Ajout d'une correction possible

This commit is contained in:
Grizouille
2025-12-12 09:10:08 +01:00
parent 6e2c554af9
commit 7cec5696dc
28 changed files with 828 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
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namespace MiniJeuxFinal.Games
{
public interface IAction
{
string Name { get; }
}
}

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namespace MiniJeuxFinal.Games
{
internal interface IGame
{
event EventHandler<(IPlayer winner, IPlayer[] players)>? GameEnded;
event EventHandler<(string playerChoice, string computerChoice)>? TurnStarted;
event EventHandler<(IPlayer? winner, IPlayer[] players)>? TurnEnded;
string Name { get; }
void Start();
}
}

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namespace MiniJeuxFinal.Games
{
internal interface IPlayer
{
string Name { get; }
int Score { get; }
void AddAction(params IAction[] action);
IAction Play();
void IncrementScore();
}
}

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namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Actions
{
public interface IActionPpc : IAction
{
bool ToWin(IActionPpc other);
}
}

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namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Actions
{
public class PaperAction : IActionPpc
{
public string Name => "Papier";
public bool ToWin(IActionPpc other)
{
return other is not ScissorsAction;
}
}
}

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namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Actions
{
public class ScissorsAction : IActionPpc
{
public string Name => "Ciseaux";
public bool ToWin(IActionPpc other)
{
return other is not StoneAction;
}
}
}

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namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Actions
{
public class StoneAction : IActionPpc
{
public string Name => "Pierre";
public bool ToWin(IActionPpc other)
{
return other is not PaperAction;
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Factories
{
public interface IActionPpcFactory
{
IActionPpc GetAction(IList<IActionPpc> action);
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Wrappers;
namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Factories
{
public class InputActionFactory : IActionPpcFactory
{
private readonly IConsole _console;
public InputActionFactory(IConsole console)
{
_console = console;
}
public IActionPpc GetAction(IList<IActionPpc> action)
{
_console.WriteLine("Choisis (pierre, papier, ciseaux) : ");
for (int i = 0; i < action.Count; i++)
Console.WriteLine($"{i}: {action[i].Name}");
var result = _console.ReadLine();
if (!int.TryParse(result, out var shootId) || shootId >= action.Count)
{
_console.WriteLine("❌ Choix invalide !");
return GetAction(action);
}
return action[shootId];
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Factories
{
public class RandomActionFactory : IActionPpcFactory
{
private static Random rnd = new Random();
public IActionPpc GetAction(IList<IActionPpc> action)
{
int n = rnd.Next(action.Count);
return action[n];
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Factories;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Players;
using MiniJeuxFinal.Wrappers;
namespace MiniJeuxFinal.Games.PierrePapierCiseaux
{
internal class PierrePapierCiseauxGame : IGame
{
public string Name => "Jeu du Pierre, Papier, Ciseaux 🧱 📄 ✂️";
private readonly int _totalRounds;
private readonly string _playerName;
public event EventHandler<(IPlayer winner, IPlayer[] players)>? GameEnded;
public event EventHandler<(IPlayer? winner, IPlayer[] players)>? TurnEnded;
public event EventHandler<(string playerChoice, string computerChoice)>? TurnStarted;
public PierrePapierCiseauxGame(int totalRound, string playerName)
{
_totalRounds = totalRound;
_playerName = playerName;
}
public void Start()
{
IAction[] lstActions = [new StoneAction(), new PaperAction(), new ScissorsAction()];
var player = new PlayerPpc(_playerName, new InputActionFactory(new ConsoleService()));
player.AddAction(lstActions);
var computer = new PlayerPpc("Ordi", new RandomActionFactory());
computer.AddAction(lstActions);
while (player.Score < _totalRounds && computer.Score < _totalRounds)
{
var actionPLayer = (IActionPpc)player.Play();
var actionComputer = (IActionPpc)computer.Play();
TurnStarted?.Invoke(this, (actionPLayer.Name, actionComputer.Name));
if (actionPLayer.ToWin(actionComputer))
player.IncrementScore();
else if (actionComputer.ToWin(actionPLayer))
computer.IncrementScore();
else
{
TurnEnded?.Invoke(this, (null, [player, computer]));
continue;
}
TurnEnded?.Invoke(this, (actionPLayer.ToWin(actionComputer) ? player : computer, [player, computer]));
}
GameEnded?.Invoke(this, (player.Score > computer.Score ? player : computer, [player, computer]));
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Factories;
namespace MiniJeuxFinal.Games.PierrePapierCiseaux.Players
{
public class PlayerPpc : IPlayer
{
private readonly List<IActionPpc> _actions = [];
private readonly IActionPpcFactory _actionPpcFactory;
public PlayerPpc(string name, IActionPpcFactory actionPpcFactory)
{
Name = name;
_actionPpcFactory = actionPpcFactory;
}
public string Name { get; }
public int Score { get; private set; }
public void AddAction(params IAction[] action)
{
_actions.AddRange(action.Cast<IActionPpc>());
}
public void IncrementScore()
{
Score++;
}
public IAction Play()
{
if (!_actions.Any())
throw new InvalidOperationException("You don't have a action");
return _actionPpcFactory.GetAction(_actions);
}
public override string ToString()
{
return $"{Name}: {Score}";
}
}
}

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namespace MiniJeuxFinal.Games.Trash;
public class Pendu
{
public Pendu()
{
Start();
}
private void Start()
{
string[] mots = { "ordinateur", "programmation", "developpement", "algorithmie", "variable" };
Random random = new Random();
string motSecret = mots[random.Next(0, mots.Length)];
char[] lettresTrouvees = new char[motSecret.Length];
for (int i = 0; i < lettresTrouvees.Length; i++)
{
lettresTrouvees[i] = '_';
}
int vies = 7;
bool motComplet = false;
Console.WriteLine("=== JEU DU PENDU ===");
Console.WriteLine($"Le mot a {motSecret.Length} lettres");
while (vies > 0 && !motComplet)
{
// Afficher l'état actuel
Console.WriteLine($"\nVies restantes : {vies}");
Console.WriteLine("Mot : " + string.Join(" ", lettresTrouvees));
// Demander une lettre
Console.Write("Propose une lettre : ");
var infoLettre = Console.ReadLine();
var lettre = infoLettre[0];
// Vérifier si la lettre est dans le mot
bool lettreTrouvee = false;
for (int i = 0; i < motSecret.Length; i++)
{
if (motSecret[i] == lettre)
{
lettresTrouvees[i] = lettre;
lettreTrouvee = true;
}
}
if (!lettreTrouvee)
{
vies--;
Console.WriteLine($"❌ La lettre '{lettre}' n'est pas dans le mot.");
}
else
{
Console.WriteLine($"✅ Bonne lettre !");
}
// Vérifier si le mot est complet
motComplet = true;
foreach (char c in lettresTrouvees)
{
if (c == '_')
{
motComplet = false;
break;
}
}
}
// Résultat final
if (motComplet)
{
Console.WriteLine($"\n🎉 FÉLICITATIONS ! Tu as trouvé le mot : {motSecret}");
}
else
{
Console.WriteLine($"\n💀 PERDU ! Le mot était : {motSecret}");
}
Console.WriteLine("\nAppuyez sur une touche pour quitter...");
Console.ReadLine();
}
}

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namespace MiniJeuxFinal.Games.Trash;
public class Ppc
{
private static readonly Dictionary<string, int> Scores = new Dictionary<string, int>()
{
{"joueur", 0},
{"ordi", 0}
};
public Ppc()
{
Console.WriteLine("Bienvenue dans ");
Console.WriteLine("✊✋✌️ Pierre-Papier-Ciseaux !");
Console.WriteLine("Premier à 3 points gagne !");
Start();
// Résultat final
Console.WriteLine($"\n{(Scores["joueur"] == 3 ? "🎉 TU AS GAGNÉ !" : "😢 L\'ordinateur a gagné...")}");
Console.WriteLine($"Score final : {Scores["joueur"]} - {Scores["ordi"]}");
}
private static void Start()
{
var random = new Random();
var choix_possibles = new[] { "pierre", "papier", "ciseaux" };
while (Scores["joueur"] < 3 && Scores["ordi"] < 3)
{
Console.WriteLine($"\nScore : Toi {Scores["joueur"]} - {Scores["ordi"]} Ordinateur");
Console.WriteLine("Choisis (pierre, papier, ciseaux) : ");
var joueur = Console.ReadLine();
if (!choix_possibles.Contains(joueur?.ToLower()))
{
Console.WriteLine("❌ Choix invalide !");
continue;
}
var ordi = random.GetItems(choix_possibles, 1).FirstOrDefault();
Console.WriteLine($"🤖 L'ordinateur a choisi : {ordi}");
// Déterminer le gagnant
if (joueur == ordi)
{
Console.WriteLine("✨ Égalité !");
}
else if ((joueur == "pierre" && ordi == "ciseaux") ||
(joueur == "papier" && ordi == "pierre") ||
(joueur == "ciseaux" && ordi == "papier"))
{
Console.WriteLine("✅ Tu gagnes cette manche !");
Scores["joueur"] += 1;
}
else
{
Console.WriteLine("❌ L'ordinateur gagne cette manche !");
Scores["ordi"] += 1;
}
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

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using MiniJeuxFinal.Games.PierrePapierCiseaux;
class Program()
{
public static void Main()
{
var game = new PierrePapierCiseauxGame(3, "loic");
game.TurnStarted += (sender, tuple) =>
{
Console.WriteLine($"Tu joues : {tuple.playerChoice}");
Console.WriteLine($"Lordinateur joue : {tuple.computerChoice}");
};
game.TurnEnded += (sender, result) =>
{
Thread.Sleep(2000);
Console.Clear();
if (result.winner == null)
Console.WriteLine($"Egalitée !");
else
Console.WriteLine($"{result.winner.Name} gagne la manche");
Console.WriteLine();
Console.WriteLine($"Score : {result.players[0]} - {result.players[1]}");
Console.WriteLine();
};
game.GameEnded += (sender, result) =>
{
Console.WriteLine($"{result.winner.Name} AS GAGNÉ ! 🎉🎉🎉");
Console.WriteLine($"Score final : {result.winner.Score} - {result.players.FirstOrDefault(_ => _.Name != result.winner.Name)?.Score}");
};
Console.WriteLine(game.Name);
Console.WriteLine();
game.Start();
}
}

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namespace MiniJeuxFinal.Wrappers
{
internal class ConsoleService : IConsole
{
public string? ReadLine() =>
Console.ReadLine();
public void WriteLine(string message) =>
Console.WriteLine(message);
}
}

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namespace MiniJeuxFinal.Wrappers
{
public interface IConsole
{
string? ReadLine();
void WriteLine(string message);
}
}

3
Correction/ReadMe.md Normal file
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# Exemple final de se à quoi on pourrait aller
Cette solution est un aperçu des bonne pratique mise en place.

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Actions
{
public class PaperActionTest
{
private PaperAction CreateTarget() => new PaperAction();
[Fact]
public void Should_init()
{
var target = CreateTarget();
Check.That(target.Name).IsEqualTo("Papier");
}
[Fact]
public void Should_win()
{
var target = CreateTarget();
Check.That(target.ToWin(new StoneAction())).IsTrue();
}
[Fact]
public void Should_loose()
{
var target = CreateTarget();
Check.That(target.ToWin(new ScissorsAction())).IsFalse();
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Actions
{
public class ScissorsActionTest
{
private ScissorsAction CreateTarget() => new ScissorsAction();
[Fact]
public void Should_init()
{
var target = CreateTarget();
Check.That(target.Name).IsEqualTo("Ciseaux");
}
[Fact]
public void Should_win()
{
var target = CreateTarget();
Check.That(target.ToWin(new PaperAction())).IsTrue();
}
[Fact]
public void Should_loose()
{
var target = CreateTarget();
Check.That(target.ToWin(new StoneAction())).IsFalse();
}
}
}

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using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Actions
{
public class StoneActionTest
{
private StoneAction CreateTarget() => new StoneAction();
[Fact]
public void Should_init()
{
var target = CreateTarget();
Check.That(target.Name).IsEqualTo("Pierre");
}
[Fact]
public void Should_win()
{
var target = CreateTarget();
Check.That(target.ToWin(new ScissorsAction())).IsTrue();
}
[Fact]
public void Should_loose()
{
var target = CreateTarget();
Check.That(target.ToWin(new PaperAction())).IsFalse();
}
}
}

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using FakeItEasy;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Factories;
using MiniJeuxFinal.Wrappers;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Factories
{
public class InputActionFactoryTest
{
private readonly IConsole _console = A.Fake<IConsole>();
private InputActionFactory CreateTarget() =>
new InputActionFactory(_console);
[Theory]
[InlineData("0")]
[InlineData("1")]
[InlineData("2")]
public void Should_get_selected_action(string selected)
{
var target = CreateTarget();
A.CallTo(() => _console.ReadLine()).Returns(selected);
var actions = new List<IActionPpc>
{
A.Fake<IActionPpc>(),
A.Fake<IActionPpc>(),
A.Fake<IActionPpc>()
};
var result = target.GetAction(actions);
Check.That(actions.Contains(result)).IsTrue();
Check.That(result).IsEqualTo(actions[int.Parse(selected)]);
}
[Fact]
public void Should_show_error_when_invalid_input()
{
var target = CreateTarget();
A.CallTo(() => _console.ReadLine()).ReturnsNextFromSequence("3", "0");
var actions = new List<IActionPpc>
{
A.Fake<IActionPpc>(),
A.Fake<IActionPpc>(),
A.Fake<IActionPpc>()
};
var result = target.GetAction(actions);
Check.That(actions.Contains(result)).IsTrue();
Check.That(result).IsEqualTo(actions[int.Parse("0")]);
A.CallTo(() => _console.WriteLine("❌ Choix invalide !")).MustHaveHappenedOnceExactly();
}
}
}

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using FakeItEasy;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Factories;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Factories
{
public class RandomActionFactoryTest
{
private RandomActionFactory CreateTarget() => new RandomActionFactory();
[Theory]
[InlineData(2)]
[InlineData(5)]
[InlineData(3)]
[InlineData(10)]
public void Should_get_random_action(int actionNumber)
{
var target = CreateTarget();
var actions = new List<IActionPpc>();
for (int i = 0; i < actionNumber; i++)
actions.Add(A.Fake<IActionPpc>());
Check.That(actions.Contains(target.GetAction(actions))).IsTrue();
}
}
}

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using FakeItEasy;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Actions;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Factories;
using MiniJeuxFinal.Games.PierrePapierCiseaux.Players;
using NFluent;
namespace MiniJeuxFinal.Test.Games.PierrePapierCiseaux.Players
{
public class PlayerPpcTest
{
private readonly IActionPpcFactory _actionPpcFactory = A.Fake<IActionPpcFactory>();
private PlayerPpc CreateTarget() => new PlayerPpc("Paul", _actionPpcFactory);
[Fact]
public void Should_initialize_target()
{
var player = CreateTarget();
Check.That(player.Name).IsEqualTo("Paul");
Check.That(player.ToString()).IsEqualTo("Paul: 0");
Check.That(player.Score).IsEqualTo(0);
}
[Fact]
public void Should_increment_score()
{
var player = CreateTarget();
Check.That(player.Score).IsEqualTo(0);
player.IncrementScore();
Check.That(player.Score).IsEqualTo(1);
player.IncrementScore();
player.IncrementScore();
Check.That(player.Score).IsEqualTo(3);
}
[Fact]
public void Should_add_a_single_action_and_get()
{
var player = CreateTarget();
var action1 = A.Fake<IActionPpc>();
A.CallTo(() => _actionPpcFactory.GetAction(A<IList<IActionPpc>>._)).Returns(action1);
player.AddAction(action1);
var result = player.Play();
Check.That(result).IsEqualTo(action1);
}
[Fact]
public void Should_add_a_multiple_actions_and_get()
{
var player = CreateTarget();
var action1 = A.Fake<IActionPpc>();
var action2 = A.Fake<IActionPpc>();
var action3 = A.Fake<IActionPpc>();
A.CallTo(() => _actionPpcFactory.GetAction(A<IList<IActionPpc>>._)).Returns(action2);
player.AddAction(action1, action2, action3);
var result = player.Play();
Check.That(result).IsEqualTo(action2);
}
[Fact]
public void Should_throw_when_has_no_action()
{
var player = CreateTarget();
Check.ThatCode(() => player.Play()).Throws<InvalidOperationException>();
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="coverlet.collector" Version="6.0.4">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="FakeItEasy" Version="8.3.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.1" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.5">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="NFluent" Version="3.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\MiniJeuxFinal\MiniJeuxFinal.csproj" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
</Project>

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