ActionCase class final

Exercises the action codec, GameRules.isValidAction and — when the game implements optimism — GameRules.previewAction.

Inheritance

Constructors

ActionCase({required String name, required Map<String, dynamic> config, required Map<String, dynamic> state, required Map<String, dynamic> obs, required Map<String, dynamic> action, required List<int> pending, required int playerIndex, required bool expectedValid, required Map<String, dynamic>? expectedObservation})
const

Properties

action → Map<String, dynamic>
final
config → Map<String, dynamic>
final
expectedObservation → Map<String, dynamic>?
The actor's post-action view, or null when the fixture records none.
final
expectedValid → bool
final
hashCode → int
The hash code for this object.
no setterinherited
name → String
The case's name, used as the test name.
finalinherited
obs → Map<String, dynamic>
The acting seat's observation payload: the fixture's obs, or state when the fixture omits it.
final
pending → List<int>
final
playerIndex → int
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
state → Map<String, dynamic>
The TS runner's applyAction input. Read here only as the fallback for obs — a perfect-information game omits obs because the two coincide.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited