Dawn/test/poker/poker.c

1555 lines
54 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "poker.h"
void test_pokerInit_should_InitializePokerGame(void) {
poker_t poker;
pokerInit(&poker);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerCount);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerBigBlind);
}
void test_pokerResetRound_should_ResetTheRound(void) {
poker_t poker;
pokerInit(&poker);
poker.potCount = 0x03;
poker.graveSize = 0x10;
poker.communitySize = 0x03;
poker.deckSize = 0x0;
pokerResetRound(&poker);
TEST_ASSERT_NOT_EQUAL_UINT8(0, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.graveSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.communitySize);
TEST_ASSERT_EQUAL_UINT8(1, poker.potCount);
}
void test_pokerResetRound_should_ResetThePlayers(void) {
poker_t poker;
uint8_t i;
pokerInit(&poker);
pokerPlayerAdd(&poker);
pokerPlayerAdd(&poker);
pokerPlayerAdd(&poker);
for(i = 0; i < poker.playerCount; i++) {
poker.players[i].cardCount = 32;
poker.players[i].chips = 100;
poker.players[i].state = 0xFF;
poker.players[i].currentBet = 12345;
};
pokerResetRound(&poker);
for(i = 0; i < poker.playerCount; i++) {
TEST_ASSERT_EQUAL_UINT8(0, poker.players[i].cardCount);
TEST_ASSERT_EQUAL_INT32(0, poker.players[i].currentBet);
TEST_ASSERT_EQUAL_INT32(100, poker.players[i].chips);
TEST_ASSERT_EQUAL_INT32(100, poker.players[i].chips);
TEST_ASSERT_BITS_LOW(POKER_PLAYER_STATE_FOLDED, poker.players[i].state);
TEST_ASSERT_BITS_LOW(
POKER_PLAYER_STATE_HAS_BET_THIS_ROUND, poker.players[i].state
);
TEST_ASSERT_BITS_LOW(POKER_PLAYER_STATE_SHOWING, poker.players[i].state);
}
}
void test_pokerResetBettingRound_should_ResetTheBettingRound(void) {
poker_t poker;
uint8_t i;
pokerInit(&poker);
poker.better = 0x32;
pokerPlayerAdd(&poker);
pokerPlayerAdd(&poker);
pokerPlayerAdd(&poker);
for(i = 0; i < poker.playerCount; i++) {
pokerPlayerChipsAdd(poker.players + i, 1000);
};
pokerResetBettingRound(&poker);
TEST_ASSERT_EQUAL_UINT8(0x01, poker.better);
for(i = 0; i < poker.playerCount; i++) {
TEST_ASSERT_BITS_LOW(
POKER_PLAYER_STATE_HAS_BET_THIS_ROUND, poker.players[i].state
);
}
}
void test_pokerNewDealer_should_FindANewDealer(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(1, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(2, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(2, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(4, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(4, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(4, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(1, poker.playerBigBlind);
}
void test_pokerNewDealer_should_SkipOutPlayers(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerAdd(&poker);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(1, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(1, poker.playerBigBlind);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerDealer);
TEST_ASSERT_EQUAL_UINT8(1, poker.playerSmallBlind);
TEST_ASSERT_EQUAL_UINT8(3, poker.playerBigBlind);
}
void test_pokerTakeBlinds_should_TakeTheBlinds(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerNewDealer(&poker);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 0)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 1)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 2)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 3)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 4)->chips);
pokerTakeBlinds(&poker, 100, 200);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 0)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 1)->chips);
TEST_ASSERT_EQUAL_INT32(900, (poker.players + 2)->chips);
TEST_ASSERT_EQUAL_INT32(800, (poker.players + 3)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 4)->chips);
pokerNewDealer(&poker);
pokerTakeBlinds(&poker, 100, 200);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 0)->chips);
TEST_ASSERT_EQUAL_INT32(1000, (poker.players + 1)->chips);
TEST_ASSERT_EQUAL_INT32(900, (poker.players + 2)->chips);
TEST_ASSERT_EQUAL_INT32(700, (poker.players + 3)->chips);
TEST_ASSERT_EQUAL_INT32(800, (poker.players + 4)->chips);
}
void test_pokerPotAdd_should_AddAPot(void) {
poker_t poker;
pokerInit(&poker);
TEST_ASSERT_EQUAL_UINT8(1, poker.potCount);
TEST_ASSERT_EQUAL_UINT8(1, pokerPotAdd(&poker));
TEST_ASSERT_EQUAL_UINT8(2, poker.potCount);
}
void test_pokerPotAdd_should_ResetThePot(void) {
poker_t poker;
pokerpot_t *pot;
uint8_t i;
pokerInit(&poker);
i = pokerPotAdd(&poker);
pot = poker.pots + i;
TEST_ASSERT_EQUAL_UINT8(0, pot->playerCount);
TEST_ASSERT_EQUAL_INT32(0, pot->chips);
}
void test_pokerPotAddPlayer_should_AddAPlayer(void) {
poker_t poker;
pokerpot_t *pot;
pokerInit(&poker);
pokerPlayerAdd(&poker);
pokerPlayerAdd(&poker);
pot = poker.pots + 0;
TEST_ASSERT_EQUAL_UINT8(0, pot->playerCount);
pokerPotAddPlayer(pot, 1);
TEST_ASSERT_EQUAL_UINT8(1, pot->playerCount);
TEST_ASSERT_EQUAL_UINT8(0x01, pot->players[0]);
pokerPotAddPlayer(pot, 0);
TEST_ASSERT_EQUAL_UINT8(2, pot->playerCount);
TEST_ASSERT_EQUAL_UINT8(0x00, pot->players[1]);
}
void test_pokerPlayerAdd_should_AddAPlayer(void) {
poker_t poker;
pokerInit(&poker);
TEST_ASSERT_EQUAL_UINT8(0, poker.playerCount);
TEST_ASSERT_EQUAL(0, pokerPlayerAdd(&poker));
TEST_ASSERT_EQUAL_UINT8(1, poker.playerCount);
TEST_ASSERT_EQUAL(1, pokerPlayerAdd(&poker));
TEST_ASSERT_EQUAL_UINT8(2, poker.playerCount);
}
void test_pokerPlayerAdd_should_ResetThePlayer(void) {
poker_t poker;
pokerplayer_t *player;
pokerInit(&poker);
player = poker.players + pokerPlayerAdd(&poker);
TEST_ASSERT_EQUAL_INT32(0, player->chips);
TEST_ASSERT_EQUAL_INT32(0, player->currentBet);
TEST_ASSERT_EQUAL_UINT8(0, player->cardCount);
TEST_ASSERT_EQUAL_UINT8(POKER_PLAYER_STATE_OUT, player->state);
}
void test_pokerTurn_should_TurnCardsFromTheDeck(void) {
poker_t poker;
pokerInit(&poker);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.communitySize);
pokerTurn(&poker, 1);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 1, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(1, poker.communitySize);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.community[0]);
pokerTurn(&poker, 3);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 4, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(4, poker.communitySize);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.community[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.community[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.community[3]);
}
void test_pokerBurn_should_SendCardsToTheGrave(void) {
poker_t poker;
pokerInit(&poker);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.graveSize);
pokerBurn(&poker, 1);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 1, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(1, poker.graveSize);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.grave[0]);
pokerBurn(&poker, 3);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 4, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(4, poker.graveSize);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.grave[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.grave[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.grave[3]);
}
void test_pokerGetCallValue_should_CalculateTheCallValue(void) {
poker_t poker;
uint8_t first, second;
pokerInit(&poker);
first = pokerPlayerAdd(&poker);
second = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + first, 10000);
pokerPlayerChipsAdd(poker.players + second, 10000);
TEST_ASSERT_EQUAL_INT32(0, pokerGetCallValue(&poker));
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL_INT32(100, pokerGetCallValue(&poker));
pokerPlayerBet(&poker, second, 150);
TEST_ASSERT_EQUAL_INT32(150, pokerGetCallValue(&poker));
pokerPotAdd(&poker);
TEST_ASSERT_EQUAL_INT32(150, pokerGetCallValue(&poker));
TEST_ASSERT_EQUAL_INT32(0, poker.pots[1].chips);
pokerPlayerBet(&poker, second, 50);
TEST_ASSERT_EQUAL_INT32(200, pokerGetCallValue(&poker));
TEST_ASSERT_EQUAL_INT32(50, poker.pots[1].chips);
}
void test_pokerGetCallValue_should_SkipOutPlayers(void) {
poker_t poker;
uint8_t i;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + i, 10000);
pokerPlayerBet(&poker, i, 300);
i = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + i, 10000);
pokerPlayerBet(&poker, i, 500);
i = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + i, 10000);
pokerPlayerBet(&poker, i, 200);
TEST_ASSERT_EQUAL_INT32(500, pokerGetCallValue(&poker));
poker.players[1].state |= POKER_PLAYER_STATE_OUT;
TEST_ASSERT_EQUAL_INT32(300, pokerGetCallValue(&poker));
poker.players[0].state |= POKER_PLAYER_STATE_OUT;
TEST_ASSERT_EQUAL_INT32(200, pokerGetCallValue(&poker));
}
void test_pokerPlayerDeal_should_DealCardsToThePlayer(void) {
poker_t poker;
uint8_t playerIndex;
pokerplayer_t *player;
pokerInit(&poker);
playerIndex = pokerPlayerAdd(&poker);
player = poker.players + playerIndex;
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, player->cardCount);
pokerPlayerDeal(&poker, player, 0x01);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 1, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(1, player->cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, player->cards[0]);
pokerPlayerDeal(&poker, player, 0x01);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 2, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(2, player->cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, player->cards[1]);
}
void test_pokerPlayerChipsAdd_should_AddChipsToThePlayer(void) {
poker_t poker;
uint8_t playerIndex;
pokerplayer_t *player;
pokerInit(&poker);
playerIndex = pokerPlayerAdd(&poker);
player = poker.players + playerIndex;
TEST_ASSERT_EQUAL_INT32(0, player->chips);
pokerPlayerChipsAdd(player, 32);
TEST_ASSERT_EQUAL_INT32(32, player->chips);
pokerPlayerChipsAdd(player, 10);
TEST_ASSERT_EQUAL_INT32(42, player->chips);
pokerPlayerChipsAdd(player, -30);
TEST_ASSERT_EQUAL_INT32(12, player->chips);
}
void test_pokerPlayerChipsAdd_should_TurnOutStateOff(void) {
poker_t poker;
uint8_t playerIndex;
pokerplayer_t *player;
pokerInit(&poker);
playerIndex = pokerPlayerAdd(&poker);
player = poker.players + playerIndex;
player->state |= POKER_PLAYER_STATE_OUT;
TEST_ASSERT_BITS_HIGH(POKER_PLAYER_STATE_OUT, player->state);
pokerPlayerChipsAdd(player, 32);
TEST_ASSERT_BITS_LOW(POKER_PLAYER_STATE_OUT, player->state);
}
void test_pokerPlayerDealAll_should_DealCardsToEveryone(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[0].cardCount);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[1].cardCount);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[2].cardCount);
pokerPlayerDealAll(&poker, 1);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE - 3, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(1, poker.players[0].cardCount);
TEST_ASSERT_EQUAL_UINT8(1, poker.players[1].cardCount);
TEST_ASSERT_EQUAL_UINT8(1, poker.players[2].cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.players[0].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.players[1].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.players[2].cards[0]);
}
void test_pokerPlayerDealAll_should_DealMultipleCardsToEveryone(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[0].cardCount);
pokerPlayerDealAll(&poker, 0x02);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[0].cardCount);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[1].cardCount);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[2].cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.players[0].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.players[1].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.players[2].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.players[0].cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TEN, poker.players[1].cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_NINE, poker.players[2].cards[1]);
}
void test_pokerPlayerDealAll_should_NotDealToOutPlayers(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
TEST_ASSERT_EQUAL_UINT8(CARD_DECK_SIZE, poker.deckSize);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[0].cardCount);
pokerPlayerDealAll(&poker, 0x02);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[0].cardCount);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[1].cardCount);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[2].cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.players[0].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.players[2].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.players[0].cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.players[2].cards[1]);
}
void test_pokerPlayerDealAll_should_NotDealToFoldedPlayers(void) {
poker_t poker;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 100);
poker.players[0].state |= POKER_PLAYER_STATE_FOLDED;
pokerPlayerDealAll(&poker, 2);
TEST_ASSERT_EQUAL_UINT8(0, poker.players[0].cardCount);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[1].cardCount);
TEST_ASSERT_EQUAL_UINT8(2, poker.players[2].cardCount);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, poker.players[1].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, poker.players[2].cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.players[1].cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.players[2].cards[1]);
}
void test_pokerPlayerDoesNeedToBetThisRound_should_CheckCallValue(void) {
poker_t poker;
uint8_t first, second;
pokerInit(&poker);
first = pokerPlayerAdd(&poker);
second = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + first, 10000);
pokerPlayerChipsAdd(poker.players + second, 10000);
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, second, 200);
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, second));
}
void test_pokerPlayerDoesNeedToBetThisRound_should_CheckWhetherHasBetYet(void) {
poker_t poker;
uint8_t first, second;
pokerInit(&poker);
first = pokerPlayerAdd(&poker);
second = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + first, 10000);
pokerPlayerChipsAdd(poker.players + second, 10000);
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, second, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, second));
}
void test_pokerPlayerDoesNeedToBetThisRound_should_IgnoreFoldedPlayers(void) {
poker_t poker;
uint8_t first, second;
pokerInit(&poker);
first = pokerPlayerAdd(&poker);
second = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + first, 10000);
pokerPlayerChipsAdd(poker.players + second, 10000);
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(true, pokerPlayerDoesNeedToBetThisRound(&poker, second));
poker.players[second].state |= POKER_PLAYER_STATE_FOLDED;
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, second));
pokerPlayerBet(&poker, first, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, first));
TEST_ASSERT_EQUAL(false, pokerPlayerDoesNeedToBetThisRound(&poker, second));
}
void test_pokerPlayerGetRemainingBetter_should_ReturnRemainingBetters(void) {
poker_t poker;
uint8_t p0, p1, p2, p3, p4;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
p3 = pokerPlayerAdd(&poker);
p4 = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + p0, 10000);
pokerPlayerChipsAdd(poker.players + p1, 10000);
pokerPlayerChipsAdd(poker.players + p2, 10000);
pokerPlayerChipsAdd(poker.players + p3, 10000);
pokerPlayerChipsAdd(poker.players + p4, 10000);
pokerNewDealer(&poker);
// Blind + 1
TEST_ASSERT_EQUAL(0x04, pokerPlayerGetRemainingBetter(&poker));
// Blind + 2
pokerPlayerBet(&poker, 0x04, pokerGetCallValue(&poker));
TEST_ASSERT_EQUAL(0x00, pokerPlayerGetRemainingBetter(&poker));
// Blind + 3
pokerPlayerBet(&poker, 0x00, pokerGetCallValue(&poker));
TEST_ASSERT_EQUAL(0x01, pokerPlayerGetRemainingBetter(&poker));
// Blind + 4 / Small Blind
pokerPlayerBet(&poker, 0x01, pokerGetCallValue(&poker));
TEST_ASSERT_EQUAL(0x02, pokerPlayerGetRemainingBetter(&poker));
// Blind + 5 / Big Blind
pokerPlayerBet(
&poker, 0x02, pokerGetCallValue(&poker) - poker.players[0x01].currentBet
);
TEST_ASSERT_EQUAL(0x03, pokerPlayerGetRemainingBetter(&poker));
// No remaining players.
pokerPlayerBet(&poker, 0x03, 0);
TEST_ASSERT_EQUAL(0xFF, pokerPlayerGetRemainingBetter(&poker));
// Raise
pokerPlayerBet(&poker, 0x03, 100);
TEST_ASSERT_EQUAL(0x04, pokerPlayerGetRemainingBetter(&poker));
// Raise
pokerPlayerBet(&poker, 0x04, 100);
TEST_ASSERT_EQUAL(0x00, pokerPlayerGetRemainingBetter(&poker));
}
void test_pokerPlayerGetNextBetter_should_GetTheNextBetter(void) {
poker_t poker;
uint8_t p0, p1, p2, p3, p4;
uint8_t better;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
p3 = pokerPlayerAdd(&poker);
p4 = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + p0, 10000);
pokerPlayerChipsAdd(poker.players + p1, 10000);
pokerPlayerChipsAdd(poker.players + p2, 10000);
pokerPlayerChipsAdd(poker.players + p3, 10000);
pokerPlayerChipsAdd(poker.players + p4, 10000);
pokerNewDealer(&poker);
// Start at blind+1
better = poker.playerBigBlind;
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x04, better);
// Blind+2
pokerPlayerBet(&poker, better, pokerGetCallValue(&poker));
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x00, better);
// BLind+3
pokerPlayerBet(&poker, better, pokerGetCallValue(&poker));
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x01, better);
// Dealer
pokerPlayerBet(&poker, better, pokerGetCallValue(&poker));
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x02, better);
// Small blind
pokerPlayerBet(
&poker, better, pokerGetCallValue(&poker) - poker.players[0x02].currentBet
);
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x03, better);
// Big Blind
pokerPlayerBet(
&poker, better, pokerGetCallValue(&poker) - poker.players[0x03].currentBet
);
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0xFF, better);
// Raise
better = poker.playerBigBlind;
pokerPlayerBet(&poker, better, 100);
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x04, better);
// Raise
pokerPlayerBet(&poker, better, 100);
better = pokerPlayerGetNextBetter(&poker, better);
TEST_ASSERT_EQUAL_UINT8(0x00, better);
}
void test_pokerPlayerGetCallBet_should_GetCallBet(void) {
poker_t poker;
uint8_t p0, p1, p2;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
pokerPlayerBet(&poker, p0, 100);
TEST_ASSERT_EQUAL_INT32(0, pokerPlayerGetCallBet(&poker,poker.players+p0));
TEST_ASSERT_EQUAL_INT32(100, pokerPlayerGetCallBet(&poker,poker.players+p1));
TEST_ASSERT_EQUAL_INT32(100, pokerPlayerGetCallBet(&poker,poker.players+p2));
pokerPlayerBet(&poker, p1, 200);
TEST_ASSERT_EQUAL_INT32(100, pokerPlayerGetCallBet(&poker,poker.players+p0));
TEST_ASSERT_EQUAL_INT32(0, pokerPlayerGetCallBet(&poker,poker.players+p1));
TEST_ASSERT_EQUAL_INT32(200, pokerPlayerGetCallBet(&poker,poker.players+p2));
pokerPlayerBet(&poker, p2, 300);
TEST_ASSERT_EQUAL_INT32(200, pokerPlayerGetCallBet(&poker,poker.players+p0));
TEST_ASSERT_EQUAL_INT32(100, pokerPlayerGetCallBet(&poker,poker.players+p1));
TEST_ASSERT_EQUAL_INT32(0, pokerPlayerGetCallBet(&poker,poker.players+p2));
}
void test_pokerInRoundGetCount_should_ReturnCountOfPlayersInRound(void) {
poker_t poker;
uint8_t p0, p1, p2;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
TEST_ASSERT_EQUAL_UINT8(0x00, pokerInRoundGetCount(&poker));
pokerPlayerChipsAdd(poker.players + p0, 10000);
TEST_ASSERT_EQUAL_UINT8(0x01, pokerInRoundGetCount(&poker));
pokerPlayerChipsAdd(poker.players + p1, 10000);
TEST_ASSERT_EQUAL_UINT8(0x02, pokerInRoundGetCount(&poker));
pokerPlayerChipsAdd(poker.players + p2, 10000);
TEST_ASSERT_EQUAL_UINT8(0x03, pokerInRoundGetCount(&poker));
poker.players[0].state |= POKER_PLAYER_STATE_FOLDED;
TEST_ASSERT_EQUAL_UINT8(0x02, pokerInRoundGetCount(&poker));
poker.players[1].state |= POKER_PLAYER_STATE_FOLDED;
TEST_ASSERT_EQUAL_UINT8(0x01, pokerInRoundGetCount(&poker));
poker.players[2].state |= POKER_PLAYER_STATE_OUT;
TEST_ASSERT_EQUAL_UINT8(0x00, pokerInRoundGetCount(&poker));
}
void test_pokerPlayerGetRemainintBetterCount_should_ReturnCountNeedsToBet(void){
poker_t poker;
uint8_t p0, p1, p2;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
TEST_ASSERT_EQUAL_UINT8(0x00, pokerPlayerGetRemainingBetterCount(&poker));
pokerPlayerChipsAdd(poker.players + p0, 1000);
TEST_ASSERT_EQUAL_UINT8(0x01, pokerPlayerGetRemainingBetterCount(&poker));
pokerPlayerChipsAdd(poker.players + p2, 1000);
TEST_ASSERT_EQUAL_UINT8(0x02, pokerPlayerGetRemainingBetterCount(&poker));
pokerPlayerChipsAdd(poker.players + p1, 1000);
TEST_ASSERT_EQUAL_UINT8(0x03, pokerPlayerGetRemainingBetterCount(&poker));
poker.players[0].state |= POKER_PLAYER_STATE_FOLDED;
TEST_ASSERT_EQUAL_UINT8(0x02, pokerPlayerGetRemainingBetterCount(&poker));
poker.players[1].state |= POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
TEST_ASSERT_EQUAL_UINT8(0x01, pokerPlayerGetRemainingBetterCount(&poker));
poker.players[2].chips = 0;
TEST_ASSERT_EQUAL_UINT8(0x00, pokerPlayerGetRemainingBetterCount(&poker));
}
void test_pokerPlayerBetPot_should_AddChipsToThePot(void) {
poker_t poker;
pokerpot_t *pot;
pokerplayer_t *player;
uint8_t i;
pokerInit(&poker);
pot = poker.pots;
i = pokerPlayerAdd(&poker);
player = poker.players + i;
pokerPlayerChipsAdd(player, 1000);
TEST_ASSERT_EQUAL_INT32(0, pot->chips);
TEST_ASSERT_EQUAL_INT32(1000, player->chips);
pokerPlayerBetPot(&poker, pot, i, 100);
TEST_ASSERT_EQUAL_INT32(100, pot->chips);
TEST_ASSERT_EQUAL_INT32(900, player->chips);
}
void test_pokerPlayerBetPot_should_UpdatePlayerState(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
pokerPlayerChipsAdd(player, 1000);
TEST_ASSERT_BITS_LOW(POKER_PLAYER_STATE_HAS_BET_THIS_ROUND, player->state);
TEST_ASSERT_EQUAL_INT32(0, player->currentBet);
pokerPlayerBetPot(&poker, poker.pots, i, 100);
TEST_ASSERT_BITS_HIGH(POKER_PLAYER_STATE_HAS_BET_THIS_ROUND, player->state);
TEST_ASSERT_EQUAL_INT32(100, player->currentBet);
pokerPlayerBetPot(&poker, poker.pots, i, 250);
TEST_ASSERT_EQUAL_INT32(350, player->currentBet);
}
void test_pokerPlayerBet_should_BetToTheActivePot(void) {
poker_t poker;
pokerpot_t *pot;
uint8_t i, j;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players+i, 1000);
pot = poker.pots;
TEST_ASSERT_EQUAL_INT32(0, pot->chips);
pokerPlayerBet(&poker, i, 100);
TEST_ASSERT_EQUAL_INT32(100, pot->chips);
j = pokerPotAdd(&poker);
pokerPlayerBet(&poker, i, 50);
TEST_ASSERT_EQUAL_INT32(100, pot->chips);
pot = poker.pots + j;
TEST_ASSERT_EQUAL_INT32(50, pot->chips);
}
void test_pokerPlayerCanCheck_should_CompareThePotAndPlayerBet(void) {
poker_t poker;
uint8_t p0, p1, p2;
pokerInit(&poker);
p0 = pokerPlayerAdd(&poker);
p1 = pokerPlayerAdd(&poker);
p2 = pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players + p0, 1000);
pokerPlayerChipsAdd(poker.players + p1, 1000);
pokerPlayerChipsAdd(poker.players + p2, 1000);
pokerPlayerBet(&poker, p0, 100);
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p0));
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p1));
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p2));
pokerPlayerBet(&poker, p1, 100);
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p0));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p1));
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p2));
pokerPlayerBet(&poker, p2, 100);
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p0));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p1));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p2));
pokerPlayerBet(&poker, p2, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p0));
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p1));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p2));
pokerPlayerBet(&poker, p1, 100);
TEST_ASSERT_EQUAL(false, pokerPlayerCanCheck(&poker, poker.players+p0));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p1));
TEST_ASSERT_EQUAL(true, pokerPlayerCanCheck(&poker, poker.players+p2));
}
void test_pokerTurnFold_should_ReturnAFoldAction(void) {
poker_t poker;
pokerturn_t turn;
pokerInit(&poker);
pokerPlayerAdd(&poker);
turn = pokerTurnFold(&poker, 0x00);
TEST_ASSERT_EQUAL_INT32(0, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_FOLD, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
}
void test_pokerTurnBet_should_ReturnACheckAction(void) {
poker_t poker;
pokerturn_t turn;
pokerInit(&poker);
pokerPlayerAdd(&poker);
turn = pokerTurnBet(&poker, 0x00, 0);
TEST_ASSERT_EQUAL_INT32(0, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_CHECK, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
}
void test_pokerTurnBet_should_ReturnAnAllInAction(void) {
poker_t poker;
pokerturn_t turn;
pokerInit(&poker);
pokerPlayerAdd(&poker);
pokerPlayerChipsAdd(poker.players, 500);
turn = pokerTurnBet(&poker, 0x00, 500);
TEST_ASSERT_EQUAL_INT32(500, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_ALL_IN, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
pokerPlayerChipsAdd(poker.players, 500);
turn = pokerTurnBet(&poker, 0x00, 1001);
TEST_ASSERT_EQUAL_INT32(1000, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_ALL_IN, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
}
void test_pokerTurnBet_should_ReturnACallAction(void) {
poker_t poker;
pokerturn_t turn;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
pokerPlayerBet(&poker, 0, 300);
pokerPlayerBet(&poker, 1, 500);
turn = pokerTurnBet(&poker, 0x00, 200);
TEST_ASSERT_EQUAL_INT32(200, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_CALL, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
pokerPlayerBet(&poker, 0, 300);
turn = pokerTurnBet(&poker, 0x01, 100);
TEST_ASSERT_EQUAL_INT32(100, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_CALL, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
}
void test_pokerTurnBet_should_ReturnARaiseAction(void) {
poker_t poker;
pokerturn_t turn;
pokerInit(&poker);
pokerPlayerChipsAdd(poker.players + pokerPlayerAdd(&poker), 1000);
turn = pokerTurnBet(&poker, 0x00, 300);
TEST_ASSERT_EQUAL_INT32(300, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_BET, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
turn = pokerTurnBet(&poker, 0x00, 200);
TEST_ASSERT_EQUAL_INT32(200, turn.chips);
TEST_ASSERT_EQUAL_UINT8(POKER_TURN_TYPE_BET, turn.type);
TEST_ASSERT_EQUAL_FLOAT(1.0f, turn.confidence);
}
void test_pokerHandGetFull_should_ReturnTheFullHand(void) {
poker_t poker;
pokerplayer_t *player;
uint8_t i;
card_t cards[POKER_WINNING_FULL_SIZE];
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
pokerPlayerDeal(&poker, player, POKER_PLAYER_HAND_SIZE_MAX);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, player->cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, player->cards[1]);
pokerTurn(&poker, POKER_COMMUNITY_SIZE_MAX);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, poker.community[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, poker.community[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TEN, poker.community[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_NINE, poker.community[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_EIGHT, poker.community[4]);
pokerHandGetFull(&poker, player, cards);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TEN, cards[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_NINE, cards[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_EIGHT, cards[4]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, cards[5]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, cards[6]);
poker.community[0] = CARD_CLUBS_THREE;
poker.community[1] = CARD_DIAMONDS_TWO;
poker.community[2] = CARD_SPADES_EIGHT;
poker.community[3] = CARD_DIAMONDS_ACE;
poker.community[4] = CARD_SPADES_FIVE;
player->cards[0] = CARD_DIAMONDS_KING;
player->cards[1] = CARD_HEARTS_QUEEN;
pokerHandGetFull(&poker, player, cards);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_THREE, cards[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_TWO, cards[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_EIGHT, cards[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_ACE, cards[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_FIVE, cards[4]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_KING, cards[5]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_QUEEN, cards[6]);
}
void test_pokerWinnerFillRemaining_should_FillTheRestOfTheArray(void) {
pokerplayerwinning_t winning;
winning.fullSize = 7;
winning.full[0] = CARD_CLUBS_ACE;
winning.full[1] = CARD_CLUBS_TWO;
winning.full[2] = CARD_CLUBS_THREE;
winning.full[3] = CARD_CLUBS_FOUR;
winning.full[4] = CARD_CLUBS_FIVE;
winning.full[5] = CARD_CLUBS_SIX;
winning.full[6] = CARD_CLUBS_SEVEN;
cardHandSort(winning.full, 7);
winning.setSize = 1;
winning.set[0] = CARD_CLUBS_ACE;
pokerWinnerFillRemaining(&winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_SET_SIZE, winning.setSize);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_ACE, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_SEVEN, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_SIX, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_FIVE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_FOUR, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateHighCard(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_QUEEN;
poker.community[1] = CARD_CLUBS_TWO;
poker.community[2] = CARD_DIAMONDS_ACE;
poker.community[3] = CARD_SPADES_NINE;
poker.community[4] = CARD_HEARTS_SIX;
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_FOUR;
player->cards[1] = CARD_DIAMONDS_SEVEN;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_FULL_SIZE, winning.fullSize);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_HIGH_CARD, winning.type);
TEST_ASSERT_EQUAL_UINT8(0x05, winning.setSize);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_ACE, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_SEVEN, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_QUEEN, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_SIX, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_NINE, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculatePair(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_QUEEN;
poker.community[1] = CARD_CLUBS_TWO;
poker.community[2] = CARD_DIAMONDS_ACE;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_HEARTS_SIX;
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_FOUR;
player->cards[1] = CARD_DIAMONDS_SEVEN;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_FULL_SIZE, winning.fullSize);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winning.type);
TEST_ASSERT_EQUAL_UINT8(0x05, winning.setSize);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_ACE, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_SEVEN, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_QUEEN, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_SIX, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, winning.set[4]);
poker.community[3] = CARD_SPADES_NINE;
player->cards[0] = CARD_HEARTS_TWO;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winning.type);
TEST_ASSERT_EQUAL_UINT8(0x05, winning.setSize);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_ACE, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_QUEEN, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_TWO, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_NINE, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateTwoPair(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_ACE;
poker.community[1] = CARD_CLUBS_THREE;
poker.community[2] = CARD_SPADES_ACE;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_HEARTS_SIX;
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_TWO;
player->cards[1] = CARD_DIAMONDS_TWO;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_TWO_PAIR, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_TWO, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_ACE, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateThreeOfAKind(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_ACE;
poker.community[1] = CARD_CLUBS_THREE;
poker.community[2] = CARD_SPADES_TWO;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_HEARTS_SIX;
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_TWO;
player->cards[1] = CARD_DIAMONDS_TWO;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_THREE_OF_A_KIND, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_TWO, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_ACE, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TWO, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateAStraight(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_ACE;//0 - 3
poker.community[1] = CARD_CLUBS_THREE;//2 - 1
poker.community[2] = CARD_SPADES_THREE;//Hmm?
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_HEARTS_FOUR;//3 - 4
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_TWO;//1 - 0
player->cards[1] = CARD_DIAMONDS_FIVE;//4 - 2
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_STRAIGHT, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_THREE, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_FIVE, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_ACE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_FOUR, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateAFlush(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_ACE;
poker.community[1] = CARD_SPADES_SIX;//+2
poker.community[2] = CARD_SPADES_THREE;//+3
poker.community[3] = CARD_SPADES_QUEEN;//+1
poker.community[4] = CARD_HEARTS_NINE;
player->cardCount = 2;
player->cards[0] = CARD_SPADES_TWO;//+4
player->cards[1] = CARD_SPADES_KING;//+0
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_FLUSH, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_SIX, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_THREE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TWO, winning.set[4]);
}
void test_pokerWinnerGet_should_CalculateFullHouse(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_ACE;
poker.community[1] = CARD_SPADES_SIX;
poker.community[2] = CARD_SPADES_ACE;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_DIAMONDS_TWO;
player->cardCount = 2;
player->cards[0] = CARD_SPADES_TWO;
player->cards[1] = CARD_CLUBS_TWO;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_FULL_HOUSE, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_TWO, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_ACE, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TWO, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateFourOfAKind(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_TWO;
poker.community[1] = CARD_DIAMONDS_TWO;
poker.community[2] = CARD_SPADES_TWO;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_SPADES_ACE;
player->cardCount = 2;
player->cards[0] = CARD_CLUBS_TWO;
player->cards[1] = CARD_SPADES_KING;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_FOUR_OF_A_KIND, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_TWO, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_DIAMONDS_TWO, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_TWO, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TWO, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateStraightFlush(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_DIAMONDS_ACE;
poker.community[1] = CARD_HEARTS_SIX;
poker.community[2] = CARD_HEARTS_THREE;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_HEARTS_FOUR;
player->cardCount = 2;
player->cards[0] = CARD_HEARTS_TWO;
player->cards[1] = CARD_HEARTS_FIVE;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_STRAIGHT_FLUSH, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_SIX, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_FIVE, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_FOUR, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_THREE, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_TWO, winning.set[4]);
}
void test_pokerWinnerGetForPlayer_should_CalculateRoyalFlush(void) {
poker_t poker;
uint8_t i;
pokerplayer_t *player;
pokerplayerwinning_t winning;
pokerInit(&poker);
i = pokerPlayerAdd(&poker);
player = poker.players + i;
poker.communitySize = 5;
poker.community[0] = CARD_DIAMONDS_ACE;
poker.community[1] = CARD_HEARTS_SIX;
poker.community[2] = CARD_SPADES_TEN;
poker.community[3] = CARD_SPADES_QUEEN;
poker.community[4] = CARD_SPADES_JACK;
player->cardCount = 2;
player->cards[0] = CARD_SPADES_KING;
player->cards[1] = CARD_SPADES_ACE;
pokerWinnerGetForPlayer(&poker, player, &winning);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_ROYAL_FLUSH, winning.type);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_ACE, winning.set[0]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_KING, winning.set[1]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_QUEEN, winning.set[2]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_JACK, winning.set[3]);
TEST_ASSERT_EQUAL_UINT8(CARD_SPADES_TEN, winning.set[4]);
}
void test_pokerWinnerCompare_should_CompareWinningHands(void) {
poker_t poker;
uint8_t p0i, p1i;
pokerplayer_t *p0;
pokerplayer_t *p1;
pokerplayerwinning_t w0, w1;
card_t kicker;
// Construct two hands of the same type (pairs of eights)
pokerInit(&poker);
p0i = pokerPlayerAdd(&poker);
p1i = pokerPlayerAdd(&poker);
p0 = poker.players + p0i;
p1 = poker.players + p1i;
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_TWO;
poker.community[1] = CARD_DIAMONDS_NINE;
poker.community[2] = CARD_DIAMONDS_FOUR;
poker.community[3] = CARD_CLUBS_SIX;
poker.community[4] = CARD_HEARTS_EIGHT;
p0->cardCount = 2;
p0->cards[0] = CARD_CLUBS_EIGHT;
p0->cards[1] = CARD_CLUBS_KING;//Higher, Kicker
p1->cardCount = 2;
p1->cards[0] = CARD_SPADES_EIGHT;
p1->cards[1] = CARD_CLUBS_QUEEN;//Low, not
// Confirm both hands are pairs.
pokerWinnerGetForPlayer(&poker, p0, &w0);
pokerWinnerGetForPlayer(&poker, p1, &w1);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, w0.type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, w1.type);
TEST_ASSERT_EQUAL_UINT8(w0.type, w1.type);
// Get the kicker, should be the king.
kicker = pokerWinnerCompare(&w0, &w1);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_KING, kicker);
// Change the kickers
p0->cards[1] = CARD_HEARTS_ACE;
p1->cards[1] = CARD_CLUBS_KING;
pokerWinnerGetForPlayer(&poker, p0, &w0);
pokerWinnerGetForPlayer(&poker, p1, &w1);
kicker = pokerWinnerCompare(&w0, &w1);
TEST_ASSERT_EQUAL_UINT8(CARD_HEARTS_ACE, kicker);
// Low left weight
p0->cards[1] = CARD_HEARTS_JACK;
pokerWinnerGetForPlayer(&poker, p0, &w0);
kicker = pokerWinnerCompare(&w0, &w1);
TEST_ASSERT_EQUAL_UINT8(0xFF, kicker);
}
void test_pokerWinnerDetermine_should_DecideTheWinnerCorrectly(void) {
poker_t poker;
uint8_t p0i, p1i, p2i;
pokerplayer_t *p0;
pokerplayer_t *p1;
pokerplayer_t *p2;
// Outputs
uint8_t winnerCount, participantCount;
uint8_t winnerPlayers[POKER_PLAYER_COUNT_MAX];
uint8_t participants[POKER_PLAYER_COUNT_MAX];
pokerplayerwinning_t winners[POKER_PLAYER_COUNT_MAX];
// Set up the players
pokerInit(&poker);
p0i = pokerPlayerAdd(&poker);
p1i = pokerPlayerAdd(&poker);
p2i = pokerPlayerAdd(&poker);
p0 = poker.players + p0i;
p1 = poker.players + p1i;
p2 = poker.players + p2i;
pokerPotAddPlayer(poker.pots + 0, p0i);
pokerPotAddPlayer(poker.pots + 0, p1i);
pokerPotAddPlayer(poker.pots + 0, p2i);
pokerPlayerChipsAdd(p0, 10000);
pokerPlayerChipsAdd(p1, 10000);
pokerPlayerChipsAdd(p2, 10000);
// Set up the community
poker.communitySize = 5;
poker.community[0] = CARD_HEARTS_TWO;
poker.community[1] = CARD_DIAMONDS_NINE;
poker.community[2] = CARD_DIAMONDS_FOUR;
poker.community[3] = CARD_DIAMONDS_SIX;
poker.community[4] = CARD_HEARTS_EIGHT;
// Set up the player hands
p0->cardCount = 2;
p0->cards[0] = CARD_CLUBS_EIGHT;
p0->cards[1] = CARD_CLUBS_KING;//Higher, Kicker
p1->cardCount = 2;
p1->cards[0] = CARD_SPADES_EIGHT;
p1->cards[1] = CARD_CLUBS_QUEEN;//Low, not
p2->state |= POKER_PLAYER_STATE_FOLDED;// Start folded
p2->cardCount = 2;
p2->cards[0] = CARD_DIAMONDS_TWO;
p2->cards[1] = CARD_DIAMONDS_KING;
// Run first test.
pokerWinnerDetermineForPot(
&poker, poker.pots + 0,
winners, winnerPlayers, &winnerCount,
participants, &participantCount
);
TEST_ASSERT_EQUAL_UINT8(1, winnerCount);
TEST_ASSERT_EQUAL_UINT8(2, participantCount);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winners[0].type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winners[1].type);
TEST_ASSERT_EQUAL_UINT8(CARD_CLUBS_KING, winners[0].kicker);
TEST_ASSERT_EQUAL_UINT8(0, winnerPlayers[0]);
TEST_ASSERT_EQUAL_UINT8(0, participants[0]);
TEST_ASSERT_EQUAL_UINT8(1, participants[1]);
// ----- //
// Test a difference in hands.
p1->cards[1] = CARD_CLUBS_NINE;// Makes p1 have two pair.
pokerWinnerDetermineForPot(
&poker, poker.pots + 0,
winners, winnerPlayers, &winnerCount,
participants, &participantCount
);
TEST_ASSERT_EQUAL_UINT8(1, winnerCount);
TEST_ASSERT_EQUAL_UINT8(2, participantCount);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winners[0].type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_TWO_PAIR, winners[1].type);
TEST_ASSERT_EQUAL_UINT8(1, winnerPlayers[0]);
TEST_ASSERT_EQUAL_UINT8(0, participants[0]);
TEST_ASSERT_EQUAL_UINT8(1, participants[1]);
// Unfold p2
p2->state = flagOff(p2->state, POKER_PLAYER_STATE_FOLDED);
pokerWinnerDetermineForPot(
&poker, poker.pots + 0,
winners, winnerPlayers, &winnerCount,
participants, &participantCount
);
TEST_ASSERT_EQUAL_UINT8(1, winnerCount);
TEST_ASSERT_EQUAL_UINT8(3, participantCount);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winners[0].type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_TWO_PAIR, winners[1].type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_FLUSH, winners[2].type);
TEST_ASSERT_EQUAL_UINT8(2, winnerPlayers[0]);
TEST_ASSERT_EQUAL_UINT8(0, participants[0]);
TEST_ASSERT_EQUAL_UINT8(1, participants[1]);
TEST_ASSERT_EQUAL_UINT8(2, participants[2]);
// Create a new pot that P2 isn't participating in.
pokerPotAdd(&poker);
pokerPotAddPlayer(poker.pots + 1, p0i);
pokerPotAddPlayer(poker.pots + 1, p1i);
pokerWinnerDetermineForPot(
&poker, poker.pots + 1,
winners, winnerPlayers, &winnerCount,
participants, &participantCount
);
TEST_ASSERT_EQUAL_UINT8(1, winnerCount);
TEST_ASSERT_EQUAL_UINT8(2, participantCount);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_PAIR, winners[0].type);
TEST_ASSERT_EQUAL_UINT8(POKER_WINNING_TYPE_TWO_PAIR, winners[1].type);
TEST_ASSERT_EQUAL_UINT8(1, winnerPlayers[0]);
TEST_ASSERT_EQUAL_UINT8(0, participants[0]);
TEST_ASSERT_EQUAL_UINT8(1, participants[1]);
}
int test_poker() {
UNITY_BEGIN();
RUN_TEST(test_pokerInit_should_InitializePokerGame);
RUN_TEST(test_pokerResetRound_should_ResetTheRound);
RUN_TEST(test_pokerResetRound_should_ResetThePlayers);
RUN_TEST(test_pokerResetBettingRound_should_ResetTheBettingRound);
RUN_TEST(test_pokerPotAdd_should_AddAPot);
RUN_TEST(test_pokerPotAdd_should_ResetThePot);
RUN_TEST(test_pokerNewDealer_should_FindANewDealer);
RUN_TEST(test_pokerNewDealer_should_SkipOutPlayers);
RUN_TEST(test_pokerTakeBlinds_should_TakeTheBlinds);
RUN_TEST(test_pokerPotAddPlayer_should_AddAPlayer);
RUN_TEST(test_pokerPlayerAdd_should_ResetThePlayer);
RUN_TEST(test_pokerTurn_should_TurnCardsFromTheDeck);
RUN_TEST(test_pokerBurn_should_SendCardsToTheGrave);
RUN_TEST(test_pokerGetCallValue_should_CalculateTheCallValue);
RUN_TEST(test_pokerPlayerDeal_should_DealCardsToThePlayer);
RUN_TEST(test_pokerPlayerChipsAdd_should_AddChipsToThePlayer);
RUN_TEST(test_pokerPlayerChipsAdd_should_TurnOutStateOff);
RUN_TEST(test_pokerPlayerDealAll_should_DealCardsToEveryone);
RUN_TEST(test_pokerPlayerDealAll_should_DealMultipleCardsToEveryone);
RUN_TEST(test_pokerPlayerDealAll_should_NotDealToOutPlayers);
RUN_TEST(test_pokerPlayerDealAll_should_NotDealToFoldedPlayers);
RUN_TEST(test_pokerPlayerDoesNeedToBetThisRound_should_CheckCallValue);
RUN_TEST(test_pokerPlayerDoesNeedToBetThisRound_should_CheckWhetherHasBetYet);
RUN_TEST(test_pokerPlayerDoesNeedToBetThisRound_should_IgnoreFoldedPlayers);
RUN_TEST(test_pokerPlayerGetRemainingBetter_should_ReturnRemainingBetters);
RUN_TEST(test_pokerPlayerGetNextBetter_should_GetTheNextBetter);
RUN_TEST(test_pokerPlayerGetCallBet_should_GetCallBet);
RUN_TEST(test_pokerInRoundGetCount_should_ReturnCountOfPlayersInRound);
RUN_TEST(
test_pokerPlayerGetRemainintBetterCount_should_ReturnCountNeedsToBet
);
RUN_TEST(test_pokerPlayerBetPot_should_AddChipsToThePot);
RUN_TEST(test_pokerPlayerBetPot_should_UpdatePlayerState);
RUN_TEST(test_pokerPlayerBet_should_BetToTheActivePot);
RUN_TEST(test_pokerPlayerCanCheck_should_CompareThePotAndPlayerBet);
RUN_TEST(test_pokerTurnFold_should_ReturnAFoldAction);
RUN_TEST(test_pokerTurnBet_should_ReturnACheckAction);
RUN_TEST(test_pokerTurnBet_should_ReturnAnAllInAction);
RUN_TEST(test_pokerTurnBet_should_ReturnACallAction);
RUN_TEST(test_pokerTurnBet_should_ReturnARaiseAction);
RUN_TEST(test_pokerHandGetFull_should_ReturnTheFullHand);
RUN_TEST(test_pokerWinnerFillRemaining_should_FillTheRestOfTheArray);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateHighCard);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculatePair);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateTwoPair);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateThreeOfAKind);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateAStraight);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateAFlush);
RUN_TEST(test_pokerWinnerGet_should_CalculateFullHouse);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateFourOfAKind);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateStraightFlush);
RUN_TEST(test_pokerWinnerGetForPlayer_should_CalculateRoyalFlush);
RUN_TEST(test_pokerWinnerCompare_should_CompareWinningHands);
RUN_TEST(test_pokerWinnerDetermine_should_DecideTheWinnerCorrectly);
return UNITY_END();
}