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[Playmats] Add fixed override and configurable fallbacks to settings.
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19 changed files with 845 additions and 16 deletions
140
tests/playmat_resolver_test.cpp
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140
tests/playmat_resolver_test.cpp
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#include <gtest/gtest.h>
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#include <libcockatrice/deck_list/deck_list.h>
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#include <libcockatrice/deck_list/playmat_resolver.h>
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namespace
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{
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PlaymatResolution makeResolution(const QString &name, const QString &providerId = QString())
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{
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PlaymatResolution resolution;
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resolution.card = {name, providerId};
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return resolution;
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}
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} // namespace
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TEST(PlaymatResolverTest, EmptyChainReturnsEmpty)
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{
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DeckList deck;
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int rotationIndex = 0;
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const PlaymatResolution resolved = resolveEffectivePlaymat(deck, {}, {}, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_TRUE(resolved.card.isEmpty());
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}
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TEST(PlaymatResolverTest, OverrideWinsOverDeckAndFallback)
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{
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DeckList deck;
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deck.setPlaymatCard({QStringLiteral("Deck Mat"), QStringLiteral("deck-provider")});
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const PlaymatResolution force = makeResolution(QStringLiteral("Force Mat"), QStringLiteral("force-provider"));
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("Fallback Mat"))};
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int rotationIndex = 0;
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, force, fallback, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("Force Mat"));
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EXPECT_EQ(resolved.card.providerId, QStringLiteral("force-provider"));
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}
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TEST(PlaymatResolverTest, DeckWinsOverFallback)
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{
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DeckList deck;
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deck.setPlaymatCard({QStringLiteral("Deck Mat"), QStringLiteral("deck-provider")});
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deck.setPlaymatParams({0.1, 0.2, 0.3, 1.5});
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("Fallback Mat"))};
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int rotationIndex = 0;
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("Deck Mat"));
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EXPECT_EQ(resolved.card.providerId, QStringLiteral("deck-provider"));
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EXPECT_DOUBLE_EQ(resolved.params.marginPctL, 0.1);
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EXPECT_DOUBLE_EQ(resolved.params.verticalOffset, 0.3);
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}
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TEST(PlaymatResolverTest, FallbackUsedWhenDeckHasNone)
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{
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DeckList deck;
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("Fallback Mat"))};
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int rotationIndex = 0;
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("Fallback Mat"));
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}
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TEST(PlaymatResolverTest, FixedAlwaysUsesFirst)
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{
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DeckList deck;
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("First")),
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makeResolution(QStringLiteral("Second"))};
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int rotationIndex = 3; // ignored in Fixed mode
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for (int i = 0; i < 5; ++i) {
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("First"));
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}
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}
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TEST(PlaymatResolverTest, RoundRobinCyclesAndWraps)
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{
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DeckList deck;
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("First")),
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makeResolution(QStringLiteral("Second")),
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makeResolution(QStringLiteral("Third"))};
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int rotationIndex = 0;
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const QStringList expected = {QStringLiteral("First"), QStringLiteral("Second"), QStringLiteral("Third"),
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QStringLiteral("First"), QStringLiteral("Second"), QStringLiteral("Third")};
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for (const QString &name : expected) {
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::RoundRobin, rotationIndex);
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EXPECT_EQ(resolved.card.name, name);
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}
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EXPECT_EQ(rotationIndex, expected.size());
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}
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TEST(PlaymatResolverTest, RoundRobinRespectsExistingCursor)
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{
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DeckList deck;
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("First")),
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makeResolution(QStringLiteral("Second"))};
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int rotationIndex = 5;
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::RoundRobin, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("Second")); // 5 % 2 == 1
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EXPECT_EQ(rotationIndex, 6);
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}
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TEST(PlaymatResolverTest, RandomStaysWithinList)
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{
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DeckList deck;
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const QList<PlaymatResolution> fallback = {makeResolution(QStringLiteral("First")),
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makeResolution(QStringLiteral("Second")),
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makeResolution(QStringLiteral("Third"))};
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int rotationIndex = 0;
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for (int i = 0; i < 50; ++i) {
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, {}, fallback, PlaymatFallbackMode::Random, rotationIndex);
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ASSERT_FALSE(resolved.card.name.isEmpty());
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EXPECT_TRUE(fallback.contains(resolved));
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}
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}
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TEST(PlaymatResolverTest, ForceWithEmptyCardIgnoresFallbackParamsButNotFallback)
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{
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DeckList deck;
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deck.setPlaymatCard({QStringLiteral("Deck Mat")});
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// An empty force entry must not mask the deck-configured playmat.
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const PlaymatResolution emptyForce;
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int rotationIndex = 0;
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const PlaymatResolution resolved =
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resolveEffectivePlaymat(deck, emptyForce, {}, PlaymatFallbackMode::Fixed, rotationIndex);
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EXPECT_EQ(resolved.card.name, QStringLiteral("Deck Mat"));
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}
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