Refacto / Tests

This commit is contained in:
Grizouille
2025-12-13 17:06:40 +01:00
parent 1001fc3420
commit 31544bd04b
10 changed files with 475 additions and 43 deletions

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@@ -9,9 +9,8 @@ namespace MiniJeuxFinal.GameFactory
{
public static class PierrePapierCiseauxGameFactory
{
public static PierrePapierCiseauxGame CreateGame()
public static PierrePapierCiseauxGame CreateGame(IConsole consoleService)
{
var consoleService = new ConsoleService();
consoleService.WriteLine("Entrer votre nom de joueur:");
var userName = consoleService.ReadLine();
consoleService.WriteLine("Entrer le nombre de round:");

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@@ -51,7 +51,7 @@ namespace MiniJeuxFinal.Games.PierrePapierCiseaux
var actionComputer = (IActionPpc)_computer.Play();
TurnStarted?.Invoke(this, (actionPLayer.Name, actionComputer.Name));
if (actionPLayer.ToWin(actionComputer) && actionComputer.ToWin(actionPLayer))
if (actionPLayer.ToWin(actionComputer) == actionComputer.ToWin(actionPLayer))
return null;
if (actionPLayer.ToWin(actionComputer))

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@@ -1,11 +1,14 @@
using MiniJeuxFinal.GameFactory;
using MiniJeuxFinal.Ui;
using MiniJeuxFinal.Wrappers;
class Program()
{
public static void Main()
{
var runner = new GameRunnerConsole(PierrePapierCiseauxGameFactory.CreateGame());
var consoleService = new ConsoleService();
var game = PierrePapierCiseauxGameFactory.CreateGame(consoleService);
var runner = new GameRunnerConsole(consoleService, game);
runner.Run();
}
}

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@@ -1,57 +1,68 @@
using MiniJeuxFinal.Games;
using MiniJeuxFinal.Wrappers;
namespace MiniJeuxFinal.Ui
{
public class GameRunnerConsole
public class GameRunnerConsole : IDisposable
{
private readonly IGame _game;
private readonly IConsole _console;
public GameRunnerConsole(IGame game)
public GameRunnerConsole(IConsole console, IGame game)
{
_console = console;
_game = game;
SetupEvents();
}
private void SetupEvents()
{
_game.TurnStarted += OnTurnStarted;
_game.TurnEnded += OnTurnEnded;
_game.GameEnded += OnGameEnded;
}
public void Dispose()
{
_game.TurnStarted -= OnTurnStarted;
_game.TurnEnded -= OnTurnEnded;
_game.GameEnded -= OnGameEnded;
}
public void Run()
{
_console.WriteLine(_game.Name);
_console.WriteLine();
_game.Start();
}
private void OnTurnStarted(object? sender, (string playerChoice, string computerChoice) e)
{
Console.WriteLine($"Tu joues : {e.playerChoice}");
Console.WriteLine($"L'ordinateur joue : {e.computerChoice}");
_console.WriteLine($"Tu joues : {e.playerChoice}");
_console.WriteLine($"L'ordinateur joue : {e.computerChoice}");
}
private void OnTurnEnded(object? sender, (IPlayer? winner, IPlayer[] players) e)
{
Thread.Sleep(2000);
Console.Clear();
_console.Clear();
if (e.winner == null)
Console.WriteLine("Égalité !");
_console.WriteLine("Égalité !");
else
Console.WriteLine($"{e.winner.Name} gagne la manche");
_console.WriteLine($"{e.winner.Name} gagne la manche");
Console.WriteLine();
Console.WriteLine($"Score : {e.players[0]} - {e.players[1]}");
Console.WriteLine();
_console.WriteLine();
_console.WriteLine($"Score : {e.players[0]} - {e.players[1]}");
_console.WriteLine();
}
private void OnGameEnded(object? sender, (IPlayer winner, IPlayer[] players) e)
{
Console.WriteLine($"{e.winner.Name} A GAGNÉ ! 🎉🎉🎉");
_console.WriteLine($"{e.winner.Name} A GAGNÉ ! 🎉🎉🎉");
var loser = e.players.First(p => p.Name != e.winner.Name);
Console.WriteLine($"Score final : {e.winner.Score} - {loser.Score}");
}
public void Run()
{
Console.WriteLine(_game.Name);
Console.WriteLine();
_game.Start();
_console.WriteLine($"Score final : {e.winner.Score} - {loser.Score}");
}
}
}

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@@ -2,9 +2,15 @@
{
internal class ConsoleService : IConsole
{
public void Clear() =>
Console.Clear();
public string? ReadLine() =>
Console.ReadLine();
public void WriteLine() =>
Console.WriteLine();
public void WriteLine(string message) =>
Console.WriteLine(message);
}

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@@ -4,6 +4,10 @@
{
string? ReadLine();
void Clear();
void WriteLine();
void WriteLine(string message);
}
}

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@@ -1,3 +1,47 @@
# Exemple final de se à quoi on pourrait aller
# Exemple final de ce à quoi on pourrait arriver
Cette solution est un aperçu des bonne pratique mise en place.
Cette solution est un aperçu des bonnes pratiques mises en place.
```
MiniJeuxFinal/
├── MiniJeuxFinal.csproj # Fichier projet C# .NET 9
├── Program.cs # Point d'entrée de l'application
├── GameFactory/
│ └── PierrePapierCiseauxGameFactory.cs # Création du jeu
├── Games/
│ ├── IGame.cs # Interface générale d'un jeu
│ ├── IAction.cs # Interface générale d'une action
│ ├── IPlayer.cs # Interface générale d'un joueur
│ │
│ ├── PierrePapierCiseaux/ # Implémentation spécifique du jeu PPC
│ │ ├── PierrePapierCiseauxGame.cs # Classe principale du jeu PPC
│ │ │
│ │ ├── Actions/ # Actions spécifiques au PPC
│ │ │ ├── IActionPpc.cs # Interface spécialisée (hérite de IAction)
│ │ │ ├── StoneAction.cs # Pierre
│ │ │ ├── PaperAction.cs # Papier
│ │ │ └── ScissorsAction.cs # Ciseaux
│ │ │
│ │ ├── Factories/ # Factories pour créer les actions PPC
│ │ │ ├── IActionPpcFactory.cs # Interface des factories PPC
│ │ │ ├── InputActionFactory.cs # Factory pour l'entrée utilisateur
│ │ │ └── RandomActionFactory.cs# Factory aléatoire (IA)
│ │ │
│ │ └── Players/
│ │ └── PlayerPpc.cs # Joueur spécialisé pour le PPC
│ │
│ └── Trash/ # Anciennes versions ou brouillons
│ ├── Pendu.cs
│ └── Ppc.cs
├── Ui/
│ └── GameRunnerConsole.cs # Orchestrateur UI Console (affichage)
├── Wrappers/ # Abstractions des dépendances externes
│ ├── IConsole.cs # Interface pour la console
│ └── ConsoleService.cs # Implémentation réelle de IConsole
```

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@@ -0,0 +1,221 @@
using FakeItEasy;
using MiniJeuxFinal.Games;
using MiniJeuxFinal.Games.PierrePapierCiseaux;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using NFluent;
using System.Reflection;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux
{
public class PierrePapierCiseauxGameTests
{
private readonly IPlayer _fakePlayer;
private readonly IPlayer _fakeComputer;
private readonly PierrePapierCiseauxGame _target;
public PierrePapierCiseauxGameTests()
{
_fakePlayer = A.Fake<IPlayer>();
_fakeComputer = A.Fake<IPlayer>();
_target = new PierrePapierCiseauxGame(totalRound: 3, _fakePlayer, _fakeComputer);
}
[Fact]
public void Name_Should_Return_Correct_Game_Name()
{
Check.That(_target.Name).IsEqualTo("Jeu du Pierre, Papier, Ciseaux 🧱 📄 ✂️");
}
[Fact]
public void Constructor_Should_Set_Properties_Correctly()
{
const int totalRounds = 5;
var player = A.Fake<IPlayer>();
var computer = A.Fake<IPlayer>();
var game = new PierrePapierCiseauxGame(totalRounds, player, computer);
Check.That(game).IsNotNull();
}
[Fact]
public void Start_Should_End_Game_When_Computer_Reaches_TotalRounds()
{
A.CallTo(() => _fakePlayer.Score).Returns(0);
A.CallTo(() => _fakeComputer.Score).ReturnsNextFromSequence(0, 1, 2, 3); // Atteint 3
var fakePlayerAction = A.Fake<IActionPpc>();
var fakeComputerAction = A.Fake<IActionPpc>();
A.CallTo(() => fakePlayerAction.ToWin(fakeComputerAction)).Returns(false);
A.CallTo(() => fakeComputerAction.ToWin(fakePlayerAction)).Returns(true);
A.CallTo(() => _fakePlayer.Play()).Returns(fakePlayerAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeComputerAction);
IPlayer? capturedWinner = null;
_target.GameEnded += (sender, args) => capturedWinner = args.winner;
_target.Start();
Check.That(capturedWinner).IsEqualTo(_fakeComputer);
}
[Theory]
[InlineData(true, false, true)] // Joueur gagne
[InlineData(false, true, false)] // Ordinateur gagne
[InlineData(false, false, null)] // Égalité (les deux faux)
public void Play_Should_Return_Correct_Winner(bool playerWins,
bool computerWins,
bool? expectedPlayerWins)
{
var fakePlayerAction = A.Fake<IActionPpc>();
var fakeComputerAction = A.Fake<IActionPpc>();
A.CallTo(() => fakePlayerAction.Name).Returns("Pierre");
A.CallTo(() => fakeComputerAction.Name).Returns("Ciseaux");
A.CallTo(() => fakePlayerAction.ToWin(fakeComputerAction)).Returns(playerWins);
A.CallTo(() => fakeComputerAction.ToWin(fakePlayerAction)).Returns(computerWins);
A.CallTo(() => _fakePlayer.Play()).Returns(fakePlayerAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeComputerAction);
(string, string)? capturedChoices = null;
_target.TurnStarted += (sender, args) => capturedChoices = args;
// Act - Appeler Play via réflexion car c'est privé
var playMethod = typeof(PierrePapierCiseauxGame)
.GetMethod("Play", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var result = (IPlayer?)playMethod?.Invoke(_target, null);
Check.That(capturedChoices?.Item1).IsEqualTo("Pierre");
Check.That(capturedChoices?.Item2).IsEqualTo("Ciseaux");
if (expectedPlayerWins == true)
Check.That(result).IsEqualTo(_fakePlayer);
else if (expectedPlayerWins == false)
Check.That(result).IsEqualTo(_fakeComputer);
else
Check.That(result).IsNull();
}
[Fact]
public void Start_Should_Increment_Score_When_There_Is_A_Winner()
{
A.CallTo(() => _fakePlayer.Score).ReturnsNextFromSequence(0, 1, 2); // S'arrête à 2
A.CallTo(() => _fakeComputer.Score).Returns(0);
var fakePlayerAction = A.Fake<IActionPpc>();
var fakeComputerAction = A.Fake<IActionPpc>();
A.CallTo(() => fakePlayerAction.ToWin(fakeComputerAction)).Returns(true);
A.CallTo(() => fakeComputerAction.ToWin(fakePlayerAction)).Returns(false);
A.CallTo(() => _fakePlayer.Play()).Returns(fakePlayerAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeComputerAction);
IPlayer? turnWinner = null;
_target.TurnEnded += (sender, args) => turnWinner = args.winner;
A.CallTo(() => _fakePlayer.Score).Returns(0);
A.CallTo(() => _fakeComputer.Score).Returns(0);
A.CallTo(() => _fakePlayer.IncrementScore())
.Invokes(() => A.CallTo(() => _fakePlayer.Score).Returns(1));
// Exécuter un seul tour
var playMethod = typeof(PierrePapierCiseauxGame)
.GetMethod("Play", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var winner = (IPlayer?)playMethod?.Invoke(_target, null);
if (winner != null)
winner.IncrementScore();
Check.That(winner).IsEqualTo(_fakePlayer);
A.CallTo(() => _fakePlayer.IncrementScore()).MustHaveHappenedOnceExactly();
}
[Fact]
public void Start_Should_Not_Increment_Score_On_Draw()
{
var fakePlayerAction = A.Fake<IActionPpc>();
var fakeComputerAction = A.Fake<IActionPpc>();
// Égalité : les deux retournent false
A.CallTo(() => fakePlayerAction.ToWin(fakeComputerAction)).Returns(false);
A.CallTo(() => fakeComputerAction.ToWin(fakePlayerAction)).Returns(false);
A.CallTo(() => _fakePlayer.Play()).Returns(fakePlayerAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeComputerAction);
var playMethod = typeof(PierrePapierCiseauxGame)
.GetMethod("Play", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var winner = (IPlayer?)playMethod?.Invoke(_target, null);
Check.That(winner).IsNull();
A.CallTo(() => _fakePlayer.IncrementScore()).MustNotHaveHappened();
A.CallTo(() => _fakeComputer.IncrementScore()).MustNotHaveHappened();
}
[Fact]
public void Start_Should_Raise_TurnEnded_After_Each_Round()
{
A.CallTo(() => _fakePlayer.Score).ReturnsNextFromSequence(0, 1, 2, 3); // 3 tours
A.CallTo(() => _fakeComputer.Score).Returns(0);
var fakeAction = A.Fake<IActionPpc>();
A.CallTo(() => fakeAction.ToWin(A<IActionPpc>._)).Returns(true); // Joueur gagne toujours
A.CallTo(() => _fakePlayer.Play()).Returns(fakeAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeAction);
var turnEndedCount = 0;
_target.TurnEnded += (sender, args) => turnEndedCount++;
_target.Start();
Check.That(turnEndedCount).IsEqualTo(3);
}
[Fact]
public void Start_Should_Raise_TurnStarted_Before_Each_Round()
{
A.CallTo(() => _fakePlayer.Score).ReturnsNextFromSequence(0, 1, 2, 3);
A.CallTo(() => _fakeComputer.Score).Returns(0);
var fakeAction = A.Fake<IActionPpc>();
A.CallTo(() => fakeAction.Name).Returns("TestAction");
A.CallTo(() => _fakePlayer.Play()).Returns(fakeAction);
A.CallTo(() => _fakeComputer.Play()).Returns(fakeAction);
var turnStartedCount = 0;
_target.TurnStarted += (sender, args) => turnStartedCount++;
_target.Start();
Check.That(turnStartedCount).IsEqualTo(3);
}
[Fact]
public void Play_Should_Throw_When_Action_Is_Not_IActionPpc()
{
var invalidAction = A.Fake<IAction>(); // Pas IActionPpc
A.CallTo(() => _fakePlayer.Play()).Returns(invalidAction);
A.CallTo(() => _fakeComputer.Play()).Returns(A.Fake<IActionPpc>());
var playMethod = typeof(PierrePapierCiseauxGame)
.GetMethod("Play", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Check.ThatCode(() => playMethod?.Invoke(_target, null))
.Throws<TargetInvocationException>();
}
}
}

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@@ -1,13 +0,0 @@
using NFluent;
namespace MiniJeuxFinal.Test;
public class PpcTest
{
[Fact]
public void Test1()
{
var i = 1;
Check.That(i).IsEqualTo(1);
}
}

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@@ -0,0 +1,157 @@
using FakeItEasy;
using MiniJeuxFinal.Games;
using MiniJeuxFinal.Ui;
using MiniJeuxFinal.Wrappers;
using NFluent;
namespace MiniJeuxFinal.Test.Ui
{
public class GameRunnerConsoleTests
{
private readonly IGame _fakeGame;
private readonly IConsole _fakeConsole;
private readonly GameRunnerConsole _target;
public GameRunnerConsoleTests()
{
_fakeGame = A.Fake<IGame>();
_fakeConsole = A.Fake<IConsole>();
_target = new GameRunnerConsole(_fakeConsole, _fakeGame);
}
// Dispose pour nettoyer les tests
public void Dispose() => _target.Dispose();
[Fact]
public void Constructor_Should_Subscribe_To_Game_Events()
{
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "add_TurnStarted")
.MustHaveHappenedOnceExactly();
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "add_TurnEnded")
.MustHaveHappenedOnceExactly();
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "add_GameEnded")
.MustHaveHappenedOnceExactly();
}
[Fact]
public void Dispose_Should_Unsubscribe_From_Game_Events()
{
_target.Dispose();
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "remove_TurnStarted")
.MustHaveHappenedOnceExactly();
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "remove_TurnEnded")
.MustHaveHappenedOnceExactly();
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "remove_GameEnded")
.MustHaveHappenedOnceExactly();
}
[Fact]
public void Run_Should_Display_GameName_Then_Start_Game()
{
const string gameName = "PIERRE-PAPIER-CISEAUX";
A.CallTo(() => _fakeGame.Name).Returns(gameName);
_target.Run();
A.CallTo(() => _fakeConsole.WriteLine(gameName)).MustHaveHappenedOnceExactly();
A.CallTo(() => _fakeConsole.WriteLine()).MustHaveHappenedOnceExactly();
A.CallTo(() => _fakeGame.Start()).MustHaveHappenedOnceExactly();
var calls = Fake.GetCalls(_fakeConsole).ToList();
Check.That(calls[0].Arguments[0]).IsEqualTo(gameName);
Check.That(calls[1].Arguments).IsEmpty(); // WriteLine() sans paramètre
}
[Fact]
public void OnTurnStarted_Should_Display_Both_Choices()
{
_fakeGame.TurnStarted += Raise.FreeForm.With(null, ("1", "2"));
A.CallTo(() => _fakeConsole.WriteLine($"Tu joues : 1"))
.MustHaveHappenedOnceExactly();
A.CallTo(() => _fakeConsole.WriteLine($"L'ordinateur joue : 2"))
.MustHaveHappenedOnceExactly();
}
[Theory]
[InlineData(null, "Égalité !")] // winner = null
[InlineData("Joueur1", "Joueur1 gagne la manche")] // winner = Joueur1
public void OnTurnEnded_Should_Clear_And_Display_Results(string? winnerName, string expectedMessage)
{
// Arrange
IPlayer? fakeWinner = winnerName != null ? A.Fake<IPlayer>() : null;
if (fakeWinner != null)
A.CallTo(() => fakeWinner.Name).Returns(winnerName);
var fakePlayer1 = A.Fake<IPlayer>();
var fakePlayer2 = A.Fake<IPlayer>();
A.CallTo(() => fakePlayer1.ToString()).Returns("Joueur1 (3 pts)");
A.CallTo(() => fakePlayer2.ToString()).Returns("Ordinateur (1 pt)");
var players = new[] { fakePlayer1, fakePlayer2 };
var eventArgs = (fakeWinner, players);
// Capturer le handler
EventHandler<(IPlayer?, IPlayer[])>? handler = null;
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "add_TurnEnded")
.Invokes(call => handler = (EventHandler<(IPlayer?, IPlayer[])>)call.Arguments[0]);
var target2 = new GameRunnerConsole(_fakeConsole, _fakeGame);
handler?.Invoke(this, eventArgs);
A.CallTo(() => _fakeConsole.Clear())
.MustHaveHappenedOnceExactly()
.Then(A.CallTo(() => _fakeConsole.WriteLine(expectedMessage))
.MustHaveHappenedOnceExactly())
.Then(A.CallTo(() => _fakeConsole.WriteLine(A<string>.That.Contains("Score :")))
.MustHaveHappenedOnceExactly());
target2.Dispose();
}
[Fact]
public void OnGameEnded_Should_Display_Winner_And_Final_Score()
{
var fakeWinner = A.Fake<IPlayer>();
var fakeLoser = A.Fake<IPlayer>();
A.CallTo(() => fakeWinner.Name).Returns("Joueur1");
A.CallTo(() => fakeWinner.Score).Returns(5);
A.CallTo(() => fakeLoser.Name).Returns("Ordinateur");
A.CallTo(() => fakeLoser.Score).Returns(2);
var players = new[] { fakeWinner, fakeLoser };
var eventArgs = (fakeWinner, players);
EventHandler<(IPlayer, IPlayer[])>? handler = null;
A.CallTo(_fakeGame)
.Where(call => call.Method.Name == "add_GameEnded")
.Invokes(call => handler = (EventHandler<(IPlayer, IPlayer[])>)call.Arguments[0]);
var target2 = new GameRunnerConsole(_fakeConsole, _fakeGame);
handler?.Invoke(this, eventArgs);
A.CallTo(() => _fakeConsole.WriteLine("Joueur1 A GAGNÉ ! 🎉🎉🎉"))
.MustHaveHappenedOnceExactly();
A.CallTo(() => _fakeConsole.WriteLine("Score final : 5 - 2"))
.MustHaveHappenedOnceExactly();
target2.Dispose();
}
}
}