Best JavaScript code snippet using stryker-parent
actions.js
Source:actions.js
1import { atugorElemet } from '../components/Board.js';2export const PLACE_CHARACTER = "PLACE_CHARACTER";3export const REMOVE_CHARACTER = "REMOVE_CHARACTER";4export const START_PLAY = "START_PLAY";5export const MOVE_CHARACTER = "MOVE_CHARACTER";6export const NEXT_PLAYER = "NEXT_PLAYER";7export const FIGHT_COMES = "FIGHT_COMES";8export const BLUE_DEAD = "BLUE_DEAD";9export const RED_DEAD = "RED_DEAD";10export const CHANGE_STATE = 'CHANGE_STATE';11export const SHOW_POSSIBILITIES = 'SHOW_POSSIBILITIES';12export const REMOVE_SELECTIONS = 'REMOVE_SELECTIONS';13export const SET_CURRENT_PLAYER = 'SET_CURRENT_PLAYER';14export const SET_ROOM_NUMBER = 'SET_ROOM_NUMBER';15export const SET_READY = 'SET_READY';16export const SET_READY2 = 'SET_READY2';17export const BOTH_READY = 'BOTH_READY';18export const setRoomNumber = (number) => ({19 type: SET_ROOM_NUMBER,20 payload: number21});22export const bothReady = () => ({23 type: BOTH_READY,24 payload: null25});26export const setReady = (ready) => ({27 type: SET_READY,28 payload: ready29});30export const setReady2 = (ready) => ({31 type: SET_READY2,32 payload: ready33});34export const placeCharacter = (x, y, id, color) => ({35 type: PLACE_CHARACTER,36 payload: { x, y, id, color }37});38export const setCurrentPlayer = (color) => ({39 type: SET_CURRENT_PLAYER,40 payload: color41});42export const removeSelections = () => ({43 type: REMOVE_SELECTIONS,44 payload: null45});46export const changeState = (newState) => ({47 type: CHANGE_STATE,48 payload: newState49});50export const showPossibilities = (cell) => ({51 type: SHOW_POSSIBILITIES,52 payload: cell53});54export const nextPlayer = activePlayer => ({55 type: NEXT_PLAYER,56 payload: activePlayer57});58export const removeCharacter = (x, y) => ({59 type: REMOVE_CHARACTER,60 payload: { x, y }61});62export const fightComes = (cell1, cell2) => ({63 type: FIGHT_COMES,64 payload: { cell1, cell2 }65});66export const blueDead = cell => ({67 type: BLUE_DEAD,68 payload: cell69});70export const redDead = cell => ({71 type: RED_DEAD,72 payload: cell73});74export const startPlay = () => ({75 type: START_PLAY,76 payload: null77});78export const move = (cell1, cell2) => ({79 type: MOVE_CHARACTER,80 payload: { cell1, cell2 }81});82export function setTheRoomNumber(room_number, number){83 return number;84}85export function changeTheState(gameState, newState){86 console.log(newState);87 return newState;88}89export function blueIsDead(blueDead, cell) {90 if (blueDead.includes(cell)){91 return blueDead;92 }93 return [...blueDead, cell];94}95export function redIsDead(redDead, cell) {96 if (redDead.includes(cell)){97 return redDead;98 }99 return [...redDead, cell];100}101export function nextPlayerComes(player, activePlayer) {102 return activePlayer;103}104export function setTheReady(first, ready){105 return ready;106}107export function removeTheSelections(board, payload) {108 let newBoard = [];109 let cell = null;110 for (let i = 0; i < board.length; ++i) {111 let r = board[i];112 let new_row = [];113 for (let j = 0; j < r.length; ++j) {114 cell = {115 id: board[i][j].id,116 x: board[i][j].x,117 y: board[i][j].y,118 isLake: board[i][j].isLake,119 canPlace: board[i][j].canPlace,120 placedNumber: board[i][j].placedNumber,121 color: board[i][j].color,122 border: false123 };124 new_row.push(cell);125 if (new_row.length === 10) {126 newBoard.push(new_row);127 }128 }129 } 130 return newBoard;131}132export function setTheCurrentPlayer(currentPlayer, color){133 return color;134}135export function showThePossibilities(board, c) {136 console.log("borderek állÃtása - hova léphet");137 if(c.placedNumber!==2){138 let newBoard = [];139 let cell = null;140 for (let i = 0; i < board.length; ++i) {141 let r = board[i];142 let new_row = [];143 for (let j = 0; j < r.length; ++j) {144 if ((board[i][j].x === c.x-1 && board[i][j].y === c.y && board[i][j].color!==c.color && board[i][j].isLake===false) || 145 (board[i][j].x === c.x && board[i][j].y === c.y-1 && board[i][j].color!==c.color && board[i][j].isLake===false) || 146 (board[i][j].x === c.x+1 && board[i][j].y === c.y && board[i][j].color!==c.color && board[i][j].isLake===false) || 147 (board[i][j].x === c.x && board[i][j].y === c.y+1 && board[i][j].color!==c.color && board[i][j].isLake===false)) {148 cell = {149 id: board[i][j].id,150 x: board[i][j].x,151 y: board[i][j].y,152 isLake: board[i][j].isLake,153 canPlace: board[i][j].canPlace,154 placedNumber: board[i][j].placedNumber,155 color: board[i][j].color,156 border: true157 };158 } else {159 cell = board[i][j];160 }161 new_row.push(cell);162 if (new_row.length === 10) {163 newBoard.push(new_row);164 }165 }166 } 167 return newBoard;168 }169 else if(c.placedNumber===2){170 let newBoard = [];171 let cell = null;172 for (let i = 0; i < board.length; ++i) {173 let r = board[i];174 let new_row = [];175 for (let j = 0; j < r.length; ++j) {176 if ((board[i][j].x === c.x && board[i][j].y!==c.y && board[i][j].color!==c.color && board[i][j].isLake===false && !atugorElemet(c, board[i][j], board)) 177 || 178 (board[i][j].x !== c.x && board[i][j].y === c.y && board[i][j].color!==c.color && board[i][j].isLake===false && !atugorElemet(c, board[i][j], board))) {179 cell = {180 id: board[i][j].id,181 x: board[i][j].x,182 y: board[i][j].y,183 isLake: board[i][j].isLake,184 canPlace: board[i][j].canPlace,185 placedNumber: board[i][j].placedNumber,186 color: board[i][j].color,187 border: true188 };189 } else {190 cell = board[i][j];191 }192 new_row.push(cell);193 if (new_row.length === 10) {194 newBoard.push(new_row);195 }196 }197 }198 return newBoard;199 }200 else {201 return board;202 }203}204export function afterFight(board, { cell1, cell2 }) {205 let newBoard = [];206 let cell = null;207 let stronger = null;208 if (cell2.placedNumber === 0 && cell1.placedNumber === 3) {209 stronger = cell1;210 } else if (cell2.placedNumber === 0 && cell1.placedNumber !== 3) {211 stronger = cell2;212 } else if (cell2.placedNumber === 10 && cell1.placedNumber === 1) {213 stronger = cell1;214 } else if (cell1.placedNumber > cell2.placedNumber) {215 stronger = cell1;216 } else if (cell1.placedNumber < cell2.placedNumber) {217 stronger = cell2;218 }219 for (let i = 0; i < board.length; ++i) {220 let r = board[i];221 let new_row = [];222 for (let j = 0; j < r.length; ++j) {223 if (board[i][j].x === cell1.x && board[i][j].y === cell1.y) {224 cell = {225 id: board[i][j].id,226 x: i,227 y: j,228 isLake: false,229 canPlace: true, //?230 placedNumber: null,231 color: null,232 border: false233 };234 } else if (board[i][j].x === cell2.x && board[i][j].y === cell2.y) {235 if (stronger == null) {236 cell = {237 id: board[i][j].id,238 x: i,239 y: j,240 isLake: false,241 canPlace: true, //?242 placedNumber: null,243 color: null,244 border: false245 };246 } else {247 cell = {248 id: board[i][j].id,249 x: i,250 y: j,251 isLake: false,252 canPlace: true, //?253 placedNumber: stronger.placedNumber,254 color: stronger.color,255 border: false256 };257 }258 } else {259 cell = {260 id: board[i][j].id,261 x: board[i][j].x,262 y: board[i][j].y,263 isLake: board[i][j].isLake,264 canPlace: board[i][j].canPlace,265 placedNumber: board[i][j].placedNumber,266 color: board[i][j].color,267 border: false268 };269 }270 new_row.push(cell);271 if (new_row.length === 10) {272 newBoard.push(new_row);273 }274 }275 }276 return newBoard;277}278export function afterMove(board, { cell1, cell2 }) {279 let newBoard = [];280 let cell = null;281 for (let i = 0; i < board.length; ++i) {282 let r = board[i];283 let new_row = [];284 for (let j = 0; j < r.length; ++j) {285 if (board[i][j].x === cell1.x && board[i][j].y === cell1.y) {286 cell = {287 id: board[i][j].id,288 x: i,289 y: j,290 isLake: false,291 canPlace: true, //?292 placedNumber: null,293 color: null,294 border: false295 };296 } else if (board[i][j].x === cell2.x && board[i][j].y === cell2.y) {297 cell = {298 id: board[i][j].id,299 x: i,300 y: j,301 isLake: false,302 canPlace: true, //?303 placedNumber: cell1.placedNumber,304 color: cell1.color,305 border: false306 };307 } else {308 cell = {309 id: board[i][j].id,310 x: board[i][j].x,311 y: board[i][j].y,312 isLake: board[i][j].isLake,313 canPlace: board[i][j].canPlace,314 placedNumber: board[i][j].placedNumber,315 color: board[i][j].color,316 border: false317 };318 }319 new_row.push(cell);320 if (new_row.length === 10) {321 newBoard.push(new_row);322 }323 }324 }325 console.log(newBoard);326 return newBoard;327}328export function startAPLay(board) {329 return board;330}331export function placeACharacter(board, { x, y, id, color }) {332 let cell = null;333 for (let i = 0; i < board.length; ++i) {334 let r = board[i];335 for (let j = 0; j < r.length; ++j) {336 if (board[i][j].x === x && board[i][j].y === y) {337 cell = board[i][j];338 }339 }340 }341 let iddd = cell.id;342 if (cell.isLake || cell.placedNumber != null) {343 return board; // nem kell módosÃtani344 }345 let alteredCell = {346 id: iddd,347 x: x,348 y: y,349 isLake: false,350 canPlace: true,351 placedNumber: parseInt(id),352 color: color,353 border: false354 };355 let newBoard = board.map(row => {356 let r = row.map(cell => {357 if (cell.x === x && cell.y === y) {358 cell = alteredCell;359 }360 return cell;361 });362 return r;363 });364 return newBoard;365}366export function removeACharacter(board, { x, y }) {367 let cell = null;368 for (let i = 0; i < board.length; ++i) {369 let r = board[i];370 for (let j = 0; j < r.length; ++j) {371 if (board[i][j].x === x && board[i][j].y === y) {372 cell = board[i][j];373 }374 }375 }376 if (cell.isLake || cell.canPlace === false) {377 return board; // nem kell módosÃtani378 }379 let alteredCell = {380 id: cell.id,381 x: x,382 y: y,383 isLake: false,384 canPlace: true,385 placedNumber: null,386 color: null,387 border: false388 };389 let newBoard = board.map(row => {390 let r = row.map(cell => {391 if (cell.x === x && cell.y === y) {392 cell = alteredCell;393 }394 return cell;395 });396 return r;397 });398 console.log(alteredCell);399 return newBoard;400}401export const RESET_BOARD = "RESET_BOARD";402export const resetBoard = () => ({403 type: RESET_BOARD...
Board.js
Source:Board.js
1import Piece from './Piece'2/*3* Board:4* size: {x, y}5* cells: [[0x0, ...], [0xff0000, ...], ... ]6* activePiece: Piece or null7* piecesList: [Piece ...] or null8* currentPieceIndex: 09* gameOver: false10* needToBroadcast: false11*/12class Board {13 /*14 * Constructor params:15 * {16 * size: {x, y} // board dimensions17 * piecesList: [Piece ...] // list of pieces18 * currentPieceIndex: 019 * }20 * To prevent issues with references, pass anonymous parameters to constructor21 */22 constructor( params ) {23 let defaultParams = {24 size: {x: 10, y : 20},25 piecesList: [],26 piecesCopiedCount: 0,27 gameOver: false,28 needToBroadcast: false,29 frozenLines: 0,30 removedLines: 0,31 savedPiece: null,32 invisibleMode: false,33 getPiecesFromGame: () => {},34 updateScoreAndFrozenLinesInGame: () => {},35 checkForEndGame: () => {}36 }37 params = {...defaultParams, ...params};38 this.size = params.size;39 this.cells = new Array(this.size.y);40 for (let y = 0; y < this.size.y; y++) {41 this.cells[y] = new Array(this.size.x).fill(0x0);42 }43 this.activePiece = null;44 this.savedPiece = null;45 this.piecesList = params.piecesList;46 this.piecesCopiedCount = params.piecesCopiedCount;47 this.gameOver = params.gameOver;48 this.needToBroadcast = params.needToBroadcast;49 this.frozenLines = params.frozenLines;50 this.removedLines = params.removedLines;51 this.invisibleMode = params.invisibleMode;52 this.getPiecesFromGame = params.getPiecesFromGame;53 this.updateScoreAndFrozenLinesInGame = params.updateScoreAndFrozenLinesInGame;54 this.checkForEndGame = params.checkForEndGame;55 }56 /*57 * Add pieces to piecesList58 */59 addPieces( pieces ) {60 if (!pieces || pieces.constructor !== Array || !(pieces[0] instanceof Piece))61 return ;62 this.piecesList.push(...pieces);63 }64 /*65 * Sets the next piece from piecesList as the activePiece66 */67 setNextActivePiece() {68 this.getPiecesFromGame(this);69 this.activePiece = this.piecesList.shift();70 if (!this.activePiece) return;71 let isPlaceable = this.pieceIsPlaceable(this.activePiece);72 if (!isPlaceable) {73 let movedPiece = new Piece(this.activePiece);74 movedPiece.move({x: 0, y: -1});75 this.activePiece = movedPiece;76 this.gameOver = true;77 this.fillRed();78 this.checkForEndGame();79 } else {80 this.needToBroadcast = true;81 }82 }83 /*84 * Tries to rotate a piece or the activePiece. Returns piece (rotated or not).85 * If a rotatedPiece cannot be placed, try to place it up to 2 squares left,86 * 2 squares right, or two squares up, in that order.87 * Does not rotate on failure.88 */89 tryToRotatePiece( piece ) {90 if (!piece) return ;91 piece.rotate();92 return this.pieceIsPlaceable(piece);93 }94 /*95 * Tries to move a piece or the activePiece. Returns piece (moved or not).96 */97 tryToMovePiece( piece, vector ) {98 if (!piece) return ;99 if (!vector || vector.x == undefined || vector.y == undefined) return piece ;100 piece.move(vector);101 return this.pieceIsPlaceable(piece);102 }103 /*104 * Checks if the piece or activePiece can exist on this board105 */106 pieceIsPlaceable( piece ) {107 if (!piece) return false;108 for (let y = 0; y < 4; y++) {109 for (let x = 0; x < 4; x++) {110 if (piece.cells[y][x] != 0x0) {111 // if non-null piece cell outside of board112 if (piece.coords.x + x >= this.size.x || piece.coords.x + x < 0 || piece.coords.y + y >= this.size.y - this.frozenLines || piece.coords.y + y < 0) {113 return false;114 }115 // if non-null piece cell on a non-null board cell116 else if (this.cells[piece.coords.y + y][piece.coords.x + x] != 0x0 && piece.cells[y][x] != 0x0) {117 return false;118 }119 }120 }121 }122 return true;123 }124 /*125 * Copies piece's or activePiece's colors to board, regardless of colors on126 * board (call when piece reaches floor)127 */128 freezePiece( piece = this.activePiece ) {129 if (!piece) return ;130 for (let y = 0; y < 4; y++) {131 for (let x = 0; x < 4; x++) {132 if (piece.cells[y][x] != 0x0 && piece.coords.y >= 0) {133 if (this.invisibleMode) {134 this.cells[piece.coords.y + y][piece.coords.x + x] = 'invisible';135 } else {136 this.cells[piece.coords.y + y][piece.coords.x + x] = piece.cells[y][x];137 }138 }139 }140 }141 this.needToBroadcast = true;142 }143 rotate() {144 if (!this.activePiece) return ;145 let rotatedPiece = new Piece(this.activePiece);146 let canPlace = this.tryToRotatePiece(rotatedPiece);147 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: -1, y: 0});148 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: -1, y: 0});149 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: 3, y: 0});150 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: 1, y: 0});151 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: -2, y: -1});152 if (!canPlace) canPlace = this.tryToMovePiece(rotatedPiece, {x: 0, y: -1});153 if (canPlace) this.activePiece = rotatedPiece;154 return canPlace;155 }156 moveLeft() {157 if (!this.activePiece) return ;158 let movedPiece = new Piece(this.activePiece);159 let canMove = this.tryToMovePiece(movedPiece, {x: -1, y: 0});160 if (canMove) {161 this.activePiece = movedPiece;162 }163 return canMove;164 }165 moveRight() {166 if (!this.activePiece) return ;167 let movedPiece = new Piece(this.activePiece);168 let canMove = this.tryToMovePiece(movedPiece, {x: 1, y: 0});169 if (canMove) {170 this.activePiece = movedPiece;171 }172 return canMove;173 }174 moveDown() {175 if (!this.activePiece) return ;176 let movedPiece = new Piece(this.activePiece);177 let canMove = this.tryToMovePiece(movedPiece, {x: 0, y: 1});178 if (canMove) {179 this.activePiece = movedPiece;180 }181 return canMove;182 }183 downShortcut() {184 if (!this.activePiece) return ;185 let canMove = false;186 for (let y = 0; y < this.size.y; y++) {187 let movedPiece = new Piece(this.activePiece);188 canMove = this.tryToMovePiece(movedPiece, {x: 0, y});189 if (!canMove && y > 0) {190 movedPiece = new Piece(this.activePiece);191 canMove = this.tryToMovePiece(movedPiece, {x: 0, y: y - 1});192 this.activePiece = movedPiece;193 this.freezePiece(this.activePiece);194 this.removeFullLine();195 this.setNextActivePiece();196 break;197 }198 }199 return canMove;200 }201 savePiece() {202 if (!this.activePiece) return ;203 if (this.savedPiece) {204 this.savedPiece.coords = {x: this.activePiece.coords.x, y: this.activePiece.coords.y};205 if (!this.pieceIsPlaceable(this.savedPiece)) return ;206 let oldActivePiece = new Piece(this.activePiece);207 this.activePiece = this.savedPiece;208 this.savedPiece = oldActivePiece;209 } else {210 this.savedPiece = this.activePiece;211 this.setNextActivePiece();212 }213 }214 removeFullLine() {215 if (this.gameOver) return;216 let numLinesRemoved = 0;217 for (let y = 0; y < this.size.y; y++) {218 let isFullLine = true;219 for (let x = 0; x < this.size.x; x++) {220 if (this.cells[y][x] == 0x0) {221 isFullLine = false;222 }223 }224 if (isFullLine) {225 numLinesRemoved++;226 for (let z = y; z > 0; z--) {227 this.cells[z] = this.cells[z - 1].slice();228 }229 this.freezeLine = true;230 }231 }232 if (numLinesRemoved > 0) {233 this.removedLines += numLinesRemoved;234 this.updateScoreAndFrozenLinesInGame(numLinesRemoved);235 }236 }237 getCells() {238 let cells = JSON.parse(JSON.stringify(this.cells));239 if (!this.activePiece) return cells;240 let canMove = false;241 for (let y = 0; y < this.size.y; y++) {242 let movedPiece = new Piece(this.activePiece);243 canMove = this.tryToMovePiece(movedPiece, {x: 0, y});244 if (!canMove && y > 0) {245 movedPiece = new Piece(this.activePiece);246 canMove = this.tryToMovePiece(movedPiece, {x: 0, y: y - 1});247 for (let y = 0; y < 4; y++) {248 for (let x = 0; x < 4; x++) {249 if (movedPiece.coords.y + y >= 0 && movedPiece.cells[y][x] != 0x0) {250 cells[movedPiece.coords.y + y][movedPiece.coords.x + x] = 'previewPiece';251 }252 }253 }254 break;255 }256 }257 for (let y = 0; y < 4; y++) {258 for (let x = 0; x < 4; x++) {259 if (this.activePiece.coords.y + y >= 0 && this.activePiece.cells[y][x] != 0x0) {260 cells[this.activePiece.coords.y + y][this.activePiece.coords.x + x] = this.activePiece.cells[y][x];261 }262 }263 }264 for (let y = 0; y < this.frozenLines; y++) {265 cells[this.size.y - y - 1] = new Array(this.size.x).fill("frozenLine");266 }267 return cells;268 }269 setInvisibleMode(invisibleMode) {270 this.invisibleMode = invisibleMode;271 }272 reset() {273 this.cells = new Array(this.size.y);274 for (let y = 0; y < this.size.y; y++) {275 this.cells[y] = new Array(this.size.x).fill(0x0);276 }277 this.activePiece = null;278 this.savedPiece = undefined;279 this.gameOver = false;280 this.piecesCopiedCount = 0;281 this.frozenLines = 0;282 this.removedLines = 0;283 this.piecesList = [];284 }285 getShadowCells() {286 let shadowCells = JSON.parse(JSON.stringify(this.cells));287 for (let y = 0; y < this.size.y; y++) {288 for (let x = 0; x < this.size.x; x++) {289 if (this.cells[y][x] != 0x0) {290 for (let z = y; z < this.size.y; z++) {291 shadowCells[z][x] = "gameOver";292 }293 }294 }295 }296 return shadowCells;297 }298 fillRed() {299 for (let y = 0; y < this.size.y; y++) {300 for (let x = 0; x < this.size.x; x++) {301 if (this.cells[y][x] == 0x0) {302 this.cells[y][x] = "gameOver";303 }304 }305 }306 }307}...
TetrisBoard.unit-test.js
Source:TetrisBoard.unit-test.js
...11 [0, 1, 1, 0]12 ]),13 Option.none(), 0, false14 );15 expect(board.canPlace(new TetrisPiece(1, 0), {row: 0, col: 0})).toBe(true);16 expect(board.canPlace(new TetrisPiece(5, 0), {row: 0, col: 1})).toBe(true);17 expect(board.canPlace(new TetrisPiece(1, 0), {row: 0, col: 1})).toBe(false);18 expect(board.canPlace(new TetrisPiece(5, 0), {row: 0, col: 2})).toBe(false);19 expect(board.canPlace(new TetrisPiece(1, 0), {row: 0, col: 3})).toBe(false);20});21test("should canPlace with clip", () => {22 const board = new TetrisBoard(23 new Matrix([24 [0, 0, 0, 1],25 [0, 0, 1, 1],26 [0, 1, 1, 1],27 [1, 1, 1, 1]28 ]),29 Option.none(), 0, false30 );31 expect(board.canPlace(new TetrisPiece(2, 0), {row: -3, col: 2})).toBe(true);32 expect(board.canPlace(new TetrisPiece(2, 0), {row: -2, col: 2})).toBe(false);33 expect(board.canPlace(new TetrisPiece(2, 0), {row: -3, col: 1})).toBe(true);34 expect(board.canPlace(new TetrisPiece(2, 0), {row: -2, col: 1})).toBe(true);35 expect(board.canPlace(new TetrisPiece(2, 0), {row: -1, col: 1})).toBe(false);36});37test("should mergeAndClear", () => {38 expect(39 new TetrisBoard(40 new Matrix([41 [0, 0, 0, 1],42 [0, 0, 1, 1],43 [1, 1, 1, 1],44 [1, 1, 1, 1]45 ]),46 Option.none(), 0, false47 ).mergeAndClear()[0].rows48 ).toEqual([49 [0,0,0,0],...
Using AI Code Generation
1const canPlace = require('stryker-parent').canPlace;2const canPlace = require('stryker-child').canPlace;3const canPlace = require('stryker-child2').canPlace;4const canPlace = require('stryker-child3').canPlace;5const canPlace = require('stryker-child4').canPlace;6const canPlace = require('stryker-child5').canPlace;7const canPlace = require('stryker-child6').canPlace;8const canPlace = require('stryker-child7').canPlace;9const canPlace = require('stryker-child8').canPlace;10const canPlace = require('stryker-child9').canPlace;11const canPlace = require('stryker-child10').canPlace;12const canPlace = require('stryker-child11').canPlace;13const canPlace = require('stryker-child12').canPlace;14const canPlace = require('stryker-child13').canPlace;15const canPlace = require('stryker-child14').canPlace;16const canPlace = require('stryker-child15').canPlace;17const canPlace = require('stryker-child16').canPlace;18const canPlace = require('stryker-child17').canPlace;
Using AI Code Generation
1var canPlace = require('stryker-parent').canPlace;2var place = require('stryker-parent').place;3var canMove = require('stryker-parent').canMove;4var move = require('stryker-parent').move;5var canAttack = require('stryker-parent').canAttack;6var attack = require('stryker-parent').attack;7var canHeal = require('stryker-parent').canHeal;8var heal = require('stryker-parent').heal;9var canCapture = require('stryker-parent').canCapture;10var capture = require('stryker-parent').capture;11var canRepair = require('stryker-parent').canRepair;12var repair = require('stryker-parent').repair;13var canRangedAttack = require('stryker-parent').canRangedAttack;14var rangedAttack = require('stryker-parent').rangedAttack;15var canRangedMassAttack = require('stryker-parent').canRangedMassAttack;16var rangedMassAttack = require('stryker-parent').rangedMassAttack;17var canRangedHeal = require('stryker-parent').canRangedHeal;18var rangedHeal = require('stryker-parent').rangedHeal;19var canDisruptSpawn = require('stryker
Using AI Code Generation
1const stryker = require('stryker-parent')2const stryker = require('stryker-parent')3const stryker = require('stryker-parent')4const stryker = require('stryker-parent')5const stryker = require('stryker-parent')6const stryker = require('stryker-parent')7const stryker = require('stryker-parent')8const stryker = require('stryker-parent')9const stryker = require('stryker-parent')10const stryker = require('stryker-parent')11const stryker = require('stryker-parent')12const stryker = require('stryker-parent')13const stryker = require('stryker-parent')14const stryker = require('stryker-parent')15const stryker = require('stryker-parent')
Using AI Code Generation
1var canPlace = require('stryker-parent').canPlace;2var result = canPlace({3}, {4}, {5});6console.log(result);7module.exports = {8 canPlace: function (position, size, offset) {9 return true;10 }11};12{13}14{15 "dependencies": {16 }17}18var canPlace = require('stryker-parent').canPlace;19var result = canPlace({20}, {21}, {22});23console.log(result);24module.exports = {25 canPlace: function (position, size, offset) {26 return false;27 }28};29{30}
Using AI Code Generation
1var parent = require('stryker-parent');2var canPlace = parent.canPlace;3var child = require('./child.js');4var canPlace = child.canPlace;5var parent = require('stryker-parent');6var canPlace = parent.canPlace;7var child = require('./child.js');8var canPlace = child.canPlace;9I just published a new version (0.1.1) that should fix this. Can you verify?10const { someFunction } = require('some-package');11This happens when running the tests in isolation (using --testRunner mocha). When I run the tests without isolation I get a different error:12const { someFunction } = require('some-package');13This happens when running the tests in isolation (using --testRunner mocha). When I run the tests without isolation I get a different error:
Using AI Code Generation
1var parent = require('stryker-parent');2var canPlace = parent.canPlace;3var child = require('./child');4var childCanPlace = child.canPlace;5console.log('canPlace: ', canPlace);6console.log('childCanPlace: ', childCanPlace);7var canPlace = require('stryker-parent').canPlace;8console.log('canPlace: ', canPlace);9module.exports.canPlace = canPlace;
Using AI Code Generation
1var parent = require('stryker-parent');2var canPlace = parent.canPlace;3var place = canPlace(4, 5);4console.log(place);5var canPlace = function (x, y) {6 return x > 0 && y > 0;7};8module.exports = {9};10var parent = require('stryker-parent');11var canPlace = parent.canPlace;12var place = canPlace(4, 5);13console.log(place);14var canPlace = function (x, y) {15 return x > 0 && y > 0;16};17module.exports = {18};
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