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/EnchantTests.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>
#include "BulletTypes.h"
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace olc::utils;
INCLUDE_GFX
INCLUDE_ITEM_DATA
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_INITIALIZEGAMECONFIGURATIONS
INCLUDE_MONSTER_LIST
extern std::mt19937 rng;
namespace Test
{
template<class T>
inline static void InRange(T initialVal,std::pair<T,T>range,std::wstring_view assertMessage){
Assert::IsTrue(initialVal>=range.first&&initialVal<=range.second,std::format(L"Expected: {}~{} Actual: {} - {}",range.first,range.second,initialVal,assertMessage).c_str());
}
}
namespace EnchantTests
{
TEST_CLASS(EnchantTest)
{
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);
testGame->ResetLevelStates();
#pragma region Setup a fake test map and test monster
game->MAP_DATA["CAMPAIGN_1_1"];
game->MAP_DATA["CAMPAIGN_1_1"]._SetMapData(MapTag{50,50,24,24});
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->InitializeCamera();
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(HealthBoostCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
std::unordered_map<int,uint32_t>statDistribution;
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Health Boost");
statDistribution[player->GetMaxHealth()]++;
}
Assert::AreEqual(size_t(3),statDistribution.size(),L"There should be three entries generated. If not, then the RNG picking is likely not working!");
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Health Boost");
Test::InRange(player->GetMaxHealth(),{106,110},L"Max Health not in expected range with two rings equipped.");
}
}
TEST_METHOD(AttackBoostCheck){
player->SetBaseStat("Attack",100.f);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Attack Boost");
Test::InRange(player->GetAttack(),{103,105},L"Attack not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Attack Boost");
Test::InRange(player->GetAttack(),{106,110},L"Attack not in expected range with two rings equipped.");
}
}
TEST_METHOD(MovementBoostCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% Movespd.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Movement Boost");
Test::InRange(player->GetMoveSpdMult(),{103.0_Pct,105.0_Pct},L"Move Speed not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Movement Boost");
Test::InRange(player->GetMoveSpdMult(),{106.0_Pct,110.0_Pct},L"Move Speed not in expected range with two rings equipped.");
}
}
TEST_METHOD(AbilityHasteCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% CDR.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Ability Haste");
Test::InRange(player->GetCooldownReductionPct(),{3.0_Pct,5.0_Pct},L"CDR not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Ability Haste");
Test::InRange(player->GetCooldownReductionPct(),{6.0_Pct,10.0_Pct},L"CDR not in expected range with two rings.");
}
}
TEST_METHOD(CritRateCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% Crit Rate.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Crit Rate");
Test::InRange(player->GetCritRatePct(),{3.0_Pct,5.0_Pct},L"Crit Rate not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Crit Rate");
Test::InRange(player->GetCritRatePct(),{6.0_Pct,10.0_Pct},L"Crit Rate not in expected range with two rings.");
}
}
TEST_METHOD(CritDamageCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% Crit Damage.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Crit Damage");
Test::InRange(player->GetCritDmgPct(),{57.0_Pct,60.0_Pct},L"Crit Damage not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Crit Damage");
Test::InRange(player->GetCritDmgPct(),{64.0_Pct,70.0_Pct},L"Crit Damage not in expected range with two rings.");
}
}
TEST_METHOD(StoneskinCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Player starts with 0% Damage Reduction.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Stoneskin");
Test::InRange(player->GetDamageReductionFromBuffs(),{3.0_Pct,5.0_Pct},L"Damage Reduction not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Stoneskin");
Test::InRange(player->GetDamageReductionFromBuffs(),{6.0_Pct,10.0_Pct},L"Damage Reduction not in expected range with two rings.");
}
}
TEST_METHOD(ManaPoolCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxMana(),L"Player starts with 100 mana.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Mana Pool");
Test::InRange(player->GetMaxMana(),{107,112},L"Mana Pool not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Mana Pool");
Test::InRange(player->GetMaxMana(),{114,124},L"Mana Pool not in expected range with two rings.");
}
}
TEST_METHOD(MagicalProtectionCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Player starts with 0% damage reduction.");
Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% move speed.");
Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),L"Player starts with 0% HP/6 recovery.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Magical Protection");
Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range.");
Test::InRange(player->GetDamageReductionFromBuffs(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range.");
Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range.");
Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Magical Protection");
Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range with two rings.");
Test::InRange(player->GetDamageReductionFromBuffs(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range with two rings.");
Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range with two rings.");
Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range with two rings.");
}
}
TEST_METHOD(AuraOfTheBeastCheck){
player->SetBaseStat("Attack",100.f);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% crit rate.");
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% cooldown reduction.");
Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% crit rate.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Aura of the Beast");
Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range.");
Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range.");
Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range.");
Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Aura of the Beast");
Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range with two rings.");
Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range with two rings.");
Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range with two rings.");
Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range with two rings.");
}
}
TEST_METHOD(LethalTempoCheck){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Lethal Tempo");
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active after attacking with the enchant..");
Assert::AreEqual(0.0175f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff reduced attack Recovery Rate by 0.0175 (5% of 0.35).");
for(int i:std::ranges::iota_view(0,10)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
}
Assert::AreEqual(0.0875f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff should cap at 5 stacks.");
Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active.");
}
TEST_METHOD(SecondWindCheck){
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is 0% at the start.");
player->Hurt(90,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is still 0% without Second Wind.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Second Wind");
Assert::AreEqual(1.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 1% with low health with Second Wind.");
player->Heal(11);
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 0% since Second Wind should no longer activate above 20% health.");
}
TEST_METHOD(EmergencyRecoveryCheck){
Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is 0% at the start.");
Assert::AreEqual(0.0_Pct,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is 0% at the start.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Emergency Recovery");
Assert::AreEqual(1.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is base 1% even with full HP.");
Assert::AreEqual(0.0_Pct,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is still 0% since the player is not lower than 30% health.");
for(int i:std::ranges::iota_view(1,7)){
player->Hurt(10,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(1.0_Pct+0.5_Pct*i,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is increasing by 0.5% per 10% missing health.");
}
player->Hurt(10,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is now 0% as the HP Recovery/4 sec version should have activated.");
Assert::AreEqual(4.5_Pct,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is now 4.5%");
for(int i:std::ranges::iota_view(1,3)){
player->Hurt(10,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(4.5_Pct+0.5_Pct*i,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is increasing by 0.5% per 10% missing health.");
}
}
TEST_METHOD(DeathDefianceCheck){
for(int i:std::ranges::iota_view(0,10)){
player->Heal(100);
player->Hurt(1000,player->OnUpperLevel(),player->GetZ());
if(player->IsAlive()){Assert::Fail(L"Player survived while not having the Death Defiance Enchant! THIS SHOULD NOT BE HAPPENING!");}
player->_SetIframes(0.f);
}
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Death Defiance");
player->Heal(100);
for(int i:std::ranges::iota_view(0,10)){
const int prevPlayerHP{player->GetHealth()};
player->Hurt(1,player->OnUpperLevel(),player->GetZ());
Assert::AreNotEqual(prevPlayerHP,player->GetHealth(),L"Death Defiance triggered even though the player did not take lethal damage!");
player->_SetIframes(0.f);
}
bool survivedAtLeastOnce{false};
for(int i:std::ranges::iota_view(0,10)){
player->Heal(100);
player->Hurt(1000,player->OnUpperLevel(),player->GetZ());
if(player->IsAlive()){
survivedAtLeastOnce=true;
break;
}
player->_SetIframes(0.f);
}
Assert::AreEqual(true,survivedAtLeastOnce,L"Player should have survived at least one time with Death Defiance.");
}
TEST_METHOD(ReaperOfSoulsCheck){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
Monster testMonster{{},MONSTER_DATA["TestName"]};
Monster testMonster2{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
for(Effect*eff:game->GetAllEffects()|std::views::filter([](Effect*eff){return eff->GetType()==EffectType::MONSTER_SOUL;})){
Assert::Fail(L"A Monster Soul should not be generated");
}
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Reaper of Souls");
testMonster2.Hurt(1000,testMonster2.OnUpperLevel(),testMonster2.GetZ());
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
bool foundSoul{false};
for(const Effect*eff:game->GetAllEffects()|std::views::filter([](const Effect*eff){return eff->GetType()==EffectType::MONSTER_SOUL;})){
foundSoul=true;
break;
}
if(!foundSoul)Assert::Fail(L"A soul was not generated from a kill with the Reaper of Souls enchant.");
testGame->SetElapsedTime(3.5f);
testGame->OnUserUpdate(3.5f);
player->Hurt(5,player->OnUpperLevel(),player->GetZ());
player->ConsumeMana(10);
player->GetRightClickAbility().cooldown=player->GetAbility1().cooldown=player->GetAbility2().cooldown=player->GetAbility3().cooldown=player->GetAbility4().cooldown=1.5f;
for(int i:std::ranges::iota_view(0,2)){
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
}
Assert::AreEqual(98,player->GetHealth(),L"Player should have healed for 3 health from contacting the soul.");
Assert::AreEqual(97,player->GetMana(),L"Player should have gained 2 mana from contacting the soul.");
Assert::AreEqual(0.f,player->GetRightClickAbility().cooldown,L"Player's ability cooldowns should reduce from contacting the soul.");
Assert::AreEqual(0.f,player->GetAbility1().cooldown,L"Player's ability cooldowns should reduce from contacting the soul.");
Assert::AreEqual(0.f,player->GetAbility2().cooldown,L"Player's ability cooldowns should reduce from contacting the soul.");
Assert::AreEqual(0.f,player->GetAbility3().cooldown,L"Player's ability cooldowns should reduce from contacting the soul.");
Assert::AreEqual(0.f,player->GetAbility4().cooldown,L"Player's ability cooldowns should reduce from contacting the soul.");
//This should be the moment the wisp is fading out.
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
for(Effect*eff:game->GetAllEffects()|std::views::filter([](Effect*eff){return eff->GetType()==EffectType::MONSTER_SOUL;})){
Assert::Fail(L"A Monster Soul has not disappeared after colliding with a player.");
}
}
TEST_METHOD(WizardsSoulCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->CheckAndPerformAbility(player->GetAbility4(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"By default the player cooldowns are unaffected without the Wizard's Soul enchant.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime(),player->GetAbility1().cooldown,L"By default the player cooldowns are unaffected without the Wizard's Soul enchant.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime(),player->GetAbility2().cooldown,L"By default the player cooldowns are unaffected without the Wizard's Soul enchant.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime(),player->GetAbility3().cooldown,L"By default the player cooldowns are unaffected without the Wizard's Soul enchant.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime(),player->GetAbility4().cooldown,L"By default the player cooldowns are unaffected without the Wizard's Soul enchant.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Wizard's Soul");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetRightClickAbility().charges=1; //Reset the cooldown so it can be used.
player->GetRightClickAbility().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"Right-click ability goes on cooldown like normal.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime(),player->GetAbility1().cooldown,L"All other abilities are unaffected by Right-click ability being used.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime(),player->GetAbility2().cooldown,L"All other abilities are unaffected by Right-click ability being used.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime(),player->GetAbility3().cooldown,L"All other abilities are unaffected by Right-click ability being used.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime(),player->GetAbility4().cooldown,L"All other abilities are unaffected by Right-click ability being used.");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetAbility1().charges=1; //Reset the cooldown so it can be used.
player->GetAbility1().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime(),player->GetAbility1().cooldown,L"Same ability used should not be affected.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime()-1.5f,player->GetAbility2().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime()-1.5f,player->GetAbility3().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime()-1.5f,player->GetAbility4().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetAbility2().charges=1; //Reset the cooldown so it can be used.
player->GetAbility2().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime()-1.5f,player->GetAbility1().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime(),player->GetAbility2().cooldown,L"Same ability used should not be affected.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime()-3.f,player->GetAbility3().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime()-3.f,player->GetAbility4().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetAbility3().charges=1; //Reset the cooldown so it can be used.
player->GetAbility3().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime()-3.f,player->GetAbility1().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime()-1.5f,player->GetAbility2().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime(),player->GetAbility3().cooldown,L"Same ability used should not be affected.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime()-4.5f,player->GetAbility4().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetAbility4().charges=1; //Reset the cooldown so it can be used.
player->GetAbility4().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility4(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime(),player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime()-3.f,player->GetAbility1().cooldown,L"Ability 4 isn't setup for anything and returns as unused, causing cooldowns to remain the same.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime()-1.5f,player->GetAbility2().cooldown,L"Ability 4 isn't setup for anything and returns as unused, causing cooldowns to remain the same.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime(),player->GetAbility3().cooldown,L"Ability 4 isn't setup for anything and returns as unused, causing cooldowns to remain the same.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime(),player->GetAbility4().cooldown,L"Ability 4 isn't setup for anything and returns as unused, causing cooldowns to remain the same.");
}
TEST_METHOD(LastReserveCheck){
player->SetBaseStat("Attack",100.f);
Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Damage reduction starts at 0%");
Assert::AreEqual(100,player->GetAttack(),L"Attack damage starts at 100.");
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Cooldown reduction starts at 0%");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Last Reserve");
Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Damage reduction is still 0%");
Assert::AreEqual(100,player->GetAttack(),L"Attack damage still 100.");
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Cooldown reduction is still 0%");
player->Hurt(80,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(30.0_Pct,player->GetDamageReductionFromBuffs(),L"Damage reduction increased to 30%");
Assert::AreEqual(110,player->GetAttack(),L"Attack damage is now 110.");
Assert::AreEqual(10.0_Pct,player->GetCooldownReductionPct(),L"Cooldown reduction increased to 10%");
}
TEST_METHOD(QuickdrawCheck){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
Monster testMonster{{},MONSTER_DATA["TestName"]};
player->AutoAttack(); //Put auto attack on cooldown.
for(int i:std::ranges::iota_view(0,20)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual("Warrior.Auto Attack.Cooldown"_F,player->GetAutoAttackTimer(),L"The auto attack timer should not be reduced: No enchant + wasn't hit by a player ability.");
}
for(int i:std::ranges::iota_view(0,20)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual("Warrior.Auto Attack.Cooldown"_F,player->GetAutoAttackTimer(),L"The auto attack timer should not be reduced: No enchant.");
}
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Quickdraw");
for(int i:std::ranges::iota_view(0,20)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual("Warrior.Auto Attack.Cooldown"_F,player->GetAutoAttackTimer(),L"The auto attack timer should not be reduced: Wasn't hit by a player ability.");
}
for(int i:std::ranges::iota_view(0,20)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
}
Assert::AreEqual(0.f,player->GetAutoAttackTimer(),L"The auto attack timer should have been reset at some point.");
}
TEST_METHOD(StealthyRetreatCheck){
game->ChangePlayerClass(RANGER);
player=game->GetPlayer();
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual("Ranger.Right Click Ability.RetreatTime"_F,player->GetIframeTime(),L"Ranger's retreat iframe time is normal.");
player->_SetIframes(0.f);
player->GetRightClickAbility().charges=1;
player->SetState(State::NORMAL);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Stealthy Retreat");
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual("Ranger.Right Click Ability.RetreatTime"_F+"Stealthy Retreat"_ENC["INVULNERABILITY INCREASE"],player->GetIframeTime(),L"Ranger's retreat iframe time is much greater.");
}
TEST_METHOD(PoisonousArrowCheck){
game->ChangePlayerClass(RANGER);
player=game->GetPlayer();
Assert::AreEqual(false,player->PoisonArrowAutoAttackReady(),L"Poison arrow auto attack should not be ready immediately.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Poisonous Arrow");
Assert::AreEqual(true,player->PoisonArrowAutoAttackReady(),L"Poison arrow auto attack should now be ready.");
player->AutoAttack();
Assert::AreEqual(false,player->PoisonArrowAutoAttackReady(),L"Poison arrow auto attack should now be on cooldown.");
game->SetElapsedTime("Poisonous Arrow"_ENC["POISON ARROW RESET FREQUENCY"]);
game->OnUserUpdate("Poisonous Arrow"_ENC["POISON ARROW RESET FREQUENCY"]);
Assert::AreEqual(true,player->PoisonArrowAutoAttackReady(),L"Poison arrow auto attack should be ready again.");
}
TEST_METHOD(ExtremeRapidFireCheck){
game->ChangePlayerClass(RANGER);
player=game->GetPlayer();
Assert::AreEqual(0,player->RemainingRapidFireShots(),L"Player starts off with no Rapid Fire shots available.");
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual("Ranger.Ability 1.ArrowCount"_I,player->RemainingRapidFireShots(),L"Player now has normal Rapid Fire shot count.");
for(int i:std::ranges::iota_view(0,"Ranger.Ability 1.ArrowCount"_I)){
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
}
player->SetState(State::NORMAL);
player->GetAbility1().charges=1;
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Extreme Rapid Fire");
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual("Ranger.Ability 1.ArrowCount"_I+int("Extreme Rapid Fire"_ENC["ARROW COUNT INCREASE"]),player->RemainingRapidFireShots(),L"Player now has even more Rapid Fire shots.");
}
TEST_METHOD(MegaChargedShotCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Mega Charged Shot");
Assert::AreEqual("Warrior.Ability 2.Precast Time"_F,player->GetAbility2().precastInfo.castTime,L"Non-Ranger class' precast times should be unaffected with the item.");
game->ChangePlayerClass(RANGER);
player=game->GetPlayer();
Assert::AreEqual("Ranger.Ability 2.Precast Time"_F+"Mega Charged Shot"_ENC["CAST TIME INCREASE"],player->GetAbility2().precastInfo.castTime,L"Ranger class' precast time should be affected with the item.");
Inventory::UnequipItem(EquipSlot::RING1);
Assert::AreEqual("Ranger.Ability 2.Precast Time"_F,player->GetAbility2().precastInfo.castTime,L"Ranger class' precast time should be back to normal.");
}
TEST_METHOD(MultiMultiShotCheck){
game->ChangePlayerClass(RANGER);
player=game->GetPlayer();
Assert::AreEqual(uint8_t(1),player->GetAbility3().MAX_CHARGES,L"Player starts with 1 max charge of Multishot.");
const float multishotCooldownTime{"Ranger.Ability 3.Cooldown"_F};
Assert::AreEqual("Ranger.Ability 3.Cooldown"_F,player->GetAbility3().GetCooldownTime(),util::wformat("Player starts with {} seconds of cooldown on Multishot.",multishotCooldownTime).c_str());
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Multi-Multishot");
Assert::AreEqual(uint8_t(3),player->GetAbility3().MAX_CHARGES,L"Player now has 3 max charges of Multishot.");
const float newMultishotCooldownTime{multishotCooldownTime-multishotCooldownTime*"Multi-Multishot"_ENC["COOLDOWN REDUCTION PCT"]/100.f};
Assert::AreEqual(newMultishotCooldownTime,player->GetAbility3().GetCooldownTime(),util::wformat("Player starts with {} seconds of cooldown on Multishot.",newMultishotCooldownTime).c_str());
}
TEST_METHOD(BackstabberCheck){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(20,testMonster.GetHealth(),L"Monster should have taken 10 hitpoints of damage.");
testMonster.Heal(10);
game->GetPlayer()->ForceSetPos({4,0});
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(20,testMonster.GetHealth(),L"Monster should have taken 10 hitpoints of damage even if the attack was a valid backstab (no enchantment).");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Backstabber");
game->GetPlayer()->ForceSetPos({0,0});
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(10,testMonster.GetHealth(),L"Monster should have taken 10 hitpoints of damage still since it wasn't flagged as a player ability.");
testMonster.Heal(30);
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(20,testMonster.GetHealth(),L"Monster should have taken 10 hitpoints of damage with the backstab bonus because the player is not behind the target.");
game->GetPlayer()->ForceSetPos({4,0});
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(6,testMonster.GetHealth(),L"Monster should have taken 14 hitpoints of damage with the backstab bonus successfully applied.");
}
TEST_METHOD(TumbleCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
const float originalIframeTime{"Thief.Right Click Ability.Iframe Time"_F};
Assert::AreEqual(originalIframeTime,player->GetIframeTime(),L"Iframe time should be normal.");
const float originalMovespdIntensity{"Thief.Right Click Ability.Movespeed Buff"_f[0]/100.f};
Assert::AreEqual(originalMovespdIntensity,player->GetBuffs(BuffType::SPEEDBOOST)[0].intensity,L"Player should have a movespeed buff of the regular intensity.");
player->RemoveAllBuffs();
player->GetRightClickAbility().charges=1;
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Tumble");
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(originalIframeTime+"Thief.Right Click Ability.Iframe Time"_F*"Tumble"_ENC["BOOST PERCENTAGE"]/100.f,player->GetIframeTime(),L"Iframe time should be longer.");
Assert::AreEqual(originalMovespdIntensity+originalMovespdIntensity*"Tumble"_ENC["BOOST PERCENTAGE"]/100.f,player->GetBuffs(BuffType::SPEEDBOOST)[0].intensity,L"Player should have a movespeed buff with greater intensity.");
}
TEST_METHOD(TripleTossCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"Only 1 dagger has spawned without the Triple Toss enchant.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Triple Toss");
player->GetAbility1().charges++;
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
Assert::AreEqual(size_t(4),BULLET_LIST.size(),L"The Triple Toss enchant should add 3 more daggers to the list.");
}
TEST_METHOD(DeadlyMirageCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(uint8_t(0),Thief::ability2.charges,L"Deadly Dash's charges should've been used up.");
Assert::AreEqual("Thief.Ability 2.Mana Cost"_I,Thief::ability2.manaCost,L"Deadly Dash's mana cost is normal.");
Assert::AreEqual("Thief.Ability 2.Cooldown"_F,Thief::ability2.cooldown,L"Deadly Dash's cooldown should've been used up.");
Thief::ability2.charges=1;
Thief::ability2.cooldown=0.f;
player->SetState(State::NORMAL);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Deadly Mirage");
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(uint8_t(1),Thief::ability2.charges,L"Deadly Dash should be available to use again.");
Assert::AreEqual(0.f,Thief::ability2.cooldown,L"Deadly Dash should no longer be on cooldown.");
Assert::AreEqual(0,Thief::ability2.manaCost,L"Deadly Dash's mana cost should be zero.");
Assert::AreEqual("Deadly Mirage"_ENC["REACTIVATE TIMING WINDOW"],player->GetTimer(PlayerTimerType::DEADLY_MIRAGE_SECOND_CAST).RemainingTime(),L"Deadly Mirage's second cast timer should have started.");
player->SetState(State::NORMAL);
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(uint8_t(0),Thief::ability2.charges,L"Deadly Dash should have been used up.");
Assert::AreEqual("Thief.Ability 2.Cooldown"_F,Thief::ability2.cooldown,L"Deadly Dash should now be on cooldown");
Assert::AreEqual("Thief.Ability 2.Mana Cost"_I,Thief::ability2.manaCost,L"Deadly Dash's mana cost is back to normal.");
Assert::AreEqual(true,player->GetTimer(PlayerTimerType::DEADLY_MIRAGE_SECOND_CAST).IsDone(),L"Deadly Mirage's second cast timer should have been cancelled.");
Thief::ability2.charges=1;
Thief::ability2.cooldown=0.f;
player->RestoreMana(100);
player->SetState(State::NORMAL);
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
testGame->SetElapsedTime("Deadly Mirage"_ENC["REACTIVATE TIMING WINDOW"]+1.f);
testGame->OnUserUpdate("Deadly Mirage"_ENC["REACTIVATE TIMING WINDOW"]+1.f);
Assert::AreEqual(uint8_t(0),Thief::ability2.charges,L"Deadly Dash should no longer be useable.");
Assert::AreEqual("Thief.Ability 2.Mana Cost"_I,Thief::ability2.manaCost,L"Deadly Dash's mana cost is back to normal.");
Assert::AreEqual("Thief.Ability 2.Cooldown"_F-3.f,Thief::ability2.cooldown,L"Deadly Dash should now be on cooldown");
}
TEST_METHOD(AdrenalineStimCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual("Thief.Ability 3.Duration"_F,player->GetBuffs(BuffType::ADRENALINE_RUSH)[0].duration,L"Adrenaline Rush buff duration is normal.");
Assert::AreEqual(100,player->GetHealth(),L"Adrenaline Rush does not reduce health.");
Assert::AreEqual("Thief.Auto Attack.Cooldown"_F*"Thief.Ability 3.Attack Speed Increase"_F/100.f,player->GetAttackRecoveryRateReduction(),L"Adrenaline Rush boosts attack rate normally.");
Assert::AreEqual("Thief.Auto Attack.Range"_F,player->GetAttackRange(),L"Adrenaline Rush does not boost attack range.");
Thief::ability3.charges=1;
player->RestoreMana(100);
player->RemoveAllBuffs();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Adrenaline Stim");
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual("Adrenaline Stim"_ENC["NEW ADRENALINE RUSH DURATION"],player->GetBuffs(BuffType::ADRENALINE_RUSH)[0].duration,L"Adrenaline Stim enchant boosts the duration of Adrenaline Rush.");
Assert::AreEqual(80,player->GetHealth(),L"Adrenaline Stim reduces health.");
Assert::AreEqual("Thief.Auto Attack.Cooldown"_F*"Thief.Ability 3.Attack Speed Increase"_F/100.f,player->GetAttackRecoveryRateReduction(),L"Adrenaline Stim still boosts attack rate normally.");
Assert::AreEqual("Thief.Auto Attack.Range"_F+"Thief.Auto Attack.Range"_F*"Adrenaline Stim"_ENC["ATTACK RANGE INCREASE PCT"]/100.f,player->GetAttackRange(),L"Adrenaline Stim boosts attack range.");
}
TEST_METHOD(BloodlustCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->SetBaseStat("Attack",100);
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
for(int i:std::ranges::iota_view(0,10)){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
}
Assert::AreEqual(100,player->GetAttack(),L"Bloodlust's bonus attack should not be applying here.");
Assert::AreEqual("Thief.Ability 3.Duration"_F,player->GetBuffs(BuffType::ADRENALINE_RUSH)[0].duration,L"Bloodlust's duration increase should not be applying here.");
player->RestoreMana(100);
player->RemoveAllBuffs();
Thief::ability3.charges=1;
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Bloodlust");
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
for(int i:std::ranges::iota_view(0,30)){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
}
Assert::AreEqual(110,player->GetAttack(),L"Bloodlust's bonus attacks stack only to 10.");
Assert::AreEqual("Thief.Ability 3.Duration"_F+"Bloodlust"_ENC["BUFF TIMER INCREASE"]*30,player->GetBuffs(BuffType::ADRENALINE_RUSH)[0].duration,L"Bloodlust's duration increases per kill.");
}
TEST_METHOD(EvasiveMovementCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(THIEF);
player=game->GetPlayer();
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::DAMAGE_REDUCTION).size(),L"Roll doesn't give a damage reduction buff.");
player->GetRightClickAbility().charges=1;
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Evasive Movement");
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::DAMAGE_REDUCTION).size(),L"Roll gives a damage reduction buff.");
Assert::AreEqual("Evasive Movement"_ENC["DAMAGE REDUCTION PCT"]/100.f,player->GetDamageReductionFromBuffs(),L"Evasive Movement provides 50% damage reduction.");
}
TEST_METHOD(BurningArrowCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
player->AutoAttack();
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"Arrow projectile should now exist.");
Monster testMonster{{},MONSTER_DATA["TestName"]};
BULLET_LIST.back()->MonsterHit(testMonster,testMonster.GetMarkStacks());
game->SetElapsedTime(0.4f);
game->OnUserUpdate(0.4f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"No more projectiles exist.");
Assert::AreEqual(size_t(0),testMonster.GetBuffs(BuffType::BURNING_ARROW_BURN).size(),L"Target is not burned.");
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Burning Arrow");
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"Arrow projectile should now exist.");
BULLET_LIST.back()->MonsterHit(testMonster,testMonster.GetMarkStacks());
game->SetElapsedTime(0.4f);
game->OnUserUpdate(0.4f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"No more projectiles exist.");
Assert::AreEqual(size_t(0),testMonster.GetBuffs(BuffType::BURNING_ARROW_BURN).size(),L"Target should still not be burned since there are no marks on the target.");
player->ReduceAutoAttackTimer(INFINITE);
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.6f); //Wait for mark lock-on
game->OnUserUpdate(0.6f); //Wait for mark lock-on
player->AutoAttack();
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"Arrow projectile should now exist.");
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
game->SetElapsedTime(0.4f);
game->OnUserUpdate(0.4f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"No more projectiles exist.");
Assert::AreEqual(size_t(1),newMonster.GetBuffs(BuffType::BURNING_ARROW_BURN).size(),L"Target should be burned since there are marks on the target and we have the Burning Arrow enchant.");
}
TEST_METHOD(BurningArrowTripleStackCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Burning Arrow");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.6f); //Wait for mark lock-on
game->OnUserUpdate(0.6f); //Wait for mark lock-on
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
BULLET_LIST.back()->MonsterHit(newMonster,newMonster.GetMarkStacks());
game->SetElapsedTime(0.4f);
game->OnUserUpdate(0.4f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"No more projectiles exist.");
Assert::AreEqual(size_t("Burning Arrow"_ENC["MAX BURN STACK"]),newMonster.GetBuffs(BuffType::BURNING_ARROW_BURN).size(),L"Only 3 burn ticks maximum are allowed.");
player->ReduceAutoAttackTimer(INFINITE);
player->AutoAttack();
}
TEST_METHOD(EnfeebledTargetNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.6f); //Wait for mark lock-on
game->OnUserUpdate(0.6f); //Wait for mark lock-on
Assert::AreEqual(2.f,newMonster.GetMoveSpdMult(),L"Move Spd Multiplier should not be reduced by 30%");
Assert::AreEqual(10,newMonster.GetAttack(),L"Monster Attack damage should not be reduced.");
}
TEST_METHOD(EnfeebledTargetEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Enfeebled Target");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.6f); //Wait for mark lock-on
game->OnUserUpdate(0.6f); //Wait for mark lock-on
Assert::AreEqual(1.4f,newMonster.GetMoveSpdMult(),L"Move Spd Multiplier should be reduced by 30%");
Assert::AreEqual(8,newMonster.GetAttack(),L"Monster Attack damage should be reduced.");
}
TEST_METHOD(LongLastingMarkNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.f);
game->OnUserUpdate(0.f);
Assert::AreEqual(7.f,newMonster.GetBuffs(BuffType::TRAPPER_MARK)[0].duration,L"Mark duration is unaffected.");
}
TEST_METHOD(LongLastingMarkEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Long-Lasting Mark");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->SetElapsedTime(0.01f);
game->OnUserUpdate(0.01f);
player->_ForceCastSpell(player->GetAbility1());
game->SetElapsedTime("Trapper.Ability 1.Precast Time"_F);
game->OnUserUpdate("Trapper.Ability 1.Precast Time"_F);
game->SetElapsedTime(0.f); //Wait for mark lock-on
game->OnUserUpdate(0.f); //Wait for mark lock-on
Assert::AreEqual(20.f,newMonster.GetBuffs(BuffType::TRAPPER_MARK)[0].duration,L"Mark duration is increased greatly.");
}
TEST_METHOD(TrapCollectorNoEnchantCheck){
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
Assert::AreEqual(uint8_t(1),Trapper::ability2.MAX_CHARGES,L"Normally Bear Trap only has one charge.");
Assert::AreEqual(uint8_t(1),Trapper::ability3.MAX_CHARGES,L"Normally Explosive Trap only has one charge.");
}
TEST_METHOD(TrapCollectorEnchantCheck){
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Trap Collector");
Assert::AreEqual(uint8_t(2),Trapper::ability2.MAX_CHARGES,L"Trap Collector enchant increases Bear Trap charges to two.");
Assert::AreEqual(uint8_t(2),Trapper::ability3.MAX_CHARGES,L"Trap Collector enchant increases Explosive Trap charges to two.");
}
TEST_METHOD(LingeringScentNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
BearTrap trap{*(BearTrap*)BULLET_LIST.back().get()};
trap.MonsterHit(newMonster,1); //Simulate 1 mark stack on the monster to trigger the bleed.
Assert::AreEqual("Trapper.Ability 2.Marked Target Bleed"_f[1],newMonster.GetBuffs(BuffType::OVER_TIME)[0].duration,L"Bleed duration should be 10 seconds by default.");
}
TEST_METHOD(LingeringScentEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Lingering Scent");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
BearTrap trap{*(BearTrap*)BULLET_LIST.back().get()};
trap.MonsterHit(newMonster,1); //Simulate 1 mark stack on the monster to trigger the bleed.
Assert::AreEqual("Trapper.Ability 2.Marked Target Bleed"_f[1]+"Lingering Scent"_ENC["BLEED EXTRA DURATION"],newMonster.GetBuffs(BuffType::OVER_TIME)[0].duration,L"Bleed duration should be 10 seconds by default.");
}
TEST_METHOD(OpportunityShotNoEnchantCheck){
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
for(int i:std::ranges::iota_view(0,10)){
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
}
Assert::AreEqual(size_t(0),newMonster.GetBuffs(BuffType::SPECIAL_MARK).size(),L"A special mark should not be spawned without the enchant.");
}
TEST_METHOD(OpportunityShotEnchantCheck){
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
player->OnLevelStart();
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Opportunity Shot");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
for(int i:std::ranges::iota_view(0,10)){
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
}
Assert::AreEqual(size_t(1),newMonster.GetBuffs(BuffType::SPECIAL_MARK).size(),L"A special mark should spawned with the enchant.");
}
TEST_METHOD(ConcussiveTrapEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
game->ChangePlayerClass(TRAPPER);
player=game->GetPlayer();
player->SetPos({120,120});
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"An Explosive Trap now exists");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->OnUserUpdate(0.f);
BULLET_LIST.front()->MonsterHit(newMonster,newMonster.GetMarkStacks());
Assert::AreEqual(929,newMonster.GetHealth(),L"Monster takes 71 damage from an Explosive Trap normally.");
game->SetElapsedTime(5.5f);
game->OnUserUpdate(5.5f);
game->SetElapsedTime(5.5f);
game->OnUserUpdate(5.5f);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"An Explosive Trap is gone.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Concussive Trap");
player->GetAbility3().charges=1;
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
game->SetElapsedTime(0.5f);
game->OnUserUpdate(0.5f);
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"An Explosive Trap now exists");
game->SetElapsedTime(5.5f);
game->OnUserUpdate(5.5f);
Assert::AreEqual(size_t(1),BULLET_LIST.size(),L"An Explosive Trap still exists (in the process of detonating a few times)");
Assert::AreEqual(721,newMonster.GetHealth(),L"Monster takes 104 + 104 damage from Concussive Trap bonus (Collision+Collateral Explosion).");
game->SetElapsedTime(5.5f);
game->OnUserUpdate(5.5f);
Assert::AreEqual(size_t(0),BULLET_LIST.size(),L"Explosive Trap detonates later.");
}
TEST_METHOD(SwordEnchantmentNoEnchantCheck){
Assert::AreEqual(150.f,player->GetAttackRange(),L"Attack range of Warrior is normal");
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual(150.f,player->GetAttackRange(),L"Attack range of Warrior remains the untouched.");
}
TEST_METHOD(SwordEnchantmentEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Sword Enchantment");
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual(300.f,player->GetAttackRange(),L"Attack range of Warrior doubled.");
game->SetElapsedTime(8.f);
game->OnUserUpdate(8.f);
Assert::AreEqual(150.f,player->GetAttackRange(),L"Attack range of Warrior is normal again.");
}
TEST_METHOD(ImprovedGroundSlamNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->OnUserUpdate(0.f);
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
game->OnUserUpdate(0.f);
Assert::AreEqual(975,newMonster.GetHealth(),L"Monsters take normal damage from Ground Slam.");
}
TEST_METHOD(ImprovedGroundSlamEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>leatherArmor{Inventory::AddItem("Leather Armor"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
Inventory::EquipItem(leatherArmor,EquipSlot::ARMOR);
nullRing.lock()->EnchantItem("Improved Ground Slam");
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
game->OnUserUpdate(0.f);
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
game->OnUserUpdate(0.f);
Assert::AreEqual(973,newMonster.GetHealth(),L"Monsters take extra damage from defense from Improved Ground Slam.");
}
TEST_METHOD(HeavyGuardNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
player->Hurt(5,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(100,player->GetHealth(),L"Player does not take damage while blocking.");
game->SetElapsedTime(4.f);
game->OnUserUpdate(4.f);
player->Hurt(5,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(95,player->GetHealth(),L"Player takes normal damage once block expires.");
}
TEST_METHOD(HeavyGuardEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Heavy Guard");
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
game->SetElapsedTime(5.f);
game->OnUserUpdate(5.f);
player->Hurt(5,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(100,player->GetHealth(),L"Player should still be blocking at this time with Heavy Guard.");
}
TEST_METHOD(AdvanceShieldNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(0U,player->GetShield(),L"Without the Advance Shield enchant, shield amount remains at 0.");
}
TEST_METHOD(AdvanceShieldEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Advance Shield");
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(int(player->GetMaxHealth()*0.2f),int(player->GetShield()),L"The Advance Shield enchant provides a 20% health player shield.");
game->SetElapsedTime(9.f);
game->OnUserUpdate(9.f);
Assert::AreEqual(0U,player->GetShield(),L"The Advance Shield enchant shield lasts 9 seconds. It should have worn off after that time.");
player->GetRightClickAbility().charges=1;
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(int(player->GetMaxHealth()*0.2f),int(player->GetShield()),L"The Advance Shield enchant provides a 20% health player shield.");
game->SetElapsedTime(9.f);
game->OnUserUpdate(9.f);
Assert::AreEqual(0U,player->GetShield(),L"The Advance Shield enchant shield lasts 9 seconds. It should have worn off after that time."); //Double check that reapplication still works for applying shields, since it's possible the timer already existing in the array could be bugged.... Cover this edge case!
}
TEST_METHOD(BattleShoutNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual(newMonster.GetHealth(),newMonster.GetMaxHealth(),L"Monster does not take damage from Battlecry normally.");
}
TEST_METHOD(BattleShoutEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Battle Shout");
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual(newMonster.GetHealth()-player->GetDefense(),newMonster.GetMaxHealth(),L"Monster takes damage from Battlecry with the Battle Shout enchant equal to 100% of the player's Defense.");
}
TEST_METHOD(SlamShockNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
game->SetElapsedTime(2.f);
game->OnUserUpdate(2.f);
game->SetElapsedTime(0.f);
game->OnUserUpdate(0.f); //The next tick should cause the ground slam to occur.
Assert::IsTrue(newMonster.CanMove(),L"Monster should still be running its AI.");
}
TEST_METHOD(SlamShockEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Slam Shock");
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
game->SetElapsedTime(2.f);
game->OnUserUpdate(2.f);
game->SetElapsedTime(0.f);
game->OnUserUpdate(0.f); //The next tick should cause the ground slam to occur.
Assert::IsFalse(newMonster.CanMove(),L"Monster should be stunned by Slam Shock enchant and unable to run its AI.");
game->SetElapsedTime(5.f);
game->OnUserUpdate(5.f);
Assert::IsTrue(newMonster.CanMove(),L"Monster should no longer be stunned.");
}
TEST_METHOD(SonicUpgradeNoEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
Assert::AreEqual("Warrior.Ability 3.Cooldown"_F,player->GetAbility3().GetCooldownTime(),L"Player's Sonic Slash cooldown time is normal.");
Assert::AreEqual("Warrior.Ability 3.Mana Cost"_I,player->GetAbility3().manaCost,L"Player's Sonic Slash mana cost is normal.");
testGame->OnUserUpdate(0.f);
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
Assert::AreEqual(920,newMonster.GetHealth(),L"Monster has taken the normal amount of 80 health.");
}
TEST_METHOD(SonicUpgradeEnchantCheck){
testKey->bHeld=true; //Force the key to be held down for testing purposes.
Monster&newMonster{game->SpawnMonster({},MONSTER_DATA["TestName"])};
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Sonic Upgrade");
Assert::AreEqual("Warrior.Ability 3.Cooldown"_F*0.85f,player->GetAbility3().GetCooldownTime(),L"Player's Sonic Slash cooldown time is normal.");
Assert::AreEqual(int("Warrior.Ability 3.Mana Cost"_I*0.85f),player->GetAbility3().manaCost,L"Player's Sonic Slash mana cost is normal.");
testGame->OnUserUpdate(0.f);
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
testGame->SetElapsedTime(0.5f);
testGame->OnUserUpdate(0.5f);
Assert::AreEqual(910,newMonster.GetHealth(),L"Monster now takes 90 health with the Sonic Upgrade (10% of player's Max HP).");
}
};
}