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/PlayerTests.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 © 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>
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace olc::utils;
INCLUDE_GFX
INCLUDE_ITEM_DATA
extern std::mt19937 rng;
namespace PlayerTests
{
TEST_CLASS(PlayerTest)
{
public:
std::unique_ptr<AiL>testGame;
InputGroup testKeyboardInput;
Player*player;
HWButton*testKey;
TEST_METHOD_INITIALIZE(PlayerInitialize){
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());
testGame->olc_SetTestingMode(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();
player=testGame->GetPlayer();
//Setup key "0" as a test input
testKeyboardInput.AddKeybind(Input{InputType::KEY,0});
testKey=&testGame->pKeyboardState[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(PlayerAlive){
Assert::IsTrue(player->IsAlive());
}
TEST_METHOD(PlayerTakesDamage){
player->Hurt(30,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(70,player->GetHealth());
}
TEST_METHOD(PlayerBlockingTakesNoDamage){
player->SetState(State::BLOCK);
player->Hurt(30,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(100,player->GetHealth());
}
TEST_METHOD(PlayerIframesPreventsDamage){
player->ApplyIframes(0.5f);
player->Hurt(30,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(100,player->GetHealth());
}
TEST_METHOD(PlayerConsumesManaOnRightClickAbilityUse){
int abilityManaCost{player->GetRightClickAbility().manaCost};
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetRightClickAbility(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana()-abilityManaCost,player->GetMana());
}
TEST_METHOD(PlayerConsumesManaOnAbility1Use){
int abilityManaCost{player->GetAbility1().manaCost};
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility1(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana()-abilityManaCost,player->GetMana());
}
TEST_METHOD(PlayerConsumesManaOnAbility2Use){
int abilityManaCost{player->GetAbility2().manaCost};
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana()-abilityManaCost,player->GetMana());
}
TEST_METHOD(PlayerConsumesManaOnAbility3Use){
int abilityManaCost{player->GetAbility3().manaCost};
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana()-abilityManaCost,player->GetMana());
}
TEST_METHOD(PlayerConsumesManaOnAbility4Use){
int abilityManaCost{player->GetAbility4().manaCost};
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility4(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana()-abilityManaCost,player->GetMana());
}
TEST_METHOD(WarriorBlockActivatesBlock){
player->GetRightClickAbility().action(player,player->GetPos());
Assert::AreEqual(int(State::BLOCK),int(player->GetState()));
}
TEST_METHOD(WizardCastDoesNotConsumeManaImmediately){
testGame->ChangePlayerClass(WIZARD);
player=testGame->GetPlayer(); //The player pointer has been reassigned...
//Ability 3 is Meteor, which is a cast. Mana should not be consumed for a spell that begins as a cast.
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana(),player->GetMana());
}
TEST_METHOD(RangerCastDoesNotConsumeManaImmediately){
testGame->ChangePlayerClass(RANGER);
player=testGame->GetPlayer(); //The player pointer has been reassigned...
//Ability 2 is Charged Shot, which is a cast. Mana should not be consumed for a spell that begins as a cast.
testKey->bHeld=true; //Force the key to be held down for testing purposes.
player->CheckAndPerformAbility(player->GetAbility2(),testKeyboardInput);
Assert::AreEqual(player->GetMaxMana(),player->GetMana());
}
TEST_METHOD(PlayerTakesDamageWithDamageReductionApplied){
std::weak_ptr<Item>testArmor{Inventory::AddItem("Bone Armor"s)};
testArmor.lock()->enhancementLevel="Item.Item Max Enhancement Level"_I; //Force enhance the item to the max enhancement level.
Inventory::EquipItem(testArmor,EquipSlot::ARMOR);
//If any of these values change, the armor piece may return a different value and these need to be updated for
//BONE ARMOR +10!
Assert::AreEqual(72.f,testArmor.lock()->GetStats().A_Read("Defense"),L"Defense increase is not 72");
Assert::AreEqual(14.f,testArmor.lock()->GetStats().A_Read("Health"),L"Health increase is not 14");
Assert::AreEqual(7.f,testArmor.lock()->GetStats().A_Read("Attack"),L"Attack increase is not 7");
player->Hurt(30,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(74,player->GetHealth()); //Even though we are supposed to take 30 damage, damage reduction reduces it to 26 instead. (Random variance is controlled during testing. If this number changes at some point, either the damage formula or the item's stats have changed!)
}
TEST_METHOD(PlayerSetEffectsAcknowledged){
std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor"s)};
setArmor.lock()->enhancementLevel="Item.Item Max Enhancement Level"_I; //Force enhance the item to the max enhancement level.
Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
//This gear is supposed to be provide an additional 100 defense, 1000 health, and 100 attack.
Assert::AreEqual(100.f+player->GetBaseStat("Defense"),player->GetStat("Defense"),L"Defense stat was not increased by 100.");
Assert::AreEqual(100.f+player->GetBaseStat("Attack"),player->GetStat("Attack"),L"Attack stat was not increased by 100.");
Assert::AreEqual(1000.f+player->GetBaseStat("Health"),player->GetStat("Health"),L"Health Points was not increased by 1000.");
}
TEST_METHOD(PlayerSetEffectsAcknowledged2){
std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor2"s)};
setArmor.lock()->enhancementLevel="Item.Item Max Enhancement Level"_I; //Force enhance the item to the max enhancement level.
Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
//This gear is supposed to be provide an additional 100% defense, 100% Attack, 100% Move Spd, 100% CDR, 100% Crit Rate, 100% Crit Dmg, 100% Health %, 100% HP/6 Recovery
Assert::AreEqual(100.f+player->GetBaseStat("Defense %"),player->GetStat("Defense %"),L"Defense % stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Attack %"),player->GetStat("Attack %"),L"Attack % stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Move Spd % stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("CDR"),player->GetStat("CDR"),L"CDR stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate % stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Crit Dmg"),player->GetStat("Crit Dmg"),L"Critical Damage stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Health %"),player->GetStat("Health %"),L"Health Points was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("HP6 Recovery %"),player->GetStat("HP6 Recovery %"),L"HP/6s Recovery stat was not increased by 100%.");
}
TEST_METHOD(PlayerSetEffectsAcknowledged3){
std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor3"s)};
setArmor.lock()->enhancementLevel="Item.Item Max Enhancement Level"_I; //Force enhance the item to the max enhancement level.
Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
//This gear is supposed to be provide an additional 100% HP/4 Recovery, 100% Damage Reduction
Assert::AreEqual(100.f+player->GetBaseStat("HP4 Recovery %"),player->GetStat("HP4 Recovery %"),L"HP/4s Recovery stat was not increased by 100%.");
Assert::AreEqual(100.f+player->GetBaseStat("Damage Reduction"),player->GetStat("Damage Reduction"),L"Damage Reduction stat was not increased by 100%.");
}
TEST_METHOD(PlayerSetEffectsAcknowledged4){
std::weak_ptr<Item>setArmor{Inventory::AddItem("Test Armor4"s)};
setArmor.lock()->enhancementLevel="Item.Item Max Enhancement Level"_I; //Force enhance the item to the max enhancement level.
Inventory::EquipItem(setArmor,EquipSlot::ARMOR);
//This gear is supposed to be provide an additional 100% HP/s Recovery, 50% Attack Spd, and 100 More Base Mana.
Assert::AreEqual(100.f+player->GetBaseStat("HP Recovery %"),player->GetStat("HP Recovery %"),L"HP Recovery % stat was not increased by 100%.");
Assert::AreEqual(50.f+player->GetBaseStat("Attack Spd"),player->GetStat("Attack Spd"),L"Attack Speed stat was not increased by 50%.");
Assert::AreEqual(100.f+player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Mana stat was not increased by 100.");
}
TEST_METHOD(MultiPieceSetEffectsWork){
std::weak_ptr<Item>testArmor{Inventory::AddItem("Bone Armor"s)};
std::weak_ptr<Item>testHeadpiece{Inventory::AddItem("Bone Helmet"s)};
std::weak_ptr<Item>testLeggings{Inventory::AddItem("Bone Pants"s)};
std::weak_ptr<Item>testGloves{Inventory::AddItem("Bone Gloves"s)};
Assert::AreEqual(player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Base Crit Rate does not match initial Crit Rate");
Assert::AreEqual(player->GetBaseStat("Crit Dmg"),player->GetStat("Crit Dmg"),L"Base Crit Dmg does not match initial Crit Dmg");
Inventory::EquipItem(testArmor,EquipSlot::ARMOR);
Inventory::EquipItem(testHeadpiece,EquipSlot::HELMET);
Assert::AreEqual(5+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate does not increase by 5% with 2 Bone Equips (Set Bonus)");
Assert::AreEqual(player->GetBaseStat("Crit Dmg"),player->GetStat("Crit Dmg"),L"Crit Dmg does not remain the same with 2 Bone Equips (Set Bonus)");
Inventory::UnequipItem(EquipSlot::ARMOR);
Assert::AreEqual(player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Removing an armor piece does not remove the crit rate set effect");
Assert::AreEqual(player->GetBaseStat("Crit Dmg"),player->GetStat("Crit Dmg"),L"Removing an armor piece affects crit dmg incorrectly");
Inventory::EquipItem(testArmor,EquipSlot::ARMOR);
Inventory::EquipItem(testLeggings,EquipSlot::PANTS);
Inventory::EquipItem(testGloves,EquipSlot::GLOVES);
Assert::AreEqual(5+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate does not increase by 5% with 4 Bone Equips (Set Bonus)");
Assert::AreEqual(7+player->GetBaseStat("Crit Dmg"),player->GetStat("Crit Dmg"),L"Crit Dmg does not increase by 5% with 4 Bone Equips (Set Bonus)");
}
TEST_METHOD(AccessoriesWork){
std::weak_ptr<Item>testRing{Inventory::AddItem("Bird's Treasure"s)};
std::weak_ptr<Item>testRing2{Inventory::AddItem("Bird's Treasure"s)};
Assert::AreEqual(3.f,testRing.lock()->RandomStats().A_Read("Move Spd %"),L"Generated Ring 1 Move Spd % is incorrect.");
Assert::AreEqual(2.f,testRing.lock()->RandomStats().A_Read("Crit Rate"),L"Generated Ring 1 Crit Rate is incorrect.");
Assert::AreEqual(5.f,testRing.lock()->RandomStats().A_Read("Mana"),L"Generated Ring 1 Mana is incorrect.");
Assert::AreEqual(2.f,testRing2.lock()->RandomStats().A_Read("Move Spd %"),L"Generated Ring 2 Move Spd % is incorrect.");
Assert::AreEqual(2.f,testRing2.lock()->RandomStats().A_Read("Crit Rate"),L"Generated Ring 2 Crit Rate is incorrect.");
Assert::AreEqual(2.f,testRing2.lock()->RandomStats().A_Read("Mana"),L"Generated Ring 2 Mana is incorrect.");
Assert::IsTrue(testRing.lock()->RandomStats().A_Read("Move Spd %")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %")&&
testRing.lock()->RandomStats().A_Read("Move Spd %")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Move Spd %"),std::format(L"Generated Move Spd % {} is out of bounds: Min:{} Max:{}",testRing.lock()->RandomStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Move Spd %")).c_str());
Assert::IsTrue(testRing.lock()->RandomStats().A_Read("Crit Rate")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Crit Rate")&&
testRing.lock()->RandomStats().A_Read("Crit Rate")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Crit Rate"),std::format(L"Generated Crit Rate {} is out of bounds: Min:{} Max:{}",testRing.lock()->RandomStats().A_Read("Crit Rate"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Crit Rate")).c_str());
Assert::IsTrue(testRing.lock()->RandomStats().A_Read("Mana")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Mana")&&
testRing.lock()->RandomStats().A_Read("Mana")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Mana"),std::format(L"Generated Mana {} is out of bounds: Min:{} Max:{}",testRing.lock()->RandomStats().A_Read("Mana"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Mana"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Mana")).c_str());
Assert::IsTrue(testRing2.lock()->RandomStats().A_Read("Move Spd %")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %")&&
testRing2.lock()->RandomStats().A_Read("Move Spd %")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Move Spd %"),std::format(L"Generated Move Spd % {} is out of bounds: Min:{} Max:{}",testRing2.lock()->RandomStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Move Spd %")).c_str());
Assert::IsTrue(testRing2.lock()->RandomStats().A_Read("Crit Rate")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Crit Rate")&&
testRing2.lock()->RandomStats().A_Read("Crit Rate")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Crit Rate"),std::format(L"Generated Crit Rate {} is out of bounds: Min:{} Max:{}",testRing2.lock()->RandomStats().A_Read("Crit Rate"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Move Spd %"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Crit Rate")).c_str());
Assert::IsTrue(testRing2.lock()->RandomStats().A_Read("Mana")>=ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Mana")&&
testRing2.lock()->RandomStats().A_Read("Mana")<=ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Mana"),std::format(L"Generated Mana {} is out of bounds: Min:{} Max:{}",testRing2.lock()->RandomStats().A_Read("Mana"),ITEM_DATA.at("Bird's Treasure"s).GetMinStats().A_Read("Mana"),ITEM_DATA.at("Bird's Treasure"s).GetMaxStats().A_Read("Mana")).c_str());
//Ensure stats are default.
Assert::AreEqual(player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Base Move Spd %does not match initial Move Spd %");
Assert::AreEqual(player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Base Crit Rate does not match initial Crit Rate");
Assert::AreEqual(player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Base Mana does not match initial Mana");
Inventory::EquipItem(testRing,EquipSlot::RING1);
Assert::AreEqual(3+player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Move Spd % increased incorrectly when ring 1 equipped!");
Assert::AreEqual(2+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate increased incorrectly when ring 1 equipped!");
Assert::AreEqual(5+player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Mana increased incorrectly when ring 1 equipped!");
//Equipping to same slot should undo the previous stats and apply the new ring's stats.
Inventory::EquipItem(testRing2,EquipSlot::RING1);
Assert::AreEqual(2+player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Move Spd % increased incorrectly when ring 1 equipped!");
Assert::AreEqual(2+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate increased incorrectly when ring 1 equipped!");
Assert::AreEqual(2+player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Mana increased incorrectly when ring 1 equipped!");
Inventory::UnequipItem(EquipSlot::RING1);
//Ensure stats are default again.
Assert::AreEqual(player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Base Move Spd %does not match initial Move Spd % after unequipping the ring.");
Assert::AreEqual(player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Base Crit Rate does not match initial Crit Rate after unequipping the ring.");
Assert::AreEqual(player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Base Mana does not match initial Mana after unequipping the ring.");
Inventory::EquipItem(testRing,EquipSlot::RING1);
Inventory::EquipItem(testRing2,EquipSlot::RING2);
Assert::AreEqual(5+player->GetBaseStat("Move Spd %"),player->GetStat("Move Spd %"),L"Move Spd % increased incorrectly when both rings equipped!");
Assert::AreEqual(4+player->GetBaseStat("Crit Rate"),player->GetStat("Crit Rate"),L"Crit Rate increased incorrectly when both rings equipped!");
Assert::AreEqual(7+player->GetBaseStat("Mana"),player->GetStat("Mana"),L"Mana increased incorrectly when both rings equipped!");
}
};
}