The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria Tests/EngineTests.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright <EFBFBD> 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "CppUnitTest.h"
#include "AdventuresInLestoria.h"
#include "Tutorial.h"
#include <random>
#include <format>
#include "ItemDrop.h"
#include "DamageNumber.h"
#include <ranges>
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
INCLUDE_GFX
INCLUDE_ITEM_DATA
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_INITIALIZEGAMECONFIGURATIONS
extern std::mt19937 rng;
namespace EngineTests
{
TEST_CLASS(EngineTest)
{
public:
std::unique_ptr<AiL>testGame;
InputGroup testKeyboardInput;
Player*player;
HWButton*testKey;
TEST_METHOD_INITIALIZE(PlayerInitialize){
InitializeGameConfigurations();
rng=std::mt19937{57189U};//Establish a fixed random seed on setup so the exact same results are generated every test run.
testGame.reset(new AiL(true));
ItemAttribute::Initialize();
ItemInfo::InitializeItems();
testGame->InitializeGraphics();
testGame->InitializeClasses();
sig::Animation::InitializeAnimations();
testGame->InitializeDefaultKeybinds();
testGame->InitializePlayer();
sig::Animation::SetupPlayerAnimations();
Menu::InitializeMenus();
Tutorial::Initialize();
Stats::InitializeDamageReductionTable();
GameState::Initialize();
GameState::STATE=GameState::states.at(States::State::GAME_RUN);
#pragma region Setup a fake test map and test monster
game->MAP_DATA["CAMPAIGN_1_1"];
ItemDrop::ClearDrops();
MonsterData testMonsterData{"TestName","Test Monster",1000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
#pragma endregion
testGame->ResetLevelStates();
player=testGame->GetPlayer();
//Setup key "0" as a test input
testKeyboardInput.AddKeybind(Input{InputType::KEY,0});
testKey=testGame->GetKeyboardState(0);
testGame->olc_UpdateKeyFocus(true); //Force the game to be "focused" for tests. Required if we want keyboard inputs to work.
Menu::themes.SetInitialized();
GFX.SetInitialized();
DAMAGENUMBER_LIST.clear();
}
TEST_METHOD_CLEANUP(CleanupTests){
testGame->EndGame();
testGame->OnUserUpdate(0.f);
}
TEST_METHOD(StripColorTest){
std::string noColCode{"Hello World!"};
Assert::AreEqual("Hello World!"s,testGame->stripCol(noColCode),L"Function should not strip out any text when there's no color codes.");
std::string leadingColCode{"#FFFFFFHello World!"};
Assert::AreEqual("Hello World!"s,testGame->stripCol(leadingColCode),L"Function should strip out all color codes.");
std::string extraColCodes{"#FFFFFFHello #00FF00World!"};
Assert::AreEqual("Hello World!"s,testGame->stripCol(extraColCodes),L"Function should strip out all color codes.");
std::u32string u32noColCode{noColCode.begin(),noColCode.end()};
std::u32string u32noColCodeResult{testGame->stripCol(u32noColCode)};
Assert::AreEqual("Hello World!"s,std::string{u32noColCodeResult.begin(),u32noColCodeResult.end()},L"Function should not strip out any text when there's no color codes.");
std::u32string u32leadingColCode{noColCode.begin(),noColCode.end()};
std::u32string u32leadingColCodeResult{testGame->stripCol(u32leadingColCode)};
Assert::AreEqual("Hello World!"s,std::string{u32leadingColCodeResult.begin(),u32leadingColCodeResult.end()},L"Function should strip out all color codes.");
std::u32string u32extraColCodes{extraColCodes.begin(),extraColCodes.end()};
std::u32string u32extraColCodesResult{testGame->stripCol(u32extraColCodes)};
Assert::AreEqual("Hello World!"s,std::string{u32extraColCodesResult.begin(),u32extraColCodesResult.end()},L"Function should strip out all color codes.");
}
TEST_METHOD(StripLeadingColorTest){
std::string noColCode{"Hello World!"};
Assert::AreEqual("Hello World!"s,testGame->stripLeadingCol(noColCode),L"Function should not strip out any text when there's no color codes.");
std::string leadingColCode{"#FFFFFFHello World!"};
Assert::AreEqual("Hello World!"s,testGame->stripLeadingCol(leadingColCode),L"Function should strip out color code at beginning of text.");
std::string extraColCodes{"#FFFFFFHello #00FF00World!"};
Assert::AreEqual("Hello #00FF00World!"s,testGame->stripLeadingCol(extraColCodes),L"Function should only strip out color code at beginning of text.");
std::u32string u32noColCode{noColCode.begin(),noColCode.end()};
std::u32string u32noColCodeResult{testGame->stripLeadingCol(u32noColCode)};
Assert::AreEqual("Hello World!"s,std::string{u32noColCodeResult.begin(),u32noColCodeResult.end()},L"Function should not strip out any text when there's no color codes.");
std::u32string u32leadingColCode{noColCode.begin(),noColCode.end()};
std::u32string u32leadingColCodeResult{testGame->stripLeadingCol(u32leadingColCode)};
Assert::AreEqual("Hello World!"s,std::string{u32leadingColCodeResult.begin(),u32leadingColCodeResult.end()},L"Function should strip out color code at beginning of text.");
std::u32string u32extraColCodes{extraColCodes.begin(),extraColCodes.end()};
std::u32string u32extraColCodesResult{testGame->stripLeadingCol(u32extraColCodes)};
Assert::AreEqual("Hello #00FF00World!"s,std::string{u32extraColCodesResult.begin(),u32extraColCodesResult.end()},L"Function should only strip out color code at beginning of text.");
}
TEST_METHOD(GetFinalRenderColorTest){
Assert::AreEqual(WHITE.n,testGame->GetFinalRenderColor(WHITE,"Hello World!").n,L"Should use source color as there's no HTML color code.");
Assert::AreEqual(BLUE.n,testGame->GetFinalRenderColor(WHITE,"#0000FFHello World!").n,L"Should use color in string since it has a leading HTML color code.");
Assert::AreEqual(BLUE.n,testGame->GetFinalRenderColor(WHITE,"#0000FFHello #00FF00World!").n,L"Should use color in string since it has a leading HTML color code.");
Assert::AreEqual(WHITE.n,testGame->GetFinalRenderColor(WHITE,"Hello #00FF00World!").n,L"Should use source color since there's no leading HTML color code.");
std::string testStr{"Hello World!"};
std::u32string u32testStr{testStr.begin(),testStr.end()};
Assert::AreEqual(WHITE.n,testGame->GetFinalRenderColor(WHITE,testStr).n,L"Should use source color as there's no HTML color code.");
std::string colorCodeStr{"#0000FFHello World!"};
std::u32string u32colorCodeStr{colorCodeStr.begin(),colorCodeStr.end()};
Assert::AreEqual(BLUE.n,testGame->GetFinalRenderColor(WHITE,colorCodeStr).n,L"Should use color in string since it has a leading HTML color code.");
std::string extraColorCodeStr{"#0000FFHello #00FF00World!"};
std::u32string u32extraColorCodeStr{extraColorCodeStr.begin(),extraColorCodeStr.end()};
Assert::AreEqual(BLUE.n,testGame->GetFinalRenderColor(WHITE,extraColorCodeStr).n,L"Should use color in string since it has a leading HTML color code.");
std::string middleColorCodeStr{"Hello #00FF00World!"};
std::u32string u32middleColorCodeStr{middleColorCodeStr.begin(),middleColorCodeStr.end()};
Assert::AreEqual(WHITE.n,testGame->GetFinalRenderColor(WHITE,middleColorCodeStr).n,L"Should use source color since there's no leading HTML color code.");
}
TEST_METHOD(UtilMapRangeTest){
Assert::AreEqual(0.f,util::map_range<float>(0.f,0,100,0,100),L"0 in input range 0-100 output range 0-100 maps to 0");
Assert::AreEqual(100.f,util::map_range<float>(100.f,0,100,0,100),L"100 in input range 0-100 output range 0-100 maps to 100");
Assert::AreEqual(50.f,util::map_range<float>(50.f,0,100,0,100),L"50 in input range 0-100 output range 0-100 maps to 100");
Assert::AreEqual(0.f,util::map_range<float>(0.f,0,50,0,100),L"0 in input range 0-50 output range 0-100 maps to 0");
Assert::AreEqual(200.f,util::map_range<float>(100.f,0,50,0,100),L"100 in input range 0-50 output range 0-100 maps to 200");
Assert::AreEqual(100.f,util::map_range<float>(50.f,0,50,0,100),L"50 in input range 0-50 output range 0-100 maps to 100");
Assert::AreEqual(100.f,util::map_range<float>(0.f,0,100,100,200),L"0 in input range 0-100 output range 100-200 maps to 100");
Assert::AreEqual(200.f,util::map_range<float>(100.f,0,100,100,200),L"100 in input range 0-100 output range 100-200 maps to 200");
Assert::AreEqual(150.f,util::map_range<float>(50.f,0,100,100,200),L"50 in input range 0-100 output range 100-200 maps to 150");
Assert::AreEqual(0.f,util::map_range<float>(0.f,50,100,100,200),L"0 in input range 50-100 output range 100-200 maps to 0");
Assert::AreEqual(200.f,util::map_range<float>(100.f,50,100,100,200),L"100 in input range 50-100 output range 100-200 maps to 200");
Assert::AreEqual(100.f,util::map_range<float>(50.f,50,100,100,200),L"50 in input range 50-100 output range 100-200 maps to 100");
}
};
}