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//! Regression tests for the server-side slots game logic.
use zagan_bet::server::games::slots::SlotsGame;
use zagan_bet::server::games::traits::{Game, GamePhase};
fn make_game() -> SlotsGame {
SlotsGame::new()
}
/// Three of a kind pays the three-of-a-kind multiplier.
#[test]
fn three_of_a_kind_pays() {
let game = make_game();
// CCC = 5x
assert_eq!(game.calculate_payout(&['C', 'C', 'C'], 100), 200);
// SSS = 100x
assert_eq!(game.calculate_payout(&['S', 'S', 'S'], 10), 280);
}
/// Two adjacent matching symbols pays the two-of-a-kind multiplier.
#[test]
fn two_adjacent_pays() {
let game = make_game();
// CC? = 2x
assert_eq!(game.calculate_payout(&['C', 'C', 'D'], 100), 100);
// ?LL = 3x
assert_eq!(game.calculate_payout(&['D', 'L', 'L'], 50), 50);
}
/// Non-adjacent matching symbols (e.g. [C,D,C]) must also pay.
/// This was a bug: the old code only checked pairs (0,1) and (1,2).
#[test]
fn two_non_adjacent_pays() {
let game = make_game();
// C,D,C — two cherries at positions 0 and 2
assert_eq!(game.calculate_payout(&['C', 'D', 'C'], 100), 100);
// S,X,S — two sevens at positions 0 and 2
assert_eq!(game.calculate_payout(&['S', 'L', 'S'], 10), 30);
// L,O,L
assert_eq!(game.calculate_payout(&['L', 'O', 'L'], 50), 50);
}
/// No matching symbols returns 0.
#[test]
fn no_match_returns_zero() {
let game = make_game();
assert_eq!(game.calculate_payout(&['C', 'L', 'O'], 100), 0);
assert_eq!(game.calculate_payout(&['G', 'D', 'S'], 50), 0);
}
#[test]
fn an_enormous_bet_saturates_instead_of_overflowing() {
let game = make_game();
assert_eq!(game.calculate_payout(&['S', 'S', 'S'], u64::MAX), u64::MAX);
assert_eq!(game.calculate_payout(&['S', 'L', 'S'], u64::MAX), u64::MAX);
}
/// process_action produces a finished state with correct reels and win_type.
#[test]
fn process_action_spin_sets_finished() {
let game = make_game();
let state = game.prepare_state("alice", 100);
assert_eq!(state.phase, GamePhase::WaitingToStart);
// Manually set reels by going through process_action.
// Since spin is random, we test the state machine rather than the outcome.
let result = game.process_action(&state, "spin", &[]);
assert!(result.is_ok());
let new_state = result.unwrap();
assert_eq!(new_state.phase, GamePhase::Finished);
assert!(new_state.data.contains_key("reels"));
assert!(new_state.data.contains_key("win_type"));
}
/// calculate_result on a finished state returns valid GameResult.
#[test]
fn calculate_result_on_finished_state() {
let game = make_game();
let mut state = game.prepare_state("alice", 100);
state.phase = GamePhase::Finished;
state
.data
.insert("reels".to_string(), "CCD".to_string());
state
.data
.insert("win_type".to_string(), "two".to_string());
let result = game.calculate_result(&state).unwrap();
assert_eq!(result.bet_amount, 100);
assert_eq!(result.winnings, 100); // CC = 1x
}
/// calculate_result on a non-finished state returns an error.
#[test]
fn calculate_result_on_unfinished_state() {
let game = make_game();
let state = game.prepare_state("alice", 100);
assert!(game.calculate_result(&state).is_err());
}
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