package engine import ( "math/rand" "testing" ) // TestMapEngagement_WinProbDependency verifies that CalculateMapEngagement // correctly uses win_prob data to count lead changes. func TestMapEngagement_WinProbDependency(t *testing.T) { // Create a replay with alternating win probs to simulate lead changes replay := &Replay{ Config: Config{Rows: 20, Cols: 20, MaxTurns: 100}, Result: &MatchResult{Turns: 50, Scores: []int{5, 4}}, WinProb: []WinProbEntry{ {0.6, 0.4}, // Player 0 leading {0.4, 0.6}, // Player 1 leading - 1st crossing {0.6, 0.4}, // Player 0 leading - 2nd crossing {0.4, 0.6}, // Player 1 leading - 3rd crossing }, Turns: []ReplayTurn{ {Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true}}}, {Turn: 1, Bots: []ReplayBot{{Position: Position{Row: 1, Col: 1}, Alive: true}}}, }, Map: ReplayMap{ Walls: []Position{{Row: 10, Col: 10}}, }, } score := CalculateMapEngagement(replay) // Should have 3 win prob crossings (lead changes) if score.WinProbCrossings != 3 { t.Errorf("Expected 3 win_prob crossings, got %.0f", score.WinProbCrossings) } // Engagement score should be positive (crossings contribute 3.0 each) if score.Engagement <= 0 { t.Errorf("Expected positive engagement score, got %.2f", score.Engagement) } } // TestMapEngagement_CriticalMomentsDependency verifies that CalculateMapEngagement // correctly counts critical moments from the replay. func TestMapEngagement_CriticalMomentsDependency(t *testing.T) { replay := &Replay{ Config: Config{Rows: 20, Cols: 20, MaxTurns: 100}, Result: &MatchResult{Turns: 50, Scores: []int{5, 4}}, CriticalMoments: []CriticalMoment{ {Turn: 10, Delta: 0.20, Player: 0, Description: "Player 0 scores"}, {Turn: 25, Delta: -0.25, Player: 1, Description: "Player 1 fights back"}, }, Turns: []ReplayTurn{ {Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true}}}, }, Map: ReplayMap{ Walls: []Position{{Row: 10, Col: 10}}, }, } score := CalculateMapEngagement(replay) // Should have 2 critical moments if score.CriticalMoments != 2 { t.Errorf("Expected 2 critical moments, got %d", score.CriticalMoments) } // Engagement should include critical moments contribution (2.0 each) expectedContribution := float64(2) * 2.0 if score.Engagement < expectedContribution { t.Errorf("Expected engagement >= %.2f from critical moments, got %.2f", expectedContribution, score.Engagement) } } // TestMapEngagement_EmptyReplay handles empty/nil replays gracefully. func TestMapEngagement_EmptyReplay(t *testing.T) { score1 := CalculateMapEngagement(nil) score2 := CalculateMapEngagement(&Replay{}) // Both should return zero scores without panicking if score1.Engagement != 0 || score2.Engagement != 0 { t.Error("Empty replay should return zero engagement") } } // TestWinProb_ComputeAndSet verifies that ComputeWinProbability produces // valid results and SetWinProbability correctly stores them. func TestWinProb_ComputeAndSet(t *testing.T) { config := DefaultConfig() config.Rows = 10 config.Cols = 10 config.MaxTurns = 20 gs := NewGameState(config, rand.New(rand.NewSource(42))) gs.AddPlayer() gs.AddPlayer() // Create simple snapshots snapshots := []*GameState{gs.Clone()} rng := rand.New(rand.NewSource(123)) winProbs, moments := ComputeWinProbability(snapshots, 10, rng) // Should have win prob for each snapshot if len(winProbs) != len(snapshots) { t.Errorf("Expected %d win prob entries, got %d", len(snapshots), len(winProbs)) } // Each entry should have 2 player probabilities for i, entry := range winProbs { if len(entry) != 2 { t.Errorf("WinProb entry %d has %d values, want 2", i, len(entry)) } // Values should be in [0, 1] for j, prob := range entry { if prob < 0 || prob > 1 { t.Errorf("WinProb entry %d player %d has invalid prob %.2f", i, j, prob) } } } // Verify replay writer can store the data rw := NewReplayWriter("test_match", config) rw.SetWinProbability(winProbs, moments) replay := rw.GetReplay() if len(replay.WinProb) != len(winProbs) { t.Errorf("Replay has %d win prob entries, want %d", len(replay.WinProb), len(winProbs)) } if len(replay.CriticalMoments) != len(moments) { t.Errorf("Replay has %d critical moments, want %d", len(replay.CriticalMoments), len(moments)) } }