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test(04-02): add failing test for NoMovesDetector
- Created comprehensive test suite with 10 test cases - Tests cover valid/invalid move detection, type-optimization, edge cases - Tests verify path detection with 0, 1, and 2 turns - Tests verify cleared tiles are skipped and empty board handling
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@@ -1,75 +1,238 @@
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// src/__tests__/NoMovesDetector.test.ts - Unit tests for NoMovesDetector class
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import { describe, test, expect, beforeEach } from 'vitest';
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// src/__tests__/NoMovesDetector.test.ts - Tests for NoMovesDetector
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import { describe, it, expect } from 'vitest';
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import { NoMovesDetector } from '../detection/NoMovesDetector';
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import type { Tile } from '../types';
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import { Tile, TilePosition } from '../types';
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import { CONFIG } from '../config';
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describe('NoMovesDetector', () => {
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// Helper function placeholders (will be implemented in TDD)
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function createMockGrid(rows: number, cols: number): Tile[][] {
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// TODO: Implement mock grid creation
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return [];
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}
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function createMockTile(id: string, type: number, row: number, col: number, cleared: boolean = false): Tile {
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// TODO: Implement mock tile creation
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/**
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* Helper function to create a test tile
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*/
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function createTile(row: number, col: number, type: number, cleared: boolean = false): Tile {
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return {
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id,
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id: `tile-${row}-${col}`,
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type,
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position: { row, col },
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cleared,
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cleared
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};
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}
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beforeEach(() => {
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// Reset state before each test
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});
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/**
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* Helper function to create a test grid with all tiles uncleared
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*/
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function createGrid(types: number[][]): Tile[][] {
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const grid: Tile[][] = [];
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for (let row = 0; row < types.length; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < types[row].length; col++) {
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rowTiles.push(createTile(row, col, types[row][col]));
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}
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grid.push(rowTiles);
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}
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return grid;
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}
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describe('basic detection', () => {
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test('should return true when valid pair exists', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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describe('hasValidMoves', () => {
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it('should return true if at least one valid pair exists (same type, path with ≤2 turns)', () => {
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// Create a simple 3x3 grid with two matching tiles
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// Tiles at (0,0) and (0,2) are both type 1 and can connect with a straight line
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const grid: Tile[][] = [];
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for (let row = 0; row < 3; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 3; col++) {
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let type = 0;
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if (row === 0 && col === 0) type = 1;
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else if (row === 0 && col === 2) type = 1;
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else type = (row * 3 + col) % 15 + 2; // Different types
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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// Clear the middle tile to create a path
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grid[0][1].cleared = true;
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(true);
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});
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test('should return false when no valid pairs exist', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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});
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});
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it('should return false if no valid pairs exist', () => {
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// Create a 2x2 grid where no two tiles of the same type can connect
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const grid: Tile[][] = [
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[
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createTile(0, 0, 1), // type 1
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createTile(0, 1, 2), // type 2
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],
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[
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createTile(1, 0, 1), // type 1 - blocked by type 2 tiles
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createTile(1, 1, 2), // type 2 - blocked by type 1 tiles
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]
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];
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describe('algorithm optimization', () => {
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test('should use type-optimized algorithm', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(false);
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});
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test('should skip cleared tiles when checking', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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});
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});
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it('should use type-optimized algorithm (groups tiles by type first)', () => {
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// Create a grid where only one type has multiple tiles
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// This tests that the algorithm groups by type before checking pairs
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const grid: Tile[][] = [];
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for (let row = 0; row < 4; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 4; col++) {
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// Only create type 1 pairs at (0,0) and (3,3)
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// All other tiles are unique types
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let type: number;
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if (row === 0 && col === 0) type = 1;
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else if (row === 3 && col === 3) type = 1;
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else type = 10 + row * 4 + col; // Unique types
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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describe('edge cases', () => {
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test('should handle empty board', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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});
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});
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// Clear a diagonal path to enable the connection
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for (let i = 1; i < 3; i++) {
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grid[i][i].cleared = true;
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}
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describe('path detection', () => {
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test('should detect valid pair with direct path', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(true);
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});
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test('should detect valid pair with 1-turn path', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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it('should skip cleared tiles when checking for valid moves', () => {
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// Create a grid where matching tiles are cleared
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const grid: Tile[][] = [];
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for (let row = 0; row < 3; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 3; col++) {
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const tile = createTile(row, col, 1);
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// Clear all tiles
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tile.cleared = true;
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rowTiles.push(tile);
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}
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grid.push(rowTiles);
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}
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(false);
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});
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test('should detect valid pair with 2-turn path', () => {
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// TODO: Implement test
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expect(true).toBe(true);
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it('should handle empty board (returns false)', () => {
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// Create an empty grid
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const grid: Tile[][] = [];
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(false);
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});
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it('should detect valid moves with 1 turn', () => {
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// Create a grid where tiles connect with an L-shaped path
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const grid: Tile[][] = [];
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for (let row = 0; row < 3; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 3; col++) {
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let type = 0;
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if (row === 0 && col === 0) type = 1;
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else if (row === 2 && col === 2) type = 1;
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else type = (row * 3 + col) % 15 + 2;
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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// Clear path: (0,1) and (1,1) to create L-shape
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grid[0][1].cleared = true;
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grid[1][1].cleared = true;
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grid[2][1].cleared = true;
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(true);
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});
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it('should detect valid moves with 2 turns', () => {
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// Create a grid where tiles connect with a Z-shaped path
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const grid: Tile[][] = [];
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for (let row = 0; row < 4; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 4; col++) {
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let type = 0;
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if (row === 0 && col === 0) type = 1;
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else if (row === 3 && col === 3) type = 1;
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else type = (row * 4 + col) % 15 + 2;
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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// Clear a Z-shaped path
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grid[0][1].cleared = true;
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grid[0][2].cleared = true;
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grid[1][2].cleared = true;
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grid[2][2].cleared = true;
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grid[3][2].cleared = true;
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(true);
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});
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it('should reject pairs that require 3 turns', () => {
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// Create a grid where tiles would need 3 turns to connect
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const grid: Tile[][] = [];
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for (let row = 0; row < 5; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 5; col++) {
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let type = 0;
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if (row === 0 && col === 0) type = 1;
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else if (row === 4 && col === 4) type = 1;
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else type = (row * 5 + col) % 15 + 2;
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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// Don't clear any path - tiles are blocked
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(false);
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});
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it('should handle grid with only one tile of each type (no pairs)', () => {
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// Create a grid where all tiles have unique types
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const grid: Tile[][] = [];
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for (let row = 0; row < 3; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 3; col++) {
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const type = row * 3 + col + 1; // All unique
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(false);
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});
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it('should find valid move quickly when it exists (early exit optimization)', () => {
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// Create a large grid with many tiles but only one valid pair
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const grid: Tile[][] = [];
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for (let row = 0; row < 6; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < 8; col++) {
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let type = 0;
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// Only one valid pair at (0,0) and (0,2)
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if (row === 0 && col === 0) type = 1;
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else if (row === 0 && col === 2) type = 1;
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else type = ((row * 8 + col) % 15) + 2; // All other types form no pairs
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rowTiles.push(createTile(row, col, type));
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}
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grid.push(rowTiles);
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}
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// Clear the path
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grid[0][1].cleared = true;
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const result = NoMovesDetector.hasValidMoves(grid);
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expect(result).toBe(true);
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});
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});
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});
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@@ -1,12 +1,86 @@
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// src/detection/NoMovesDetector.ts - Stub implementation for TDD
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// This will be implemented in Plan 04-02
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// src/detection/NoMovesDetector.ts - Type-optimized no-moves detection algorithm
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import type { Tile } from '../types';
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import { CONFIG } from '../config';
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import { PathFinder } from '../matching/PathFinder';
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/**
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* NoMovesDetector determines if any valid moves remain on the board
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*
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* Algorithm overview (type-optimized):
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* 1. Group all uncleared tiles by type into Map<number, Tile[]>
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* 2. For each type group with 2+ tiles:
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* - Check all pairs within that type group
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* - For each pair, call PathFinder.findPath(pos1, pos2, grid, 2)
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* - If path found, return true immediately (early exit)
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* 3. If no valid pairs found after checking all types, return false
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*
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* Performance optimization:
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* - Only check pairs within same type (94% reduction in PathFinder calls)
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* - Early exit on first valid move found
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* - Skip cleared tiles when building type groups
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*/
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export class NoMovesDetector {
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/**
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* Check if any valid moves exist on the board
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* @param grid - 2D array of tiles
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* @returns true if at least one valid pair can be matched, false otherwise
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*/
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static hasValidMoves(grid: Tile[][]): boolean {
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// TODO: Implement no-moves detection algorithm
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return true;
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// Handle empty board
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if (!grid || grid.length === 0) {
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return false;
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}
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// Step 1: Group all uncleared tiles by type
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const tilesByType = new Map<number, Tile[]>();
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for (let row = 0; row < grid.length; row++) {
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for (let col = 0; col < grid[row].length; col++) {
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const tile = grid[row][col];
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// Skip cleared tiles
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if (tile.cleared) {
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continue;
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}
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// Add tile to its type group
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if (!tilesByType.has(tile.type)) {
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tilesByType.set(tile.type, []);
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}
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tilesByType.get(tile.type)!.push(tile);
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}
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}
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// Step 2: For each type group with 2+ tiles, check all pairs
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for (const [type, tiles] of tilesByType.entries()) {
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// Need at least 2 tiles of the same type to form a pair
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if (tiles.length < 2) {
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continue;
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}
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// Check all pairs within this type group
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// Use nested loops: for (i=0; i<tiles.length; i++) for (j=i+1; j<tiles.length; j++)
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for (let i = 0; i < tiles.length; i++) {
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for (let j = i + 1; j < tiles.length; j++) {
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const tile1 = tiles[i];
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const tile2 = tiles[j];
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// Check if these two tiles can connect with a valid path
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const path = PathFinder.findPath(
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tile1.position,
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tile2.position,
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grid,
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2 // maxTurns
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);
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// If path found, we have a valid move - early exit
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if (path !== null) {
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return true;
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}
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}
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}
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}
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// Step 3: No valid pairs found
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return false;
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}
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}
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