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/MonsterTests.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 "config.h"
#include "ItemDrop.h"
#include "Tutorial.h"
#include "DamageNumber.h"
#include "GameHelper.h"
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace olc::utils;
INCLUDE_MONSTER_DATA
INCLUDE_game
INCLUDE_GFX
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_MONSTER_LIST
INCLUDE_INITIALIZEGAMECONFIGURATIONS
TEST_MODULE_INITIALIZE(AiLTestSuite)
{
debugLogger.open("debug.log");
}
namespace MonsterTests
{
TEST_CLASS(MonsterTest)
{
public:
std::unique_ptr<AiL>testGame;
#pragma region Setup Functions
//Makes MONSTER_DATA["TestName"] available.
void SetupTestMonster(){
InitializeGameConfigurations();
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
game->MAP_DATA["CAMPAIGN_1_1"];
game->_SetCurrentLevel("CAMPAIGN_1_1");
ItemDrop::ClearDrops();
#pragma endregion
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
Menu::themes.SetInitialized();
GFX.SetInitialized();
DAMAGENUMBER_LIST.clear();
}
void SetupMockMap(){
game->MAP_DATA["CAMPAIGN_1_1"];
ItemDrop::ClearDrops();
}
#pragma endregion
TEST_METHOD_INITIALIZE(MonsterInitialize){
SetupTestMonster();
SetupMockMap();
}
TEST_METHOD_CLEANUP(MonsterTestCleanup){
testGame->EndGame();
testGame->OnUserUpdate(0.f);
testGame.reset();
}
TEST_METHOD(DisplayNameCheck){
Assert::AreEqual("Test Monster",MONSTER_DATA["TestName"].GetDisplayName().c_str());
}
TEST_METHOD(InternalNameCheck){
Monster testMonster{{},MONSTER_DATA["TestName"]};
Assert::AreEqual("TestName",testMonster.GetName().c_str());
}
TEST_METHOD(HealthCheck){
Monster testMonster{{},MONSTER_DATA["TestName"]};
Assert::AreEqual(testMonster.GetHealth(),testMonster.GetMaxHealth());
Assert::AreEqual(testMonster.GetHealth(),30);
}
TEST_METHOD(Deal5Damage)
{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(5,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(testMonster.GetHealth(),testMonster.GetMaxHealth()-5);
}
TEST_METHOD(IFrameShouldResultInNoDamage){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.ApplyIframes(0.5f);
testMonster.Hurt(5,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(testMonster.GetHealth(),testMonster.GetMaxHealth());
}
TEST_METHOD(BeingInTheAirShouldAvoidAttacksFromTheGround){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.SetZ(2.f);
testMonster.Hurt(5,testMonster.OnUpperLevel(),0.f);
Assert::AreEqual(testMonster.GetHealth(),testMonster.GetMaxHealth());
}
TEST_METHOD(MonstersDeal10Damage_NoDamageReduction)
{
Monster testMonster{{},MONSTER_DATA["TestName"]};
Monster testMonster2{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
testMonster2.Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(game->GetPlayer()->GetMaxHealth()-10,game->GetPlayer()->GetHealth());
Assert::AreEqual(testMonster2.GetMaxHealth()-10,testMonster2.GetHealth());
}
TEST_METHOD(DoubleAttackPctModifierWorks){
Monster buffMonster{{},MONSTER_DATA["TestName"]};
buffMonster.AddBuff(BuffType::STAT_UP,5,100._Pct,{ItemAttribute::Get("Attack %")});
Monster testMonster2{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
testMonster2.Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
Assert::AreEqual(game->GetPlayer()->GetMaxHealth()-20,game->GetPlayer()->GetHealth());
Assert::AreEqual(testMonster2.GetMaxHealth()-20,testMonster2.GetHealth());
}
TEST_METHOD(AttackUpModifierWorks){
Monster buffMonster{{},MONSTER_DATA["TestName"]};
buffMonster.AddBuff(BuffType::STAT_UP,5,5.f,{"Attack"});
Monster testMonster2{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
testMonster2.Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
Assert::AreEqual(game->GetPlayer()->GetMaxHealth()-15,game->GetPlayer()->GetHealth(),L"Player Health is now 85.");
Assert::AreEqual(testMonster2.GetMaxHealth()-15,testMonster2.GetHealth(),L"Monster Health is now 15.");
}
TEST_METHOD(HealthUpModifierWorks){
Monster buffMonster{{},MONSTER_DATA["TestName"]};
buffMonster.AddBuff(BuffType::STAT_UP,5,5.f,{"Health"});
Assert::AreEqual(35,buffMonster.GetMaxHealth(),L"Monster Max Health is now 35.");
Assert::AreEqual(30,buffMonster.GetHealth(),L"Monster Current Health is still 30.");
}
TEST_METHOD(AttackUpPctModifierWorks){
Monster buffMonster{{},MONSTER_DATA["TestName"]};
buffMonster.AddBuff(BuffType::STAT_UP,5,100.0_Pct,{"Attack %"});
Monster testMonster2{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
testMonster2.Hurt(buffMonster.GetAttack(),buffMonster.OnUpperLevel(),buffMonster.GetZ());
Assert::AreEqual(game->GetPlayer()->GetMaxHealth()-20,game->GetPlayer()->GetHealth(),L"Player Health is now 80.");
Assert::AreEqual(testMonster2.GetMaxHealth()-20,testMonster2.GetHealth(),L"Monster Health is now 10.");
}
TEST_METHOD(MonsterIsConsideredDeadAt0Health){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(testMonster.GetMaxHealth(),testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(true,testMonster.IsDead());
}
TEST_METHOD(ItemDropSpawnsWhenMonsterIsKilled){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.Hurt(testMonster.GetMaxHealth(),testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(size_t(1),ItemDrop::GetDrops().size());
}
TEST_METHOD(MoveSpdSetCorrectly){
Monster testMonster{{},MONSTER_DATA["TestName"]};
Assert::AreEqual(2.f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(SlowdownBuffTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::SLOWDOWN,5.f,0.5f);
Assert::AreEqual(1.f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(SelfInflictedSlowdownTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::SELF_INFLICTED_SLOWDOWN,5.f,0.5f);
Assert::AreEqual(1.f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(SpeedBoostTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::SPEEDBOOST,5.f,0.5f);
Assert::AreEqual(3.f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(LockOnSpeedBoostTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::LOCKON_SPEEDBOOST,5.f,0.5f);
Assert::AreEqual(3.f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(AdditiveMoveSpdBuffsTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::SLOWDOWN,5.f,0.5f);
testMonster.AddBuff(BuffType::SPEEDBOOST,5.f,0.75f);
Assert::AreEqual(2.5f,testMonster.GetMoveSpdMult());
}
TEST_METHOD(DamageReductionBuffTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::DAMAGE_REDUCTION,5.f,0.25f);
testMonster.Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
//25% damage reduction should result in 7.5 health taken, When ceiling'd results in 8 health taken.
Assert::AreEqual(22,testMonster.GetHealth());
}
TEST_METHOD(BarrierBuffTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::BARRIER_DAMAGE_REDUCTION,5.f,0.5f);
testMonster.Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
//50% damage reduction should result in 5 health taken
Assert::AreEqual(25,testMonster.GetHealth());
}
TEST_METHOD(AdditiveDamageReductionTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::DAMAGE_REDUCTION,5.f,0.25f);
testMonster.AddBuff(BuffType::BARRIER_DAMAGE_REDUCTION,5.f,0.5f);
testMonster.Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
//25+50% damage reduction should result in 2.5 health taken. When ceiling'd, results in 3 health taken.
Assert::AreEqual(27,testMonster.GetHealth());
}
TEST_METHOD(MaximumDamageReductionTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::DAMAGE_REDUCTION,5.f,INFINITY);
testMonster.Hurt(testMonster.GetAttack(),testMonster.OnUpperLevel(),testMonster.GetZ());
//At 100% or more damage reduction, the monster should take 0 damage.
Assert::AreEqual(30,testMonster.GetHealth());
}
TEST_METHOD(TrueDamageTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster._DealTrueDamage(testMonster.GetAttack()*3);
Assert::AreEqual(0,testMonster.GetHealth());
}
TEST_METHOD(TrueDamageTestWith100PctDamageReduction){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::DAMAGE_REDUCTION,5.f,INFINITY);
testMonster._DealTrueDamage(testMonster.GetAttack()*3);
//Damage reduction should not affect true damage at all.
Assert::AreEqual(0,testMonster.GetHealth());
}
TEST_METHOD(CriticalRateTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->SetBaseStat(ItemAttribute::Get("Crit Rate"),100.f);
testMonster.Hurt(5,testMonster.OnUpperLevel(),testMonster.GetZ());
//If crit rate works 100% of the time, getting hurt should deal crit dmg % more damage (which defaults to 50%). Ceiling 7.5 damage to 8.
Assert::AreEqual(22,testMonster.GetHealth());
}
TEST_METHOD(CriticalDamageTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
game->GetPlayer()->SetBaseStat(ItemAttribute::Get("Crit Rate"),100.f);
game->GetPlayer()->SetBaseStat(ItemAttribute::Get("Crit Dmg"),150.f);
testMonster.Hurt(5,testMonster.OnUpperLevel(),testMonster.GetZ());
//If crit rate works 100% of the time, getting hurt will deal 150% more damage. Ceiling 12.5 damage to 13.
Assert::AreEqual(17,testMonster.GetHealth());
}
TEST_METHOD(ShouldNotDieNormallyTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.diesNormally=false;
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
testMonster.Hurt(1000,testMonster.OnUpperLevel(),testMonster.GetZ());
//Health should continue to remain at 1 and the monster should remain alive if the dies normally flag is false.
Assert::AreEqual(1,testMonster.GetHealth());
Assert::IsTrue(testMonster.IsAlive());
}
TEST_METHOD(IllegalDefenseStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Defense"});
Assert::Fail(L"Adding a Defense buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalMoveSpdStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Move Spd %"});
Assert::Fail(L"Adding a Move Spd % buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalDefensePctStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Defense %"});
Assert::Fail(L"Adding a Defense % buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalCDRStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"CDR"});
Assert::Fail(L"Adding a CDR buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalCritRateStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Crit Rate"});
Assert::Fail(L"Adding a Crit Rate buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalCritDmgStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Crit Damage"});
Assert::Fail(L"Adding a Crit Damage buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalHPRecoveryPctStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"HP Recovery %"});
Assert::Fail(L"Adding a HP Recovery % buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalHP6RecoveryPctStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"HP6 Recovery %"});
Assert::Fail(L"Adding a HP6 Recovery % buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalHP4RecoveryPctStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"HP4 Recovery %"});
Assert::Fail(L"Adding a HP4 Recovery % buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalDamageReductionStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Damage Reduction"});
Assert::Fail(L"Adding a Damage Reduction buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(IllegalAttackSpdStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Attack Spd"});
Assert::Fail(L"Adding a Attack Spd buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){};
}
TEST_METHOD(IllegalManaStatUpBuffCheck){
try{
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::STAT_UP,5.f,5.f,{"Mana"});
Assert::Fail(L"Adding a Mana buff succeeded! This should NOT be allowed!");
}catch(std::exception&e){}
}
TEST_METHOD(DOTTest){
Monster testMonster{{},MONSTER_DATA["TestName"]};
testMonster.AddBuff(BuffType::DAMAGE_REDUCTION,10.f,100._Pct);
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::DOT);
Assert::AreEqual(20,testMonster.GetHealth(),L"A DOT should go through all sources of damage reduction.");
testMonster.Update(1.f); //Let time pass so two DOT numbers don't stack up.
testMonster.ApplyIframes(0.5f);
testMonster.Hurt(10,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::DOT);
Assert::AreEqual(10,testMonster.GetHealth(),L"A DOT should go through all sources of iframes.");
Assert::AreEqual(2,std::accumulate(DAMAGENUMBER_LIST.begin(),DAMAGENUMBER_LIST.end(),0,[](int count,const std::shared_ptr<DamageNumber>&damageNumber){
if(damageNumber->GetType()==DamageNumberType::DOT)return count+1;
else return count;
})
,L"There should be 2 damage numbers of type DOT.");
}
TEST_METHOD(TrapperMarkTest){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
game->SpawnMonster({},testMonsterData);
Game::Update(0.1f); //A monster that is spawned needs to be added to the monster list in the next tick.
std::weak_ptr<Monster>testMonster{MONSTER_LIST.front()};
Assert::AreEqual(uint8_t(0),testMonster.lock()->GetMarkStacks(),L"Monster has 0 marks initially.");
testMonster.lock()->ApplyMark(7.f,5U);
game->SetElapsedTime(0.3f);
game->OnUserUpdate(0.3f); //A monster that had a mark applied needs to be added as a lock on target in the next tick.
Assert::AreEqual(uint8_t(5),testMonster.lock()->GetMarkStacks(),L"Monster has 5 marks after receiving a buff.");
testMonster.lock()->Hurt(1,testMonster.lock()->OnUpperLevel(),testMonster.lock()->GetZ());
Assert::AreEqual(uint8_t(5),testMonster.lock()->GetMarkStacks(),L"Monster should still have 5 marks after taking damage from a normal attack.");
testMonster.lock()->Hurt(1,testMonster.lock()->OnUpperLevel(),testMonster.lock()->GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(uint8_t(4),testMonster.lock()->GetMarkStacks(),L"Monster should have 4 marks remaining.");
Assert::AreEqual(22,testMonster.lock()->GetHealth(),L"Mark deals 60% of the player's attack. And 2 damage already taken from earlier.");
testMonster.lock()->Hurt(1,testMonster.lock()->OnUpperLevel(),testMonster.lock()->GetZ(),HurtFlag::DOT);
Assert::AreEqual(uint8_t(4),testMonster.lock()->GetMarkStacks(),L"Monster should still have 4 marks remaining (DOTs don't remove a mark).");
testMonster.lock()->_DealTrueDamage(1);
Assert::AreEqual(uint8_t(4),testMonster.lock()->GetMarkStacks(),L"Monster should still have 4 marks remaining after taking true damage from something not marked as a player ability.");
testMonster.lock()->Heal(testMonster.lock()->GetMaxHealth()); //Heal the monster so it doesn't die.
testMonster.lock()->_DealTrueDamage(1,HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(uint8_t(3),testMonster.lock()->GetMarkStacks(),L"Monster should have 3 marks remaining after taking true damage.");
testMonster.lock()->_DealTrueDamage(10,HurtFlag::DOT|HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(uint8_t(2),testMonster.lock()->GetMarkStacks(),L"Monster should have 2 marks remaining after taking true damage, even though it's classified as a DOT. This is an edge case, but it's really meaningless here...");
testMonster.lock()->Heal(testMonster.lock()->GetMaxHealth());
testMonster.lock()->TriggerMark();
Assert::AreEqual(uint8_t(1),testMonster.lock()->GetMarkStacks(),L"Monster should have 1 mark remaining after using TriggerMark function");
Assert::AreEqual(24,testMonster.lock()->GetHealth(),L"Monster should not take damage from the TriggerMark function (Mark deals 6 damage though).");
game->SetElapsedTime(10.f);
testMonster.lock()->Update(10.f);
Assert::AreEqual(uint8_t(0),testMonster.lock()->GetMarkStacks(),L"The marks should have expired after 10 seconds.");
}
TEST_METHOD(HurtFailsWhenDead){
MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
Monster&m{game->SpawnMonster({},testMonsterData)};
m.Hurt(50,m.OnUpperLevel(),m.GetZ());
Assert::IsTrue(m.IsDead(),L"Monster is considered dead.");
Assert::IsTrue(!m.IsAlive(),L"Monster is considered dead.");
Assert::IsFalse(m.Hurt(50,m.OnUpperLevel(),m.GetZ()),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
Assert::IsFalse(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::DOT),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
Assert::IsFalse(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::PLAYER_ABILITY),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
Assert::IsFalse(m._DealTrueDamage(50),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
Assert::IsFalse(m._DealTrueDamage(50,HurtFlag::DOT),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
Assert::IsFalse(m._DealTrueDamage(50,HurtFlag::PLAYER_ABILITY),L"When hurting a dead monster, it should not take any damage and should not be triggering anything else.");
}
TEST_METHOD(HurtSucceedsWhenAlive){
MonsterData testMonsterData{"TestName","Test Monster",3000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
Monster&m{game->SpawnMonster({},testMonsterData)};
m.Hurt(50,m.OnUpperLevel(),m.GetZ());
Assert::IsTrue(!m.IsDead(),L"Monster is considered alive.");
Assert::IsTrue(m.IsAlive(),L"Monster is considered alive.");
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ()),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::DOT),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::PLAYER_ABILITY),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
Assert::IsTrue(m._DealTrueDamage(50),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::DOT),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::PLAYER_ABILITY),L"When hurting a monster that is alive, it should take damage and should be triggering like normal.");
}
TEST_METHOD(HurtSucceedsWhenDyingWithExactHealth){
MonsterData testMonsterData{"TestName","Test Monster",50,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
Monster&m{game->SpawnMonster({},testMonsterData)};
m.Hurt(50,m.OnUpperLevel(),m.GetZ());
Assert::IsTrue(m.IsDead(),L"Monster is considered dead.");
Assert::IsTrue(!m.IsAlive(),L"Monster is considered dead.");
m.Heal(50);
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ()),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
m.Heal(50);
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::DOT),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
m.Heal(50);
Assert::IsTrue(m.Hurt(50,m.OnUpperLevel(),m.GetZ(),HurtFlag::PLAYER_ABILITY),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
m.Heal(50);
Assert::IsTrue(m._DealTrueDamage(50),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
m.Heal(50);
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::DOT),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
m.Heal(50);
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::PLAYER_ABILITY),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
}
TEST_METHOD(UnconsciousMonsterTest){
Monster&parrot{game->SpawnMonster({},MONSTER_DATA.at("Parrot"))};
Assert::IsFalse(parrot.IsUnconscious(),L"Parrot should not be immediately unconscious.");
parrot.Hurt(1,parrot.OnUpperLevel(),parrot.GetZ());
Assert::IsFalse(parrot.IsUnconscious(),L"Parrot should not be unconscious after taking 1 damage.");
parrot.Hurt(parrot.GetMaxHealth(),parrot.OnUpperLevel(),parrot.GetZ());
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should now be unconscious.");
Assert::IsTrue(parrot.IsDead(),L"Parrot is considered dead.");
Assert::IsTrue(parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should be in an undamageable state. Hopefully for obvious reasons.");
game->OnUserUpdate(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should still be unconscious.");
Assert::IsTrue(parrot.IsDead(),L"Parrot should still be considered dead.");
Assert::IsTrue(parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should still be in an undamageable state.");
game->OnUserUpdate(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Assert::IsTrue(!parrot.IsUnconscious(),L"Parrot should no longer be unconscious.");
Assert::IsTrue(parrot.IsAlive(),L"Parrot should be alive.");
Assert::IsTrue(!parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should not be in an undamageable state.");
}
};
}