add: new tictactoe game
add: testing to tictactoe rename: tictactoe add: tictactoe steps refactor: tictactoe const names refactor: tictactoe loop add: tictactoe bad switch example (fallthrough) refactor: tictactoe loop skin remove: tictactoe changable skin refactor: tictactoe all remove: tictactoe unnecessary base dir add: tictactoe slices add: tictactoe slices remove: tictactoe fallthrough rename: tictactoe slices 10 -> 09 update: loops skin tictactoe add: tictactoe randomization add: tictactoe infinite loop and labeled break refactor: tictactoe rand and infinite loop add: tictactoe buggy winning algo add: tictactoe more tests rename: tictactoe wrongPlay to wrongMove add: tictactoe even more tests fix: tictactoe rename: tictactoe waitForInput to wait add: tictactoe os.args gameSpeed remove: tictactoe unnecessary files rename: tictactoe game messages refactor: tictactoe main loop add: types and arrays
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26
x-tba/tictactoe/14-more-tests/play_test.go
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26
x-tba/tictactoe/14-more-tests/play_test.go
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package main
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import "testing"
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func TestWrongMove(t *testing.T) {
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// /---+---+---\
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// | X | X | X |
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// +---+---+---+
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// | X | X | X |
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// +---+---+---+
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// | X | X | X |
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// \---+---+---/
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// fill the board with artificial cells
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for i := range cells {
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cells[i] = player1
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}
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// any move beyond this point is wrong.
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// reason: every cell is occupied.
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if play(); !wrongMove {
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t.Errorf("wrongMove = %t; want true", wrongMove)
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}
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initCells()
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}
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