Move tests to own file
This commit is contained in:
parent
12d0b86e78
commit
b25bd326ae
342
src/lib.rs
342
src/lib.rs
@ -467,344 +467,4 @@ pub trait Agent : fmt::Debug {
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fn choose_lost_influence(&self, cards: &[Card]) -> Card;
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[derive(Debug)]
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struct DummyAgent(Card, Option<Card>, bool);
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impl Agent for DummyAgent {
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fn should_action_challenge(&self, _action_challenge: &phase::ActionChallenge) -> bool {
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self.2
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}
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fn choose_block_card(&self, _block: &phase::Block) -> Option<Card> {
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self.1
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}
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fn should_block_challenge(&self, _block_challenge: &phase::BlockChallenge) -> bool {
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self.2
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}
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fn exchange(&self, _cards: &[Card]) -> [Card; 2] {
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[self.0, self.1.unwrap()]
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}
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fn choose_lost_influence(&self, _cards: &[Card]) -> Card {
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self.0
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}
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}
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#[test]
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fn test_action_challenge() {
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let challenge_agent = DummyAgent(Contessa, None, true);
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let non_challenge_agent = DummyAgent(Duke, None, false);
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let deck = vec![];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Captain] },
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Player { coins: 2, cards: vec![Contessa] },
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Player { coins: 2, cards: vec![Ambassador] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0
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};
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// Test non-challengable
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Income,
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target: None,
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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action: Income,
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target: None
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}))
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);
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}
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// Test failed challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Steal,
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target: Some(2),
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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action: Steal,
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target: Some(2)
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}))
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);
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}
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// Test successful challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Assassinate,
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target: Some(2),
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}, &[&non_challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Done),
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);
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}
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}
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#[test]
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fn test_block() {
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let non_blocking_agent = DummyAgent(Duke, None, false);
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let ambassador_block_agent = DummyAgent(Ambassador, Some(Ambassador), false);
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let duke_block_agent = DummyAgent(Duke, Some(Duke), false);
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let deck = vec![];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Captain] },
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Player { coins: 2, cards: vec![Contessa] },
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Player { coins: 2, cards: vec![Ambassador] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0
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};
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// Test unblockable
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Income,
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target: None,
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: Income,
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target: None
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}))
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);
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}
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// Test target blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Ambassador,
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action: Steal,
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target: Some(2),
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}))
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);
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}
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// Test target non-blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: Steal,
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target: Some(2),
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}))
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);
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}
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// Test anyone blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &duke_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Duke,
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action: ForeignAid,
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target: None,
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}))
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);
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}
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// Test no one blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: ForeignAid,
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target: None,
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}))
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);
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}
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// Test bad block card
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{
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let mut game = game.clone();
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assert!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent])
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.is_err()
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);
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}
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}
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#[test]
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fn test_block_challenge() {
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let challenge_agent = DummyAgent(Assassin, None, true);
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let non_challenge_agent = DummyAgent(Assassin, None, false);
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let block_agent = DummyAgent(Contessa, None, false);
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let deck = vec![];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Assassin] },
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Player { coins: 2, cards: vec![Contessa] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0
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};
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// Test non-challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Contessa,
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action: Assassinate,
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target: Some(1),
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}, &[&non_challenge_agent, &block_agent]),
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Ok(Phase::Done)
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);
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assert!(game.discard.is_empty());
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}
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// Test failed challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Contessa,
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action: Assassinate,
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target: Some(1),
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}, &[&challenge_agent, &block_agent]),
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Ok(Phase::Done)
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);
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assert!(!game.discard.is_empty());
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}
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// Test successful challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Duke,
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action: ForeignAid,
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target: None,
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}, &[&challenge_agent, &block_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: ForeignAid,
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target: None,
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}))
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);
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assert!(!game.discard.is_empty());
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}
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}
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#[test]
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fn test_resolution() {
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let dummy_agent = DummyAgent(Assassin, Some(Duke), false);
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let loser_agent = DummyAgent(Captain, Some(Duke), false);
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let deck = vec![Contessa, Contessa];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Assassin] },
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Player { coins: 1, cards: vec![Captain] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0,
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};
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// Test income
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{
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let mut game = game.clone();
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game.resolution(phase::Resolution {
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action: Income,
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target: None,
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}, &[&dummy_agent, &dummy_agent]).unwrap();
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assert_eq!(game.players[0].coins, 3);
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}
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// Test foreign aid
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{
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let mut game = game.clone();
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game.resolution(phase::Resolution {
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action: ForeignAid,
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target: None,
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}, &[&dummy_agent, &dummy_agent]).unwrap();
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assert_eq!(game.players[0].coins, 4);
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}
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// Test coup / assassinate
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{
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let mut game = game.clone();
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game.resolution(phase::Resolution {
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action: Coup,
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target: Some(1),
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}, &[&dummy_agent, &loser_agent]).unwrap();
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assert!(game.players[1].cards.is_empty());
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assert_eq!(game.discard, vec![Captain]);
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}
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// Test steal
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{
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let mut game = game.clone();
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game.resolution(phase::Resolution {
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action: Steal,
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target: Some(1),
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}, &[&dummy_agent, &dummy_agent]).unwrap();
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assert_eq!(game.players[0].coins, 3);
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assert_eq!(game.players[1].coins, 0);
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}
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// Test exchange
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{
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let mut game = game.clone();
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game.resolution(phase::Resolution {
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action: Exchange,
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target: Some(1),
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}, &[&dummy_agent, &dummy_agent]).unwrap();
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game.players[0].cards.sort();
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assert_eq!(game.players[0].cards, vec![Contessa, Contessa]);
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game.deck.sort();
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assert_eq!(game.deck, vec![Duke, Assassin]);
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assert!(game.discard.is_empty());
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}
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}
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}
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mod test;
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338
src/test.rs
Normal file
338
src/test.rs
Normal file
@ -0,0 +1,338 @@
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use super::*;
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#[derive(Debug)]
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struct DummyAgent(Card, Option<Card>, bool);
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impl Agent for DummyAgent {
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fn should_action_challenge(&self, _action_challenge: &phase::ActionChallenge) -> bool {
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self.2
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}
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fn choose_block_card(&self, _block: &phase::Block) -> Option<Card> {
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self.1
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}
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fn should_block_challenge(&self, _block_challenge: &phase::BlockChallenge) -> bool {
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self.2
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}
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fn exchange(&self, _cards: &[Card]) -> [Card; 2] {
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[self.0, self.1.unwrap()]
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}
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fn choose_lost_influence(&self, _cards: &[Card]) -> Card {
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self.0
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}
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}
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#[test]
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fn test_action_challenge() {
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let challenge_agent = DummyAgent(Contessa, None, true);
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let non_challenge_agent = DummyAgent(Duke, None, false);
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let deck = vec![];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Captain] },
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Player { coins: 2, cards: vec![Contessa] },
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Player { coins: 2, cards: vec![Ambassador] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0
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};
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// Test non-challengable
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Income,
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target: None,
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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action: Income,
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target: None
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}))
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);
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}
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// Test failed challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Steal,
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target: Some(2),
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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action: Steal,
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target: Some(2)
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}))
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);
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}
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// Test successful challenge
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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action: Assassinate,
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target: Some(2),
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}, &[&non_challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Done),
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);
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}
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}
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#[test]
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fn test_block() {
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let non_blocking_agent = DummyAgent(Duke, None, false);
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let ambassador_block_agent = DummyAgent(Ambassador, Some(Ambassador), false);
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let duke_block_agent = DummyAgent(Duke, Some(Duke), false);
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let deck = vec![];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Captain] },
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Player { coins: 2, cards: vec![Contessa] },
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Player { coins: 2, cards: vec![Ambassador] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0
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};
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// Test unblockable
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Income,
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target: None,
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: Income,
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target: None
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}))
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);
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}
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// Test target blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Ambassador,
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action: Steal,
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target: Some(2),
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}))
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);
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}
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// Test target non-blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: Steal,
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target: Some(2),
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}))
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);
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}
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// Test anyone blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &duke_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Duke,
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action: ForeignAid,
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target: None,
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}))
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);
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}
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// Test no one blocked
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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action: ForeignAid,
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target: None,
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}))
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);
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}
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// Test bad block card
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{
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let mut game = game.clone();
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assert!(
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game.block(phase::Block {
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action: ForeignAid,
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target: None,
|
||||
}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent])
|
||||
.is_err()
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_block_challenge() {
|
||||
let challenge_agent = DummyAgent(Assassin, None, true);
|
||||
let non_challenge_agent = DummyAgent(Assassin, None, false);
|
||||
let block_agent = DummyAgent(Contessa, None, false);
|
||||
let deck = vec![];
|
||||
let discard = vec![];
|
||||
let players = vec![
|
||||
Player { coins: 2, cards: vec![Assassin] },
|
||||
Player { coins: 2, cards: vec![Contessa] },
|
||||
];
|
||||
let game = Game {
|
||||
deck,
|
||||
discard,
|
||||
players,
|
||||
turn: 0
|
||||
};
|
||||
|
||||
// Test non-challenge
|
||||
{
|
||||
let mut game = game.clone();
|
||||
assert_eq!(
|
||||
game.block_challenge( phase::BlockChallenge {
|
||||
blocker: 1,
|
||||
block_card: Contessa,
|
||||
action: Assassinate,
|
||||
target: Some(1),
|
||||
}, &[&non_challenge_agent, &block_agent]),
|
||||
Ok(Phase::Done)
|
||||
);
|
||||
assert!(game.discard.is_empty());
|
||||
}
|
||||
|
||||
// Test failed challenge
|
||||
{
|
||||
let mut game = game.clone();
|
||||
assert_eq!(
|
||||
game.block_challenge( phase::BlockChallenge {
|
||||
blocker: 1,
|
||||
block_card: Contessa,
|
||||
action: Assassinate,
|
||||
target: Some(1),
|
||||
}, &[&challenge_agent, &block_agent]),
|
||||
Ok(Phase::Done)
|
||||
);
|
||||
assert!(!game.discard.is_empty());
|
||||
}
|
||||
|
||||
// Test successful challenge
|
||||
{
|
||||
let mut game = game.clone();
|
||||
assert_eq!(
|
||||
game.block_challenge( phase::BlockChallenge {
|
||||
blocker: 1,
|
||||
block_card: Duke,
|
||||
action: ForeignAid,
|
||||
target: None,
|
||||
}, &[&challenge_agent, &block_agent]),
|
||||
Ok(Phase::Resolution(phase::Resolution {
|
||||
action: ForeignAid,
|
||||
target: None,
|
||||
}))
|
||||
);
|
||||
assert!(!game.discard.is_empty());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_resolution() {
|
||||
let dummy_agent = DummyAgent(Assassin, Some(Duke), false);
|
||||
let loser_agent = DummyAgent(Captain, Some(Duke), false);
|
||||
let deck = vec![Contessa, Contessa];
|
||||
let discard = vec![];
|
||||
let players = vec![
|
||||
Player { coins: 2, cards: vec![Duke, Assassin] },
|
||||
Player { coins: 1, cards: vec![Captain] },
|
||||
];
|
||||
let game = Game {
|
||||
deck,
|
||||
discard,
|
||||
players,
|
||||
turn: 0,
|
||||
};
|
||||
|
||||
// Test income
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
action: Income,
|
||||
target: None,
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
assert_eq!(game.players[0].coins, 3);
|
||||
}
|
||||
|
||||
// Test foreign aid
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
action: ForeignAid,
|
||||
target: None,
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
assert_eq!(game.players[0].coins, 4);
|
||||
}
|
||||
|
||||
// Test coup / assassinate
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
action: Coup,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &loser_agent]).unwrap();
|
||||
assert!(game.players[1].cards.is_empty());
|
||||
assert_eq!(game.discard, vec![Captain]);
|
||||
}
|
||||
|
||||
// Test steal
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
action: Steal,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
assert_eq!(game.players[0].coins, 3);
|
||||
assert_eq!(game.players[1].coins, 0);
|
||||
}
|
||||
|
||||
// Test exchange
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
action: Exchange,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
game.players[0].cards.sort();
|
||||
assert_eq!(game.players[0].cards, vec![Contessa, Contessa]);
|
||||
game.deck.sort();
|
||||
assert_eq!(game.deck, vec![Duke, Assassin]);
|
||||
assert!(game.discard.is_empty());
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user