#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 © 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 #include #include "ItemDrop.h" #include using namespace Microsoft::VisualStudio::CppUnitTestFramework; using namespace olc::utils; INCLUDE_GFX INCLUDE_ITEM_DATA INCLUDE_INITIALIZEGAMECONFIGURATIONS extern std::mt19937 rng; namespace ItemTests { TEST_CLASS(ItemTest) { public: std::unique_ptrtestGame; InputGroup testKeyboardInput; Player*player; HWButton*testKey; TEST_METHOD_INITIALIZE(ItemInitialize){ InitializeGameConfigurations(); rng=std::mt19937{57189U};//Establish a fixed random seed on setup so the exact same results are generated every test run. testGame.reset(new AiL(true)); ItemAttribute::Initialize(); ItemInfo::InitializeItems(); testGame->InitializeGraphics(); testGame->InitializeClasses(); sig::Animation::InitializeAnimations(); testGame->InitializeDefaultKeybinds(); testGame->InitializePlayer(); sig::Animation::SetupPlayerAnimations(); Menu::InitializeMenus(); Tutorial::Initialize(); Stats::InitializeDamageReductionTable(); GameState::Initialize(); GameState::STATE=GameState::states.at(States::State::GAME_RUN); #pragma region Setup a fake test map and test monster game->MAP_DATA["CAMPAIGN_1_1"]; ItemDrop::ClearDrops(); MonsterData testMonsterData{"TestName","Test Monster",1000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f}; MONSTER_DATA["TestName"]=testMonsterData; #pragma endregion 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(); } TEST_METHOD_CLEANUP(CleanupTests){ testGame->EndGame(); } TEST_METHOD(ItemGiveTest){ Inventory::AddItem("Health Potion"s,3); Assert::AreEqual(3U,Inventory::GetItemCount("Health Potion"s),L"Player has 3 Health Potions."); } TEST_METHOD(ItemRemoveTest){ Inventory::AddItem("Health Potion"s,3); for(std::weak_ptr&item:Inventory::GetItem("Health Potion"s))Inventory::RemoveItem(item,3); Assert::AreEqual(0U,Inventory::GetItemCount("Health Potion"s),L"Player has no Health Potions."); } TEST_METHOD(ItemQuantityStackTest){ Inventory::AddItem("Health Potion"s,3); Inventory::AddItem("Health Potion"s,3); Assert::AreEqual(6U,Inventory::GetItemCount("Health Potion"s),L"Player has 6 Health Potions."); } TEST_METHOD(EquipmentNoStackTest){ Inventory::AddItem("Ring of the Slime King"s); Inventory::AddItem("Ring of the Slime King"s); Inventory::AddItem("Ring of the Slime King"s); int itemCounter{}; for(std::weak_ptr&item:Inventory::GetItem("Ring of the Slime King"s))itemCounter++; Assert::AreEqual(3,itemCounter,L"3 separate item entries for Ring of the Slime King."); } TEST_METHOD(UsingBlankLoadoutItemDoesNothing){ Assert::IsFalse(game->UseLoadoutItem(0),L"Using a blank loadout item slot (0) does not produce a result."); Assert::IsFalse(game->UseLoadoutItem(1),L"Using a blank loadout item slot (1) does not produce a result."); Assert::IsFalse(game->UseLoadoutItem(2),L"Using a blank loadout item slot (2) does not produce a result."); } TEST_METHOD(UsingLoadoutItemOfQuantityZeroDoesNothing){ Assert::ExpectException([](){game->SetLoadoutItem(0,"Minor Health Potion");},L"Applying an item that doesn't exist to a loadout slot should not be allowed."); } TEST_METHOD(UsingLoadoutItemConsumesIt){ player->Hurt(1,player->OnUpperLevel(),player->GetZ()); Inventory::AddItem("Minor Health Potion"s,5U); game->SetLoadoutItem(0,"Minor Health Potion"); testKey->bHeld=true; //Simulate key being pressed. player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput); Assert::AreEqual(1,Inventory::loadoutItemsUsed[0].second,L"1 Health potion considered used in loadout inventory."); Assert::AreEqual(4U,Inventory::GetItemCount("Minor Health Potion"s),L"4 Health potions remain in player's inventory."); Assert::AreEqual(player->GetItem1().GetCooldownTime(),player->GetItem1().cooldown,L"Item 1 is now on cooldown."); } TEST_METHOD(ItemScriptBuffTest){ player->Hurt(1,player->OnUpperLevel(),player->GetZ()); Inventory::AddItem("Stat Up Everything Potion"s,5U); game->SetLoadoutItem(0,"Stat Up Everything Potion"); testKey->bHeld=true; //Simulate key being pressed. Assert::ExpectException([&](){player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);},L"If all buffs are properly applied, then some of these stat up buffs are illegal and will catch an exception."); } TEST_METHOD(FlatRestoreScriptTest){ player->Hurt(75,player->OnUpperLevel(),player->GetZ()); player->ConsumeMana(76); Inventory::AddItem("Flat Recovery Potion"s,5U); game->SetLoadoutItem(0,"Flat Recovery Potion"); testKey->bHeld=true; //Simulate key being pressed. player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput); game->SetElapsedTime(0.05f); game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us. We're also going to gain one mana during this tick. Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Flat Recovery Potion."); Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Flat Recovery Potion."); } TEST_METHOD(PctRestoreScriptTest){ player->Hurt(75,player->OnUpperLevel(),player->GetZ()); player->ConsumeMana(76); Inventory::AddItem("Pct Recovery Potion"s,5U); game->SetLoadoutItem(1,"Pct Recovery Potion"); testKey->bHeld=true; //Simulate key being pressed. player->CheckAndPerformAbility(player->GetItem2(),testKeyboardInput); game->SetElapsedTime(0.05f); game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us. Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Pct Recovery Potion."); Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Pct Recovery Potion."); } TEST_METHOD(HealOverTimeTest){ player->Hurt(75,player->OnUpperLevel(),player->GetZ()); Inventory::AddItem("Bandages"s,5U); game->SetLoadoutItem(2,"Bandages"); testKey->bHeld=true; //Simulate key being pressed. player->CheckAndPerformAbility(player->GetItem3(),testKeyboardInput); game->SetElapsedTime(0.05f); game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us. Assert::AreEqual(30,player->GetHealth(),L"Player is immediately healed for 5 health points on Bandages use."); game->SetElapsedTime(1.f); game->OnUserUpdate(1.f); for(int seconds{1};seconds<=6;seconds++){ Assert::AreEqual(30+seconds*5,player->GetHealth(),L"Player is healed again for 5 health points."); game->OnUserUpdate(1.f); } Assert::AreEqual(60,player->GetHealth(),L"Player should not be healed now that the Bandages effect is over."); } TEST_METHOD(DisassembleAccessoryTest){ Inventory::AddItem("Ring of the Slime King"s); std::weak_ptrdisassembleRingTest{Inventory::AddItem("Ring of the Slime King"s)}; Inventory::AddItem("Ring of the Slime King"s); Inventory::Disassemble(disassembleRingTest); Assert::AreEqual(2U,Inventory::GetItemCount("Ring of the Slime King"s),L"Disassembly has removed one of the Slime King rings from our inventory."); Assert::IsTrue(disassembleRingTest.expired(),L"Original reference to disassembled ring should now be invalid."); Assert::AreEqual(1U,Inventory::GetItemCount(ITEM_DATA["Ring of the Slime King"].FragmentName()),L"Disassembly has given us a Slime King Ring Fragment."); } TEST_METHOD(DisassembleNonAccessoryTest){ Inventory::AddItem("Ring of the Slime King"s); try{ Inventory::Disassemble(Inventory::AddItem("Test Armor"s)); Assert::Fail(L"Disassembling Test Armor succeeded! This should NOT be allowed!"); }catch(std::runtime_error&e){} try{ Inventory::Disassemble(Inventory::AddItem("Green Slime Remains"s)); Assert::Fail(L"Disassembling Green Slime Remains succeeded! This should NOT be allowed!"); }catch(std::runtime_error&e){} try{ Inventory::Disassemble(Inventory::AddItem("Health Potion"s)); Assert::Fail(L"Disassembling a Health Potion succeeded! This should NOT be allowed!"); }catch(std::runtime_error&e){} } TEST_METHOD(RefiningTest){ std::weak_ptrslimeKingRing{Inventory::AddItem("Ring of the Slime King"s)}; Assert::IsFalse(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should not be allowed to be refined since we have no fragments."); std::weak_ptrtestArmor{Inventory::AddItem("Test Armor"s)}; Assert::IsFalse(testArmor.lock()->CanBeRefined(),L"Test Armor should not be allowed to be refined since it's not an accessory."); Inventory::AddItem(slimeKingRing.lock()->FragmentName(),50U); Assert::IsTrue(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should now be allowed to be refined since we meet all requirements."); player->SetMoney(0); Assert::IsFalse(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should not be allowed to be refined since we do not have enough money."); player->SetMoney(10000); while(slimeKingRing.lock()->CanBeRefined()){ RefineResult result{slimeKingRing.lock()->Refine()}; LOG(std::format("Enhanced {} by {}",result.first.Name(),result.second)); } for(const auto&[attr,val]:slimeKingRing.lock()->RandomStats()){ Assert::AreEqual(ITEM_DATA[slimeKingRing.lock()->ActualName()].GetMaxStats().A_Read(attr),val,L"The current stats should be equal to the maximum stats when refinement is done."); } } TEST_METHOD(EnchantTestCheck){ std::weak_ptrslimeKingRing{Inventory::AddItem("Ring of the Slime King"s)}; Assert::IsFalse(slimeKingRing.lock()->HasEnchant()); for(int i:std::ranges::iota_view(0,1000)){ slimeKingRing.lock()->EnchantItem(ItemEnchant::RollRandomEnchant()); Assert::IsTrue(slimeKingRing.lock()->HasEnchant()); if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value())); //Validate enchant is only for this class if it's a class-based ability. } testGame->ChangePlayerClass(WIZARD); player=testGame->GetPlayer(); //The player pointer has been reassigned... for(int i:std::ranges::iota_view(0,1000)){ slimeKingRing.lock()->EnchantItem(ItemEnchant::RollRandomEnchant()); Assert::IsTrue(slimeKingRing.lock()->HasEnchant()); if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value())); //Validate enchant is only for this class if it's a class-based ability. } } }; }