Finish all player set effect equipment tests. 87/87 tests passing.
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@ -429,15 +429,93 @@ namespace PlayerTests
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(1.f,player->GetCooldownReductionPct(),L"Player should have 100% CDR");
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testKey->bHeld=true; //Force the key to be held down for testing purposes.
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player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
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player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
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player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
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player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
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player->CheckAndPerformAbility(player->GetAbility4(),testKeyboardInput);
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game->SetElapsedTime(0.01f); //Force elapsed time value.
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game->OnUserUpdate(0.01f); //Let 0.01 seconds go by. All abilities should be off cooldown.
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Assert::AreEqual(0.f,player->GetRightClickAbility().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown."); //Defensive is currently not affected by CDR.
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Assert::AreEqual(0.f,player->GetAbility1().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
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Assert::AreEqual(0.f,player->GetAbility2().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
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Assert::AreEqual(0.f,player->GetAbility3().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
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Assert::AreEqual(0.f,player->GetAbility4().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
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}
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TEST_METHOD(CritRateStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor2"s)};
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Assert::AreEqual(0.f,player->GetCritRatePct(),L"Crit Rate is 0%");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(1.f,player->GetCritRatePct(),L"Player should have 100% Crit Rate");
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}
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TEST_METHOD(CritDmgStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor2"s)};
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Assert::AreEqual(0.5f,player->GetCritDmgPct(),L"Crit Damage is 50%");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(1.5f,player->GetCritDmgPct(),L"Player should have 150% Crit Damage");
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}
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TEST_METHOD(HealthPctStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor2"s)};
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Assert::AreEqual(100,player->GetHealth(),L"Current Health is 100");
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Assert::AreEqual(100,player->GetMaxHealth(),L"Max Health is 100");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100,player->GetHealth(),L"Current Health is still 100");
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Assert::AreEqual(200,player->GetMaxHealth(),L"Max Health is now 200");
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}
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TEST_METHOD(HP6RecoveryStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor2"s)};
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Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),L"HP6 Recovery % is 0");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100.0_Pct,player->GetHP6RecoveryPct(),L"HP6 Recovery % is 100%");
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}
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TEST_METHOD(HP4RecoveryStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor3"s)};
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Assert::AreEqual(0.0_Pct,player->GetHP4RecoveryPct(),L"HP4 Recovery % is 0");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100.0_Pct,player->GetHP4RecoveryPct(),L"HP4 Recovery % is 100%");
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}
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TEST_METHOD(DamageReductionStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor3"s)};
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Assert::AreEqual(0.0_Pct,player->GetDamageReductionPct(),L"Damage Reduction is 0%");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100.0_Pct,player->GetDamageReductionPct(),L"Damage Reduction is 100%");
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}
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TEST_METHOD(HPRecoveryStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor4"s)};
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Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery % is 0");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery % is 100%");
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}
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TEST_METHOD(AttackSpeedStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor4"s)};
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Assert::AreEqual(0.f,player->GetAttackRecoveryRateReduction(),L"Attack Speed Reduction is 0 seconds");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(50.f,player->GetAttackRecoveryRateReduction(),L"Attack Speed Reduction is 50 seconds");
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}
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TEST_METHOD(ManaStatEquipCheck){
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std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor4"s)};
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Assert::AreEqual(100,player->GetMana(),L"Mana is 100");
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Assert::AreEqual(100,player->GetMaxMana(),L"Max Mana is 100");
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Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
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Assert::AreEqual(100,player->GetMana(),L"Mana is still 100");
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Assert::AreEqual(200,player->GetMaxMana(),L"Max Mana is now 200");
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}
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};
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 9937
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#define VERSION_BUILD 9940
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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