require_relative 'support/spec_helper' require 'acpc_dealer' require 'acpc_poker_types/poker_action' require 'acpc_poker_types/card' require 'acpc_poker_types/players_at_the_table' require 'acpc_poker_types/dealer_data' include AcpcPokerTypes describe PlayersAtTheTable do describe '#update!' do it "keeps track of state for a sequence of match states and actions in Doyle's game" do # Change this number to do more or less thorough tests. # Some interesting three player hands occur after 120 # Careful though, even 10 hands takes about three seconds, # and it scales slightly less than linearly. 120 takes # about 30 seconds. num_hands = 5 MatchLog.all.each do |log_description| @match = DealerData::PokerMatchData.parse_files( log_description.actions_file_path, log_description.results_file_path, log_description.player_names, AcpcDealer::DEALER_DIRECTORY, num_hands ) @match.for_every_seat! do |users_seat| @patient = PlayersAtTheTable.seat_players(@match.match_def.game_def, users_seat) check_patient @match.for_every_hand! do @match.for_every_turn! do @patient.update! @match.current_hand.current_match_state check_patient end end end end end end def check_patient(patient=@patient) patient.player_acting_sequence.must_equal @match.player_acting_sequence patient.players.length.must_equal @match.players.length check_next_to_act check_last_turn patient.player_acting_sequence_string.must_equal @match.player_acting_sequence_string patient.users_turn_to_act?.must_equal @match.users_turn_to_act? check_betting_sequence(patient) if @match.current_hand patient.hand_ended?.must_equal @match.current_hand.final_turn? unless @match.current_hand.final_turn? patient.match_state.all_hands.each do |hand| hand.each do |card| card.must_be_kind_of AcpcPokerTypes::Card end end end end # @todo Test this eventually # patient.min_wager.to_i.must_equal @min_wager.to_i end def check_player_blind_relation(patient) patient.position_relative_to_dealer(patient.big_blind_payer).must_equal( @match.match_def.game_def.blinds.index(@match.match_def.game_def.blinds.max) ) patient.position_relative_to_dealer(patient.small_blind_payer).must_equal( @match.match_def.game_def.blinds.index do |blind| blind < @match.match_def.game_def.blinds.max && blind > 0 end ) end def check_betting_sequence(patient) x_betting_sequence = @match.betting_sequence.map do |actions| actions.map { |action| AcpcPokerTypes::PokerAction.new(action).to_s } end return x_betting_sequence.flatten.empty?.must_equal(true) unless patient.match_state patient.match_state.betting_sequence.map do |actions| actions.map { |action| AcpcPokerTypes::PokerAction.new(action).to_s } end.must_equal x_betting_sequence patient.match_state.betting_sequence_string.scan(/([a-z]\d*|\/)/).flatten.map do |action| if action.match(/\//) action else AcpcPokerTypes::PokerAction.new(action).to_s end end.join('').must_equal @match.betting_sequence_string end def check_next_to_act(patient=@patient) if @match.current_hand && @match.current_hand.next_action patient.next_player_to_act.seat.must_equal @match.current_hand.next_action.seat else patient.next_player_to_act.seat.must_be_nil end end def check_last_turn(patient=@patient) return unless @match.current_hand && @match.current_hand.final_turn? patient.players.players_close_enough?(@match.players).must_equal true check_player_blind_relation(patient) end end class Array def players_close_enough?(other_players) return false if other_players.length != length each_with_index do |player, index| return false unless player.close_enough?(other_players[index]) end true end def reject_empty_elements reject do |elem| elem.empty? end end end class Player def close_enough?(other) @seat == other.seat && balance == other.balance end end