawn a new piece at top.
movedDown := m.game.currentRow == rowBefore+1
respawned := m.game.currentRow < rowBefore
if !movedDown && !respawned && !m.game.gameOver {
t.Errorf("tick should move piece down or lock+respawn: row was %d, now %d", rowBefore, m.game.currentRow)
}
}
func TestSessionLogs(t *testing.T) {
m, store := newTestModel(t)
// Press key to start game — returns a logAction cmd.
cmd := sendKey(m, "enter")
if cmd != nil {
execCmds(cmd)
}
time.Sleep(50 * time.Millisecond)
found := false
for _, log := range store.SessionLogs {
if strings.Contains(log.Input, "GAME START") {
found = true
break
}
}
if !found {
t.Error("expected GAME START in session logs")
}
}
func TestKeypressCounter(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
sendKey(m, "left")
sendKey(m, "right")
sendKey(m, "down")
if m.keypresses != 4 { // enter + 3 game keys
t.Errorf("keypresses = %d, want 4", m.keypresses)
}
}
func TestLockDelay(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
// Drop piece to the bottom via ticks until it can't move down.
for range boardRows + 5 {
if m.locking {
break
}
sendTick(m)
}
if !m.locking {
t.Fatal("piece should be in locking state after hitting bottom")
}
// During lock delay, we should still be able to move left/right.
colBefore := m.game.currentCol
sendKey(m, "left")
if m.game.currentCol >= colBefore {
// Might not have moved if against wall, try right.
sendKey(m, "right")
}
// Sending a lockMsg should finalize the piece.
m.Update(lockMsg(time.Now()))
// After lock, a new piece should have spawned (row near top).
if m.game.currentRow > 1 && !m.game.gameOver {
t.Errorf("after lock delay, new piece should spawn near top, got row %d", m.game.currentRow)
}
}
func TestLockDelayCancelledByDrop(t *testing.T) {
m, _ := newTestModel(t)
sendKey(m, "enter") // start game
// Build a ledge: fill rows 18-19 but leave column 0 empty.
for r := boardRows - 2; r < boardRows; r++ {
for c := 1; c < boardCols; c++ {
m.game.board[r][c] = cell{filled: true, piece: pieceI}
}
}
// Move piece to column 0 area and drop it onto the ledge.
for range boardCols {
m.game.moveLeft()
}
// Tick down until locking.
for range boardRows + 5 {
if m.locking {
break
}
sendTick(m)
}
// If piece is on the ledge and we slide it to col 0 (open column),
// the lock delay should cancel since it can fall further.
// This test just validates the locking flag logic works.
if m.locking {
// Try moving — if piece can drop further, locking should cancel.
sendKey(m, "left")
// Whether locking cancels depends on the board state; just verify no crash.
}
}
func TestSpawnCol(t *testing.T) {
// All pieces should spawn roughly centered.
for pt := range pieceType(numPieceTypes) {
col := spawnCol(pt, 0)
if col < 0 || col > boardCols-1 {
t.Errorf("spawnCol(%d, 0) = %d, out of range", pt, col)
}
// Verify piece fits at spawn position.
shape := pieces[pt][0]
for _, off := range shape {
c := col + off[1]
if c < 0 || c >= boardCols {
t.Errorf("piece %d overflows board at spawn: col+offset = %d", pt, c)
}
}
}
}