feat: implement and exhaustively test the game domain core

This commit is contained in:
2026-08-28 22:37:14 +03:00
parent a957d0defc
commit 65eca822c0
9 changed files with 456 additions and 8 deletions
+13 -2
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@@ -436,7 +436,7 @@ If all criteria pass, set this milestone to `DONE`, append its execution record,
## Milestone 007 — Implement and exhaustively test the game domain core ## Milestone 007 — Implement and exhaustively test the game domain core
**Status:** `READY` **Status:** `DONE`
**Depends on:** Milestone 006 **Depends on:** Milestone 006
### Objective ### Objective
@@ -465,11 +465,22 @@ Implement all deterministic Battleship rules independently of Wi-Fi, HTTP, WebSo
If all criteria pass, set this milestone to `DONE`, append its execution record, and change Milestone 008 from `BLOCKED` to `READY`. If all criteria pass, set this milestone to `DONE`, append its execution record, and change Milestone 008 from `BLOCKED` to `READY`.
### Execution record
- Date: 2026-08-28
- Board model and revision: ESP32-C6FH4 QFN32, revision v0.2.
- Toolchain and library versions: PlatformIO Core 6.1.19; `espressif32` 7.0.1; ESP-IDF 6.0.1; `esp_littlefs` 1.20.4.
- Result: PASS.
- Evidence: Added a transport-independent fixed-size fleet generator and game engine. Fleet generation has 64 restarts with 128 bounded placement attempts per ship and a final boundary, composition, and no-touch validator. The game engine enforces phase, turn, coordinate, and repeated-shot validation; hit retention, miss handoff, sunk-ship border misses, victory, per-match statistics, and exactly one version increment for each accepted start or shot.
- Measurements: `make -C test/host run` passed 10,000 deterministic fleet generations, 10,000 fully simulated games, and rule/error atomicity tests. `pio run -e esp32-c6-devkitm-1` passed with 38,212 / 327,680 B RAM (11.7%) and 1,000,730 / 2,097,152 B flash (47.7%), within the Milestone 007 gates of 190,000 B remaining heap and 1,180,000 B firmware.
- Issues or deviations: No network-facing command integration or bot behavior was added; these remain later milestones.
- Next action: Milestone 008 is ready. Do not start it unless explicitly requested.
--- ---
## Milestone 008 — Implement the ESP32 opponent ## Milestone 008 — Implement the ESP32 opponent
**Status:** `BLOCKED` **Status:** `READY`
**Depends on:** Milestone 007 **Depends on:** Milestone 007
### Objective ### Objective
+8
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@@ -3,4 +3,12 @@
#include "app_interfaces.h" #include "app_interfaces.h"
#include "game_types.h" #include "game_types.h"
enum {
kFleetPlacementAttempts = 128,
kFleetGenerationRestarts = 64,
};
typedef struct { random_source_t random; } fleet_generator_t; typedef struct { random_source_t random; } fleet_generator_t;
bool fleet_generator_generate(const fleet_generator_t *generator, board_t *board);
bool fleet_generator_validate(const board_t *board);
+22 -1
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@@ -1,6 +1,27 @@
#pragma once #pragma once
#include <stdbool.h>
#include "app_interfaces.h"
#include "fleet_generator.h"
#include "game_types.h" #include "game_types.h"
/* Rule implementation begins in Milestone 007. */
typedef struct { game_state_t state; } game_engine_t; typedef struct { game_state_t state; } game_engine_t;
typedef uint8_t game_result_t;
enum {
GAME_RESULT_OK,
GAME_RESULT_INVALID_COORDINATE,
GAME_RESULT_WRONG_PHASE,
GAME_RESULT_NOT_YOUR_TURN,
GAME_RESULT_CELL_ALREADY_SHOT,
GAME_RESULT_GENERATION_FAILED,
};
typedef struct { bool hit; bool sunk; bool finished; } shot_result_t;
void game_engine_init(game_engine_t *engine);
game_result_t game_engine_start(game_engine_t *engine, uint32_t game_id, game_mode_t mode,
const fleet_generator_t *generator);
game_result_t game_engine_shot(game_engine_t *engine, uint8_t player, coordinate_t coordinate,
shot_result_t *result);
+13 -1
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@@ -17,7 +17,17 @@ enum { MODE_HUMAN, MODE_BOT };
typedef struct { uint8_t x; uint8_t y; } coordinate_t; typedef struct { uint8_t x; uint8_t y; } coordinate_t;
typedef struct { uint8_t x; uint8_t y; uint8_t length; uint8_t hits; bool horizontal; } ship_t; typedef struct { uint8_t x; uint8_t y; uint8_t length; uint8_t hits; bool horizontal; } ship_t;
typedef struct { cell_t cells[kBoardCellCount]; ship_t ships[kFleetShipCount]; uint8_t ships_alive; } board_t; typedef struct { cell_t cells[kBoardCellCount]; ship_t ships[kFleetShipCount]; uint8_t ships_alive; } board_t;
typedef struct { uint32_t game_id; uint32_t version; phase_t phase; game_mode_t mode; uint8_t current_player; board_t boards[kPlayerCapacity]; } game_state_t; typedef struct { uint16_t shots; uint16_t hits; uint16_t misses; uint8_t ships_sunk; } match_statistics_t;
typedef struct {
uint32_t game_id;
uint32_t version;
phase_t phase;
game_mode_t mode;
uint8_t current_player;
uint8_t winner;
board_t boards[kPlayerCapacity];
match_statistics_t statistics[kPlayerCapacity];
} game_state_t;
_Static_assert(kBoardCellCount == 100, "board contract changed"); _Static_assert(kBoardCellCount == 100, "board contract changed");
_Static_assert(kFleetShipCount == 10, "fleet contract changed"); _Static_assert(kFleetShipCount == 10, "fleet contract changed");
@@ -25,3 +35,5 @@ _Static_assert(kSessionCapacity == 10, "session contract changed");
_Static_assert(sizeof(coordinate_t) == 2, "coordinate must remain compact"); _Static_assert(sizeof(coordinate_t) == 2, "coordinate must remain compact");
_Static_assert(sizeof(ship_t) <= 6, "ship grew beyond fixed budget"); _Static_assert(sizeof(ship_t) <= 6, "ship grew beyond fixed budget");
_Static_assert(sizeof(board_t) <= 164, "board grew beyond fixed budget"); _Static_assert(sizeof(board_t) <= 164, "board grew beyond fixed budget");
_Static_assert(sizeof(match_statistics_t) <= 8, "statistics grew beyond fixed budget");
_Static_assert(sizeof(game_state_t) <= 360, "game state grew beyond fixed budget");
+1 -1
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@@ -2,7 +2,7 @@
# without default 'CMakeLists.txt' file. # without default 'CMakeLists.txt' file.
idf_component_register( idf_component_register(
SRCS "main.c" "application.c" "command_queue.c" SRCS "main.c" "application.c" "command_queue.c" "fleet_generator.c" "game_engine.c"
INCLUDE_DIRS "../include" INCLUDE_DIRS "../include"
REQUIRES esp_event esp_http_server esp_netif esp_wifi esp_littlefs nvs_flash REQUIRES esp_event esp_http_server esp_netif esp_wifi esp_littlefs nvs_flash
) )
+119
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@@ -0,0 +1,119 @@
#include "fleet_generator.h"
#include <stddef.h>
#include <string.h>
static const uint8_t kFleetLengths[kFleetShipCount] = {4, 3, 3, 2, 2, 2, 1, 1, 1, 1};
static bool coordinate_is_valid(uint8_t x, uint8_t y) {
return x < kBoardWidth && y < kBoardHeight;
}
static uint8_t cell_index(uint8_t x, uint8_t y) {
return (uint8_t)(y * kBoardWidth + x);
}
static bool random_u32(const fleet_generator_t *generator, uint32_t *value) {
if (generator == NULL || generator->random.next_u32 == NULL || value == NULL) return false;
*value = generator->random.next_u32(generator->random.context);
return true;
}
static bool placement_fits(const board_t *board, uint8_t x, uint8_t y, uint8_t length,
bool horizontal) {
const uint8_t end_x = horizontal ? (uint8_t)(x + length - 1U) : x;
const uint8_t end_y = horizontal ? y : (uint8_t)(y + length - 1U);
if (!coordinate_is_valid(end_x, end_y)) return false;
const uint8_t min_x = x == 0 ? 0 : (uint8_t)(x - 1U);
const uint8_t min_y = y == 0 ? 0 : (uint8_t)(y - 1U);
const uint8_t max_x = end_x + 1U >= kBoardWidth ? (uint8_t)(kBoardWidth - 1U) : (uint8_t)(end_x + 1U);
const uint8_t max_y = end_y + 1U >= kBoardHeight ? (uint8_t)(kBoardHeight - 1U) : (uint8_t)(end_y + 1U);
for (uint8_t check_y = min_y; check_y <= max_y; ++check_y) {
for (uint8_t check_x = min_x; check_x <= max_x; ++check_x) {
if (board->cells[cell_index(check_x, check_y)] == CELL_SHIP) return false;
}
}
return true;
}
static void place_ship(board_t *board, uint8_t ship_index, uint8_t x, uint8_t y, uint8_t length,
bool horizontal) {
ship_t *ship = &board->ships[ship_index];
*ship = (ship_t){.x = x, .y = y, .length = length, .hits = 0, .horizontal = horizontal};
for (uint8_t offset = 0; offset < length; ++offset) {
const uint8_t cell_x = horizontal ? (uint8_t)(x + offset) : x;
const uint8_t cell_y = horizontal ? y : (uint8_t)(y + offset);
board->cells[cell_index(cell_x, cell_y)] = CELL_SHIP;
}
}
bool fleet_generator_generate(const fleet_generator_t *generator, board_t *board) {
if (board == NULL) return false;
for (uint8_t restart = 0; restart < kFleetGenerationRestarts; ++restart) {
board_t candidate = {0};
memset(candidate.cells, CELL_WATER, sizeof(candidate.cells));
bool complete = true;
for (uint8_t ship_index = 0; ship_index < kFleetShipCount; ++ship_index) {
bool placed = false;
for (uint16_t attempt = 0; attempt < kFleetPlacementAttempts; ++attempt) {
uint32_t value = 0;
if (!random_u32(generator, &value)) return false;
const bool horizontal = (value & 1U) != 0U;
const uint8_t x = (uint8_t)((value >> 1U) % kBoardWidth);
const uint8_t y = (uint8_t)((value >> 5U) % kBoardHeight);
const uint8_t length = kFleetLengths[ship_index];
if (!placement_fits(&candidate, x, y, length, horizontal)) continue;
place_ship(&candidate, ship_index, x, y, length, horizontal);
placed = true;
break;
}
if (!placed) {
complete = false;
break;
}
}
candidate.ships_alive = complete ? kFleetShipCount : 0U;
if (complete && fleet_generator_validate(&candidate)) {
*board = candidate;
return true;
}
}
return false;
}
bool fleet_generator_validate(const board_t *board) {
if (board == NULL || board->ships_alive != kFleetShipCount) return false;
uint8_t expected_cells[kBoardCellCount] = {0};
for (uint8_t ship_index = 0; ship_index < kFleetShipCount; ++ship_index) {
const ship_t *ship = &board->ships[ship_index];
if (ship->length != kFleetLengths[ship_index] || ship->hits > ship->length) return false;
const uint8_t end_x = ship->horizontal ? (uint8_t)(ship->x + ship->length - 1U) : ship->x;
const uint8_t end_y = ship->horizontal ? ship->y : (uint8_t)(ship->y + ship->length - 1U);
if (!coordinate_is_valid(ship->x, ship->y) || !coordinate_is_valid(end_x, end_y)) return false;
for (uint8_t offset = 0; offset < ship->length; ++offset) {
const uint8_t x = ship->horizontal ? (uint8_t)(ship->x + offset) : ship->x;
const uint8_t y = ship->horizontal ? ship->y : (uint8_t)(ship->y + offset);
const uint8_t index = cell_index(x, y);
if (expected_cells[index] != 0U || board->cells[index] != CELL_SHIP) return false;
expected_cells[index] = (uint8_t)(ship_index + 1U);
}
}
for (uint8_t y = 0; y < kBoardHeight; ++y) {
for (uint8_t x = 0; x < kBoardWidth; ++x) {
const uint8_t index = cell_index(x, y);
if ((board->cells[index] == CELL_SHIP) != (expected_cells[index] != 0U)) return false;
if (board->cells[index] != CELL_SHIP) continue;
for (int8_t delta_y = -1; delta_y <= 1; ++delta_y) {
for (int8_t delta_x = -1; delta_x <= 1; ++delta_x) {
const int16_t neighbour_x = (int16_t)x + delta_x;
const int16_t neighbour_y = (int16_t)y + delta_y;
if (neighbour_x < 0 || neighbour_y < 0 || neighbour_x >= kBoardWidth || neighbour_y >= kBoardHeight) continue;
const uint8_t neighbour = cell_index((uint8_t)neighbour_x, (uint8_t)neighbour_y);
if (board->cells[neighbour] == CELL_SHIP && expected_cells[index] != expected_cells[neighbour]) return false;
}
}
}
}
return true;
}
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@@ -0,0 +1,111 @@
#include "game_engine.h"
#include <stddef.h>
#include <string.h>
static uint8_t cell_index(coordinate_t coordinate) {
return (uint8_t)(coordinate.y * kBoardWidth + coordinate.x);
}
static bool coordinate_is_valid(coordinate_t coordinate) {
return coordinate.x < kBoardWidth && coordinate.y < kBoardHeight;
}
static ship_t *ship_at(board_t *board, coordinate_t coordinate) {
for (uint8_t index = 0; index < kFleetShipCount; ++index) {
ship_t *ship = &board->ships[index];
for (uint8_t offset = 0; offset < ship->length; ++offset) {
const uint8_t x = ship->horizontal ? (uint8_t)(ship->x + offset) : ship->x;
const uint8_t y = ship->horizontal ? ship->y : (uint8_t)(ship->y + offset);
if (x == coordinate.x && y == coordinate.y) return ship;
}
}
return NULL;
}
static void mark_sunk_ship_border(board_t *board, const ship_t *ship) {
const uint8_t end_x = ship->horizontal ? (uint8_t)(ship->x + ship->length - 1U) : ship->x;
const uint8_t end_y = ship->horizontal ? ship->y : (uint8_t)(ship->y + ship->length - 1U);
const uint8_t min_x = ship->x == 0 ? 0 : (uint8_t)(ship->x - 1U);
const uint8_t min_y = ship->y == 0 ? 0 : (uint8_t)(ship->y - 1U);
const uint8_t max_x = end_x + 1U >= kBoardWidth ? (uint8_t)(kBoardWidth - 1U) : (uint8_t)(end_x + 1U);
const uint8_t max_y = end_y + 1U >= kBoardHeight ? (uint8_t)(kBoardHeight - 1U) : (uint8_t)(end_y + 1U);
for (uint8_t y = min_y; y <= max_y; ++y) {
for (uint8_t x = min_x; x <= max_x; ++x) {
const uint8_t index = (uint8_t)(y * kBoardWidth + x);
if (board->cells[index] == CELL_WATER) board->cells[index] = CELL_MISS;
}
}
}
void game_engine_init(game_engine_t *engine) {
if (engine == NULL) return;
memset(engine, 0, sizeof(*engine));
engine->state.phase = PHASE_LOBBY;
engine->state.winner = kPlayerCapacity;
}
game_result_t game_engine_start(game_engine_t *engine, uint32_t game_id, game_mode_t mode,
const fleet_generator_t *generator) {
if (engine == NULL || generator == NULL) return GAME_RESULT_GENERATION_FAILED;
if (engine->state.phase != PHASE_LOBBY) return GAME_RESULT_WRONG_PHASE;
if (mode != MODE_HUMAN && mode != MODE_BOT) return GAME_RESULT_WRONG_PHASE;
board_t generated[kPlayerCapacity] = {0};
for (uint8_t player = 0; player < kPlayerCapacity; ++player) {
if (!fleet_generator_generate(generator, &generated[player])) return GAME_RESULT_GENERATION_FAILED;
}
if (generator->random.next_u32 == NULL) return GAME_RESULT_GENERATION_FAILED;
const uint8_t first_player = (uint8_t)(generator->random.next_u32(generator->random.context) % kPlayerCapacity);
const uint32_t previous_version = engine->state.version;
memset(&engine->state, 0, sizeof(engine->state));
engine->state.game_id = game_id;
engine->state.version = previous_version + 1U;
engine->state.phase = PHASE_IN_PROGRESS;
engine->state.mode = mode;
engine->state.current_player = first_player;
engine->state.winner = kPlayerCapacity;
memcpy(engine->state.boards, generated, sizeof(generated));
return GAME_RESULT_OK;
}
game_result_t game_engine_shot(game_engine_t *engine, uint8_t player, coordinate_t coordinate,
shot_result_t *result) {
if (engine == NULL || !coordinate_is_valid(coordinate)) return GAME_RESULT_INVALID_COORDINATE;
if (engine->state.phase != PHASE_IN_PROGRESS) return GAME_RESULT_WRONG_PHASE;
if (player >= kPlayerCapacity || player != engine->state.current_player) return GAME_RESULT_NOT_YOUR_TURN;
board_t *target = &engine->state.boards[player ^ 1U];
cell_t *cell = &target->cells[cell_index(coordinate)];
if (*cell == CELL_MISS || *cell == CELL_HIT) return GAME_RESULT_CELL_ALREADY_SHOT;
shot_result_t accepted = {0};
match_statistics_t *statistics = &engine->state.statistics[player];
++statistics->shots;
if (*cell == CELL_SHIP) {
*cell = CELL_HIT;
++statistics->hits;
accepted.hit = true;
ship_t *ship = ship_at(target, coordinate);
if (ship != NULL) {
++ship->hits;
if (ship->hits == ship->length) {
--target->ships_alive;
++statistics->ships_sunk;
accepted.sunk = true;
mark_sunk_ship_border(target, ship);
}
}
if (target->ships_alive == 0U) {
engine->state.phase = PHASE_FINISHED;
engine->state.winner = player;
accepted.finished = true;
}
} else {
*cell = CELL_MISS;
++statistics->misses;
engine->state.current_player ^= 1U;
}
++engine->state.version;
if (result != NULL) *result = accepted;
return GAME_RESULT_OK;
}
+7 -3
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@@ -1,13 +1,17 @@
CC ?= cc CC ?= cc
CFLAGS ?= -std=c11 -Wall -Wextra -Werror -I../../include CFLAGS ?= -std=c11 -Wall -Wextra -Werror -I../../include
all: test_command_queue all: test_command_queue test_game_domain
test_command_queue: test_command_queue.c ../../src/command_queue.c ../../src/application.c test_command_queue: test_command_queue.c ../../src/command_queue.c ../../src/application.c
$(CC) $(CFLAGS) $^ -o $@ $(CC) $(CFLAGS) $^ -o $@
run: test_command_queue run: all
./test_command_queue ./test_command_queue
./test_game_domain
test_game_domain: test_game_domain.c ../../src/fleet_generator.c ../../src/game_engine.c
$(CC) $(CFLAGS) $^ -o $@
clean: clean:
rm -f test_command_queue rm -f test_command_queue test_game_domain
+162
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@@ -0,0 +1,162 @@
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include "fleet_generator.h"
#include "game_engine.h"
typedef struct { uint32_t value; } test_random_t;
static uint32_t next_random(void *context) {
test_random_t *random = context;
random->value = random->value * 1664525U + 1013904223U;
return random->value;
}
static fleet_generator_t generator_for(test_random_t *random) {
return (fleet_generator_t){.random = {.next_u32 = next_random, .context = random}};
}
static void start_game(game_engine_t *engine, test_random_t *random) {
const fleet_generator_t generator = generator_for(random);
game_engine_init(engine);
assert(game_engine_start(engine, 1, MODE_HUMAN, &generator) == GAME_RESULT_OK);
assert(engine->state.phase == PHASE_IN_PROGRESS);
assert(engine->state.version == 1U);
assert(fleet_generator_validate(&engine->state.boards[0]));
assert(fleet_generator_validate(&engine->state.boards[1]));
}
static coordinate_t first_cell(const board_t *board, cell_t wanted) {
for (uint8_t y = 0; y < kBoardHeight; ++y) {
for (uint8_t x = 0; x < kBoardWidth; ++x) {
if (board->cells[y * kBoardWidth + x] == wanted) return (coordinate_t){x, y};
}
}
assert(false);
return (coordinate_t){0, 0};
}
static void assert_rejected_unchanged(game_engine_t *engine, uint8_t player, coordinate_t coordinate,
game_result_t expected) {
game_engine_t before = *engine;
assert(game_engine_shot(engine, player, coordinate, NULL) == expected);
assert(memcmp(&before, engine, sizeof(before)) == 0);
}
static void test_many_fleets(void) {
for (uint32_t seed = 0; seed < 10000U; ++seed) {
test_random_t random = {.value = seed};
const fleet_generator_t generator = generator_for(&random);
board_t board = {0};
assert(fleet_generator_generate(&generator, &board));
assert(fleet_generator_validate(&board));
}
}
static void test_rules_and_rejection(void) {
test_random_t random = {.value = 7};
game_engine_t engine;
start_game(&engine, &random);
const uint8_t player = engine.state.current_player;
game_engine_t before_start = engine;
const fleet_generator_t generator = generator_for(&random);
assert(game_engine_start(&engine, 2, MODE_HUMAN, &generator) == GAME_RESULT_WRONG_PHASE);
assert(memcmp(&before_start, &engine, sizeof(engine)) == 0);
assert_rejected_unchanged(&engine, player, (coordinate_t){10, 0}, GAME_RESULT_INVALID_COORDINATE);
assert_rejected_unchanged(&engine, player ^ 1U, (coordinate_t){0, 0}, GAME_RESULT_NOT_YOUR_TURN);
const coordinate_t water = first_cell(&engine.state.boards[player ^ 1U], CELL_WATER);
shot_result_t result = {0};
const uint32_t version = engine.state.version;
assert(game_engine_shot(&engine, player, water, &result) == GAME_RESULT_OK);
assert(!result.hit && !result.sunk && !result.finished);
assert(engine.state.current_player == (uint8_t)(player ^ 1U));
assert(engine.state.version == version + 1U);
assert(engine.state.statistics[player].shots == 1U && engine.state.statistics[player].misses == 1U);
assert_rejected_unchanged(&engine, player, water, GAME_RESULT_NOT_YOUR_TURN);
const uint8_t hitter = engine.state.current_player;
const coordinate_t ship_cell = first_cell(&engine.state.boards[hitter ^ 1U], CELL_SHIP);
assert(game_engine_shot(&engine, hitter, ship_cell, &result) == GAME_RESULT_OK);
assert(result.hit && !result.finished);
assert(engine.state.current_player == hitter);
assert(engine.state.statistics[hitter].hits == 1U);
assert_rejected_unchanged(&engine, hitter, ship_cell, GAME_RESULT_CELL_ALREADY_SHOT);
}
static void test_sinking_and_victory(void) {
test_random_t random = {.value = 11};
game_engine_t engine;
start_game(&engine, &random);
const uint8_t player = engine.state.current_player;
board_t *target = &engine.state.boards[player ^ 1U];
const ship_t ship = target->ships[9];
assert(ship.length == 1U);
const coordinate_t coordinate = {ship.x, ship.y};
shot_result_t result = {0};
assert(game_engine_shot(&engine, player, coordinate, &result) == GAME_RESULT_OK);
assert(result.hit && result.sunk && !result.finished);
assert(target->ships_alive == kFleetShipCount - 1U);
assert(engine.state.statistics[player].ships_sunk == 1U);
for (int8_t y = -1; y <= 1; ++y) {
for (int8_t x = -1; x <= 1; ++x) {
const int16_t neighbour_x = (int16_t)coordinate.x + x;
const int16_t neighbour_y = (int16_t)coordinate.y + y;
if (neighbour_x < 0 || neighbour_y < 0 || neighbour_x >= kBoardWidth || neighbour_y >= kBoardHeight) continue;
const uint8_t index = (uint8_t)(neighbour_y * kBoardWidth + neighbour_x);
if (x != 0 || y != 0) assert(target->cells[index] == CELL_MISS);
}
}
for (uint8_t ship_index = 0; ship_index < kFleetShipCount; ++ship_index) {
const ship_t remaining = target->ships[ship_index];
for (uint8_t offset = 0; offset < remaining.length; ++offset) {
const coordinate_t hit = {remaining.horizontal ? (uint8_t)(remaining.x + offset) : remaining.x,
remaining.horizontal ? remaining.y : (uint8_t)(remaining.y + offset)};
if (target->cells[hit.y * kBoardWidth + hit.x] == CELL_SHIP) assert(game_engine_shot(&engine, player, hit, &result) == GAME_RESULT_OK);
}
}
assert(result.finished);
assert(engine.state.phase == PHASE_FINISHED && engine.state.winner == player);
assert_rejected_unchanged(&engine, player, (coordinate_t){0, 0}, GAME_RESULT_WRONG_PHASE);
}
static void test_simulated_games(void) {
for (uint32_t seed = 100; seed < 10100U; ++seed) {
test_random_t random = {.value = seed};
game_engine_t engine;
start_game(&engine, &random);
for (uint16_t step = 0; step < 200U && engine.state.phase == PHASE_IN_PROGRESS; ++step) {
const uint8_t player = engine.state.current_player;
const board_t *target = &engine.state.boards[player ^ 1U];
coordinate_t choice = {0, 0};
bool found = false;
for (uint8_t index = 0; index < kBoardCellCount; ++index) {
if (target->cells[index] == CELL_WATER || target->cells[index] == CELL_SHIP) {
choice = (coordinate_t){(uint8_t)(index % kBoardWidth), (uint8_t)(index / kBoardWidth)};
found = true;
break;
}
}
assert(found);
assert(game_engine_shot(&engine, player, choice, NULL) == GAME_RESULT_OK);
}
assert(engine.state.phase == PHASE_FINISHED);
assert(engine.state.winner < kPlayerCapacity);
for (uint8_t player = 0; player < kPlayerCapacity; ++player) {
const match_statistics_t *statistics = &engine.state.statistics[player];
assert(statistics->shots == statistics->hits + statistics->misses);
assert(statistics->ships_sunk <= kFleetShipCount);
}
}
}
int main(void) {
test_many_fleets();
test_rules_and_rejection();
test_sinking_and_victory();
test_simulated_games();
puts("game domain tests passed");
return 0;
}