More tests, including finally getting into implementation of real reqs
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8a858a9a11
commit
f6546e7186
@ -16,6 +16,7 @@ func init() {
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tsis.Set(1, 0, 1)
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tsis.Set(1, 0, 1)
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tsis.Set(0, 1, 1)
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tsis.Set(0, 1, 1)
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tsis.Set(1, 1, 1)
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tsis.Set(1, 1, 1)
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tsis.Set(2, 2, 1)
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}
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}
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func TestNewGameOfLifeHasCorrectDimensions(t *testing.T) {
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func TestNewGameOfLifeHasCorrectDimensions(t *testing.T) {
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@ -25,24 +26,62 @@ func TestNewGameOfLifeHasCorrectDimensions(t *testing.T) {
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}
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}
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}
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}
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func TestNewGameOfLifeHasGameStateOfSameDimensions(t *testing.T) {
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game := NewGameOfLife(16, 16)
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if len(game.State.Rows) < 16 {
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t.Fail()
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}
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if len(game.State.Rows[0].Cols) < 16 {
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t.Fail()
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}
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}
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func TestGameStateCanImportState(t *testing.T) {
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game := NewGameOfLife(16, 16)
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err := game.State.ImportState(TEST_SIMPLE_INITIAL_STATE)
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if err != nil {
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t.Fail()
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}
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if value, err := game.State.Get(0, 0); err != nil || value != 1 {
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t.Fail()
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}
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if value, err := game.State.Get(1, 0); err != nil || value != 1 {
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t.Fail()
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}
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if value, err := game.State.Get(0, 1); err != nil || value != 1 {
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t.Fail()
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}
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if value, err := game.State.Get(1, 1); err != nil || value != 1 {
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t.Fail()
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}
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if value, err := game.State.Get(2, 2); err != nil || value != 1 {
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t.Fail()
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}
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}
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func TestLiveCellWithFewerThanTwoLiveNeighborsDies(t *testing.T) {
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func TestLiveCellWithFewerThanTwoLiveNeighborsDies(t *testing.T) {
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state := NewGameState(16, 16)
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game := NewGameOfLife(16, 16)
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state.ImportState(TEST_SIMPLE_INITIAL_STATE)
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err := game.State.ImportState(TEST_SIMPLE_INITIAL_STATE)
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if err != nil {
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if value, err := state.Get(0, 0); err != nil || value != 1 {
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t.Error(err)
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t.Fail()
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}
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}
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if value, err := state.Get(1, 0); err != nil || value != 1 {
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game.EvaluateGeneration()
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t.Fail()
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value, err := game.State.Get(2, 2)
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if err != nil {
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t.Error(err)
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}
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}
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if value, err := state.Get(0, 1); err != nil || value != 1 {
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if value != 0 {
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t.Fail()
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t.Errorf("%v != 0", value)
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}
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if value, err := state.Get(1, 1); err != nil || value != 1 {
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t.Fail()
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}
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}
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}
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}
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@ -50,7 +89,7 @@ func TestNewGameStatesAreAllDead(t *testing.T) {
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state := NewGameState(4, 4)
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state := NewGameState(4, 4)
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for x := 0; x < 3; x++ {
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for x := 0; x < 3; x++ {
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for y := 0; y < 3; y++ {
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for y := 0; y < 3; y++ {
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if state.Rows[y].Cols[x] != 0 {
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if value, err := state.Get(x, y); err != nil || value != 0 {
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t.Fail()
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t.Fail()
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}
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}
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}
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}
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@ -7,20 +7,21 @@ import (
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type GameOfLife struct {
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type GameOfLife struct {
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Height int
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Height int
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Width int
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Width int
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State *GameState
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}
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}
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type GameGridRow struct {
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type gameGridRow struct {
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Cols []int
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Cols []int
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}
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}
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type GameState struct {
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type GameState struct {
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Rows []*GameGridRow
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Rows []*gameGridRow
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}
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}
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func NewGameState(height, width int) *GameState {
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func NewGameState(height, width int) *GameState {
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state := &GameState{}
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state := &GameState{}
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for i := 0; i < height; i++ {
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for i := 0; i < height; i++ {
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row := &GameGridRow{}
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row := &gameGridRow{}
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for j := 0; j < width; j++ {
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for j := 0; j < width; j++ {
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row.Cols = append(row.Cols, 0)
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row.Cols = append(row.Cols, 0)
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}
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}
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@ -29,7 +30,7 @@ func NewGameState(height, width int) *GameState {
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return state
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return state
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}
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}
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func (state *GameState) GetRow(y int) (*GameGridRow, error) {
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func (state *GameState) GetRow(y int) (*gameGridRow, error) {
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if len(state.Rows) < y+1 {
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if len(state.Rows) < y+1 {
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return nil, errors.New("y coordinate is out of bounds!")
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return nil, errors.New("y coordinate is out of bounds!")
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}
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}
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@ -72,13 +73,6 @@ func (state *GameState) Deaden(x, y int) error {
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return state.Set(x, y, 0)
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return state.Set(x, y, 0)
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}
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}
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func NewGameOfLife(height, width int) *GameOfLife {
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return &GameOfLife{
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Height: height,
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Width: width,
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}
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}
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func (state *GameState) ImportState(other *GameState) (err error) {
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func (state *GameState) ImportState(other *GameState) (err error) {
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for y, row := range other.Rows {
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for y, row := range other.Rows {
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for x, cell := range row.Cols {
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for x, cell := range row.Cols {
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@ -89,3 +83,15 @@ func (state *GameState) ImportState(other *GameState) (err error) {
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}
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}
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return nil
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return nil
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}
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}
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func NewGameOfLife(height, width int) *GameOfLife {
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return &GameOfLife{
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Height: height,
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Width: width,
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State: NewGameState(height, width),
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}
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}
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func (game *GameOfLife) EvaluateGeneration() {
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return
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}
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