Complete Phase 1: add connectivity validation and determinism tests
- Add connectivity.go: BFS-based map connectivity validation with retry - Update mapgen to use connectivity checking by default - Add determinism_test.go: property-based tests for reproducibility - Same seed produces identical replays - Turn execution is deterministic - Grid operations are deterministic - Combat resolution is deterministic - Full 500-turn match validation - All 32 tests pass - Update PROGRESS.md: Phase 1 complete Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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4 changed files with 506 additions and 11 deletions
22
PROGRESS.md
22
PROGRESS.md
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@ -2,7 +2,7 @@
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## Current Phase: Phase 1 - Core Engine
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**Status: In Progress (~80% complete)**
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**Status: ✅ COMPLETE**
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### Completed
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@ -51,12 +51,16 @@
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- Energy collection
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- Spawning
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- Win conditions
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### Remaining for Phase 1
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- [ ] Improve map generator with connectivity validation
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- [ ] Add property-based tests for determinism
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- [ ] Run full 500-turn match validation
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- [x] Map generator connectivity validation (`cmd/acb-mapgen/connectivity.go`)
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- BFS-based connectivity check
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- Retry mechanism for connected map generation
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- [x] Determinism tests (`engine/determinism_test.go`)
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- Same seed produces identical replays
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- Turn execution is deterministic
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- Grid operations are deterministic
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- Combat resolution is deterministic
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- Replay serialization round-trip
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- Full 500-turn match validation
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### Exit Criteria Progress
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@ -64,11 +68,11 @@
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|-----------|--------|
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| Can run a complete 500-turn match locally | ✅ Works |
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| Produce a valid replay file | ✅ Works |
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| Comprehensive unit tests | ✅ 26 tests passing |
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| Comprehensive unit tests | ✅ 32 tests passing |
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## Next Phase: Phase 2 - HTTP Protocol & Strategy Bots
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Not started.
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**Status: Ready to start**
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## File Structure
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100
cmd/acb-mapgen/connectivity.go
Normal file
100
cmd/acb-mapgen/connectivity.go
Normal file
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@ -0,0 +1,100 @@
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// Command acb-mapgen generates symmetric maps for AI Code Battle.
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package main
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import (
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"container/list"
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"math/rand"
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)
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// PositionSet is a set of positions for fast lookup.
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type PositionSet map[Position]bool
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// CheckConnectivity verifies that all passable tiles in the map are reachable
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// from each player's core. This is critical for ensuring fair gameplay.
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//
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// For toroidal grids, we use BFS from a starting point and verify all
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// passable tiles are visited.
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func CheckConnectivity(m *Map) bool {
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if len(m.Cores) == 0 {
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return true // No cores, nothing to validate
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}
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// Build a set of passable positions
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passable, totalPassable := m.passablePositions()
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if totalPassable == 0 {
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return false // No passable tiles at all
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}
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// BFS from first core position
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start := m.Cores[0].Position
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if !passable[start] {
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return false // Core itself is not passable
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}
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visited := make(PositionSet)
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queue := list.New()
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queue.PushBack(start)
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visited[start] = true
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count := 1
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// Direction deltas for 4-connected neighbors (cardinal directions)
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dirs := []Position{{-1, 0}, {1, 0}, {0, -1}, {0, 1}}
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for queue.Len() > 0 {
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front := queue.Front()
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queue.Remove(front)
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curr := front.Value.(Position)
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for _, d := range dirs {
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// Toroidal wrapping
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nr := ((curr.Row + d.Row) % m.Rows + m.Rows) % m.Rows
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nc := ((curr.Col + d.Col) % m.Cols + m.Cols) % m.Cols
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np := Position{Row: nr, Col: nc}
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if passable[np] && !visited[np] {
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visited[np] = true
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queue.PushBack(np)
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count++
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}
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}
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}
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// All passable tiles must be visited
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return count == totalPassable
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}
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// passablePositions returns all positions that are not walls and the count.
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func (m *Map) passablePositions() (PositionSet, int) {
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result := make(PositionSet)
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// Build wall set for fast lookup
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wallSet := make(map[Position]bool)
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for _, w := range m.Walls {
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wallSet[w] = true
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}
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for r := 0; r < m.Rows; r++ {
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for c := 0; c < m.Cols; c++ {
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p := Position{Row: r, Col: c}
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if !wallSet[p] {
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result[p] = true
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}
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}
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}
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return result, len(result)
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}
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// EnsureConnectivity generates walls while maintaining full connectivity.
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// It uses a retry mechanism: if walls disconnect the map, regenerate and try again.
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func EnsureConnectivity(numPlayers, rows, cols int, wallDensity float64, numEnergyNodes int, rng *rand.Rand, maxAttempts int) *Map {
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for attempt := 0; attempt < maxAttempts; attempt++ {
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m := generateMap(numPlayers, rows, cols, wallDensity, numEnergyNodes, rng)
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if CheckConnectivity(m) {
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return m
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}
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}
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// If all attempts failed, return nil
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return nil
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}
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@ -44,11 +44,14 @@ func main() {
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energyNodes := flag.Int("energy-nodes", 20, "Energy nodes")
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seed := flag.Int64("seed", time.Now().UnixNano(), "Random seed")
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output := flag.String("output", "", "Output file (default: stdout)")
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maxAttempts := flag.Int("max-attempts", 100, "Max attempts to generate a connected map")
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help := flag.Bool("help", false, "Show help")
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flag.Usage = func() {
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fmt.Fprintf(flag.CommandLine.Output(), "Usage: acb-mapgen [options]\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Generate a symmetric map for AI Code Battle.\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "The generator ensures all passable tiles are reachable from\n")
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fmt.Fprintf(flag.CommandLine.Output(), "any core (full connectivity guarantee).\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Symmetry types:\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 2 players: 180° rotational\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 3 players: 120° rotational\n")
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@ -78,9 +81,14 @@ func main() {
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os.Exit(1)
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}
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// Generate map
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// Generate map with connectivity validation
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rng := rand.New(rand.NewSource(*seed))
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m := generateMap(*players, *rows, *cols, *wallDensity, *energyNodes, rng)
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m := EnsureConnectivity(*players, *rows, *cols, *wallDensity, *energyNodes, rng, *maxAttempts)
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if m == nil {
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fmt.Fprintf(os.Stderr, "Error: failed to generate a connected map after %d attempts\n", *maxAttempts)
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fmt.Fprintf(os.Stderr, "Try reducing wall density or increasing max-attempts\n")
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os.Exit(1)
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}
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// Generate map ID
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m.ID = generateMapID(rng)
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383
engine/determinism_test.go
Normal file
383
engine/determinism_test.go
Normal file
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@ -0,0 +1,383 @@
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package engine
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import (
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"encoding/json"
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"math/rand"
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"testing"
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"time"
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)
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// TestDeterminism_SameSeedSameReplay verifies that running the same match
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// with the same seed produces identical replay output (excluding timestamps).
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func TestDeterminism_SameSeedSameReplay(t *testing.T) {
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seed := int64(12345)
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config := DefaultConfig()
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config.Rows = 20
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config.Cols = 20
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config.MaxTurns = 50 // Shorter for testing
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runMatch := func() *Replay {
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rng := rand.New(rand.NewSource(seed))
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mr := NewMatchRunner(config,
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WithRNG(rng),
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WithTimeout(1*time.Second),
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)
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// Use deterministic bots (IdleBot always returns same moves)
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mr.AddBot(NewIdleBot(), "Idle1")
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mr.AddBot(NewIdleBot(), "Idle2")
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_, replay, err := mr.Run()
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if err != nil {
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t.Fatalf("Match failed: %v", err)
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}
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return replay
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}
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// Run match twice
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replay1 := runMatch()
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replay2 := runMatch()
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// Compare match ID (deterministic from seed)
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if replay1.MatchID != replay2.MatchID {
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t.Errorf("MatchID differs: %s vs %s", replay1.MatchID, replay2.MatchID)
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}
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// Compare map (should be identical)
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if len(replay1.Map.Walls) != len(replay2.Map.Walls) {
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t.Errorf("Wall count differs: %d vs %d", len(replay1.Map.Walls), len(replay2.Map.Walls))
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}
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if len(replay1.Map.Cores) != len(replay2.Map.Cores) {
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t.Errorf("Core count differs: %d vs %d", len(replay1.Map.Cores), len(replay2.Map.Cores))
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}
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// Compare turns
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if len(replay1.Turns) != len(replay2.Turns) {
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t.Fatalf("Turn count differs: %d vs %d", len(replay1.Turns), len(replay2.Turns))
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}
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for i := range replay1.Turns {
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t1 := replay1.Turns[i]
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t2 := replay2.Turns[i]
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if t1.Turn != t2.Turn {
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t.Errorf("Turn %d number differs: %d vs %d", i, t1.Turn, t2.Turn)
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}
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if len(t1.Bots) != len(t2.Bots) {
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t.Errorf("Turn %d bot count differs: %d vs %d", i, len(t1.Bots), len(t2.Bots))
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continue
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}
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for j := range t1.Bots {
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b1 := t1.Bots[j]
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b2 := t2.Bots[j]
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if b1.Position != b2.Position {
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t.Errorf("Turn %d bot %d position differs: %v vs %v", i, j, b1.Position, b2.Position)
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}
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if b1.Alive != b2.Alive {
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t.Errorf("Turn %d bot %d alive differs: %v vs %v", i, j, b1.Alive, b2.Alive)
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}
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if b1.Owner != b2.Owner {
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t.Errorf("Turn %d bot %d owner differs: %d vs %d", i, j, b1.Owner, b2.Owner)
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}
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}
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// Compare scores
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for j := range t1.Scores {
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if j >= len(t2.Scores) {
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break
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}
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if t1.Scores[j] != t2.Scores[j] {
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t.Errorf("Turn %d player %d score differs: %d vs %d", i, j, t1.Scores[j], t2.Scores[j])
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}
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}
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}
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// Compare result
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if replay1.Result != nil && replay2.Result != nil {
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if replay1.Result.Winner != replay2.Result.Winner {
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t.Errorf("Winner differs: %d vs %d", replay1.Result.Winner, replay2.Result.Winner)
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}
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if replay1.Result.Reason != replay2.Result.Reason {
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t.Errorf("Reason differs: %s vs %s", replay1.Result.Reason, replay2.Result.Reason)
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}
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if replay1.Result.Turns != replay2.Result.Turns {
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t.Errorf("Result turns differs: %d vs %d", replay1.Result.Turns, replay2.Result.Turns)
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}
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}
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}
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// TestDeterminism_TurnExecutionIsDeterministic verifies that executing
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// the same turn with the same moves produces identical results.
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func TestDeterminism_TurnExecutionIsDeterministic(t *testing.T) {
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runTurn := func() *GameState {
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config := DefaultConfig()
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config.Rows = 10
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config.Cols = 10
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rng := rand.New(rand.NewSource(42))
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gs := NewGameState(config, rng)
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p0 := gs.AddPlayer()
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p1 := gs.AddPlayer()
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// Set up identical initial state
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gs.AddCore(p0.ID, Position{5, 5})
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gs.AddCore(p1.ID, Position{4, 4})
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bot0 := gs.SpawnBot(p0.ID, Position{5, 5})
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bot1 := gs.SpawnBot(p1.ID, Position{4, 4})
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// Add energy node
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en := gs.AddEnergyNode(Position{3, 3})
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en.HasEnergy = true
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en.Tick = 0
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// Submit same moves
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gs.SubmitMove(bot0.Position, DirN)
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gs.SubmitMove(bot1.Position, DirE)
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// Execute turn
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gs.ExecuteTurn()
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return gs
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}
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// Run twice (seeds shouldn't matter for deterministic turn execution)
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gs1 := runTurn()
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gs2 := runTurn()
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// Compare states
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if gs1.Turn != gs2.Turn {
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t.Errorf("Turn differs: %d vs %d", gs1.Turn, gs2.Turn)
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}
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if len(gs1.Bots) != len(gs2.Bots) {
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t.Errorf("Bot count differs: %d vs %d", len(gs1.Bots), len(gs2.Bots))
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}
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for i := range gs1.Bots {
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if i >= len(gs2.Bots) {
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break
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}
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b1 := gs1.Bots[i]
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b2 := gs2.Bots[i]
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if b1.Position != b2.Position {
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t.Errorf("Bot %d position differs: %v vs %v", i, b1.Position, b2.Position)
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}
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if b1.Alive != b2.Alive {
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t.Errorf("Bot %d alive differs: %v vs %v", i, b1.Alive, b2.Alive)
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}
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}
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// Compare scores
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for i := range gs1.Players {
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if i >= len(gs2.Players) {
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break
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}
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if gs1.Players[i].Score != gs2.Players[i].Score {
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t.Errorf("Player %d score differs: %d vs %d",
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i, gs1.Players[i].Score, gs2.Players[i].Score)
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}
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if gs1.Players[i].Energy != gs2.Players[i].Energy {
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t.Errorf("Player %d energy differs: %d vs %d",
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i, gs1.Players[i].Energy, gs2.Players[i].Energy)
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}
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}
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}
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// TestDeterminism_GridOperationsAreDeterministic verifies grid operations
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// produce consistent results.
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func TestDeterminism_GridOperationsAreDeterministic(t *testing.T) {
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g := NewGrid(60, 60)
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// Test wrapping
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for r := -100; r <= 100; r += 10 {
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for c := -100; c <= 100; c += 10 {
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p1 := g.Wrap(r, c)
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p2 := g.Wrap(r, c)
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if p1 != p2 {
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t.Errorf("Wrap(%d,%d) not deterministic: %v vs %v", r, c, p1, p2)
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}
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}
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}
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// Test distance
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positions := []Position{
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{0, 0}, {30, 30}, {59, 59}, {10, 20}, {50, 10},
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}
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for _, a := range positions {
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for _, b := range positions {
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d1 := g.Distance2(a, b)
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d2 := g.Distance2(a, b)
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if d1 != d2 {
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t.Errorf("Distance2(%v, %v) not deterministic: %d vs %d", a, b, d1, d2)
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}
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// Distance should be symmetric
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d3 := g.Distance2(b, a)
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if d1 != d3 {
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t.Errorf("Distance2 not symmetric: %v->%v = %d, %v->%v = %d",
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a, b, d1, b, a, d3)
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}
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}
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}
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// Test visibility
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vis1 := g.VisibleFrom(positions, 49)
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vis2 := g.VisibleFrom(positions, 49)
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for p := range vis1 {
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if !vis2[p] {
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t.Errorf("VisibleFrom not deterministic: %v in vis1 but not vis2", p)
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}
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}
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for p := range vis2 {
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if !vis1[p] {
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t.Errorf("VisibleFrom not deterministic: %v in vis2 but not vis1", p)
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}
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}
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}
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// TestDeterminism_CombatResolutionIsDeterministic verifies that combat
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// resolution produces consistent results.
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func TestDeterminism_CombatResolutionIsDeterministic(t *testing.T) {
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runCombat := func() (alive0, alive1 int) {
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config := DefaultConfig()
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config.Rows = 10
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config.Cols = 10
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rng := rand.New(rand.NewSource(42))
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gs := NewGameState(config, rng)
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p0 := gs.AddPlayer()
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p1 := gs.AddPlayer()
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// 2v1 scenario
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gs.SpawnBot(p0.ID, Position{5, 5})
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gs.SpawnBot(p0.ID, Position{5, 6})
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gs.SpawnBot(p1.ID, Position{5, 7})
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gs.executeCombat()
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bots0 := gs.GetPlayerBots(p0.ID)
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bots1 := gs.GetPlayerBots(p1.ID)
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alive0 = len(bots0)
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alive1 = len(bots1)
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return alive0, alive1
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}
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// Run combat 10 times
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for i := 0; i < 10; i++ {
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a0_1, a1_1 := runCombat()
|
||||
a0_2, a1_2 := runCombat()
|
||||
|
||||
if a0_1 != a0_2 || a1_1 != a1_2 {
|
||||
t.Errorf("Combat resolution not deterministic on iteration %d: (%v,%v) vs (%v,%v)",
|
||||
i, a0_1, a1_1, a0_2, a1_2)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestDeterminism_ReplaySerializationRoundTrip verifies that replays
|
||||
// can be serialized and deserialized without data loss.
|
||||
func TestDeterminism_ReplaySerializationRoundTrip(t *testing.T) {
|
||||
config := DefaultConfig()
|
||||
config.Rows = 10
|
||||
config.Cols = 10
|
||||
config.MaxTurns = 10
|
||||
|
||||
rng := rand.New(rand.NewSource(42))
|
||||
mr := NewMatchRunner(config, WithRNG(rng))
|
||||
|
||||
mr.AddBot(NewIdleBot(), "Player1")
|
||||
mr.AddBot(NewIdleBot(), "Player2")
|
||||
|
||||
_, replay1, err := mr.Run()
|
||||
if err != nil {
|
||||
t.Fatalf("Match failed: %v", err)
|
||||
}
|
||||
|
||||
// Serialize
|
||||
data, err := json.Marshal(replay1)
|
||||
if err != nil {
|
||||
t.Fatalf("Failed to marshal replay: %v", err)
|
||||
}
|
||||
|
||||
// Deserialize
|
||||
replay2, err := LoadReplay(data)
|
||||
if err != nil {
|
||||
t.Fatalf("Failed to unmarshal replay: %v", err)
|
||||
}
|
||||
|
||||
// Compare key fields
|
||||
if replay1.MatchID != replay2.MatchID {
|
||||
t.Errorf("MatchID differs: %s vs %s", replay1.MatchID, replay2.MatchID)
|
||||
}
|
||||
|
||||
if len(replay1.Turns) != len(replay2.Turns) {
|
||||
t.Errorf("Turn count differs: %d vs %d", len(replay1.Turns), len(replay2.Turns))
|
||||
}
|
||||
|
||||
for i := range replay1.Turns {
|
||||
if i >= len(replay2.Turns) {
|
||||
break
|
||||
}
|
||||
if replay1.Turns[i].Turn != replay2.Turns[i].Turn {
|
||||
t.Errorf("Turn %d number differs: %d vs %d",
|
||||
i, replay1.Turns[i].Turn, replay2.Turns[i].Turn)
|
||||
}
|
||||
if len(replay1.Turns[i].Bots) != len(replay2.Turns[i].Bots) {
|
||||
t.Errorf("Turn %d bot count differs: %d vs %d",
|
||||
i, len(replay1.Turns[i].Bots), len(replay2.Turns[i].Bots))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestDeterminism_Full500TurnMatch verifies that a full-length match
|
||||
// runs to completion with deterministic results.
|
||||
func TestDeterminism_Full500TurnMatch(t *testing.T) {
|
||||
if testing.Short() {
|
||||
t.Skip("Skipping 500-turn match in short mode")
|
||||
}
|
||||
|
||||
seed := int64(99999)
|
||||
config := DefaultConfig()
|
||||
config.Rows = 40
|
||||
config.Cols = 40
|
||||
config.MaxTurns = 500
|
||||
|
||||
runMatch := func() *MatchResult {
|
||||
rng := rand.New(rand.NewSource(seed))
|
||||
mr := NewMatchRunner(config,
|
||||
WithRNG(rng),
|
||||
WithTimeout(1*time.Second),
|
||||
)
|
||||
|
||||
mr.AddBot(NewIdleBot(), "Player1")
|
||||
mr.AddBot(NewIdleBot(), "Player2")
|
||||
|
||||
result, _, err := mr.Run()
|
||||
if err != nil {
|
||||
t.Fatalf("Match failed: %v", err)
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// Run match twice
|
||||
result1 := runMatch()
|
||||
result2 := runMatch()
|
||||
|
||||
// Compare results
|
||||
if result1.Winner != result2.Winner {
|
||||
t.Errorf("Winner differs: %d vs %d", result1.Winner, result2.Winner)
|
||||
}
|
||||
if result1.Reason != result2.Reason {
|
||||
t.Errorf("Reason differs: %s vs %s", result1.Reason, result2.Reason)
|
||||
}
|
||||
if result1.Turns != result2.Turns {
|
||||
t.Errorf("Turns differs: %d vs %d", result1.Turns, result2.Turns)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue