The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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1165 lines
70 KiB
1165 lines
70 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "CppUnitTest.h"
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#include "AdventuresInLestoria.h"
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#include "Tutorial.h"
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#include <random>
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#include <format>
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#include "ItemDrop.h"
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#include "DamageNumber.h"
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#include <ranges>
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#include "BulletTypes.h"
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using namespace Microsoft::VisualStudio::CppUnitTestFramework;
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using namespace olc::utils;
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INCLUDE_GFX
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INCLUDE_ITEM_DATA
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_INITIALIZEGAMECONFIGURATIONS
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INCLUDE_MONSTER_LIST
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extern std::mt19937 rng;
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namespace Test
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{
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template<class T>
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inline static void InRange(T initialVal,std::pair<T,T>range,std::wstring_view assertMessage){
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Assert::IsTrue(initialVal>=range.first&&initialVal<=range.second,std::format(L"Expected: {}~{} Actual: {} - {}",range.first,range.second,initialVal,assertMessage).c_str());
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}
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}
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namespace EnchantTests
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{
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TEST_CLASS(EnchantTest)
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{
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public:
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std::unique_ptr<AiL>testGame;
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InputGroup testKeyboardInput;
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Player*player;
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HWButton*testKey;
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TEST_METHOD_INITIALIZE(PlayerInitialize){
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InitializeGameConfigurations();
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rng=std::mt19937{57189U};//Establish a fixed random seed on setup so the exact same results are generated every test run.
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testGame.reset(new AiL(true));
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ItemAttribute::Initialize();
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ItemInfo::InitializeItems();
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testGame->InitializeGraphics();
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testGame->InitializeClasses();
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sig::Animation::InitializeAnimations();
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testGame->InitializeDefaultKeybinds();
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testGame->InitializePlayer();
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sig::Animation::SetupPlayerAnimations();
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Menu::InitializeMenus();
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Tutorial::Initialize();
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Stats::InitializeDamageReductionTable();
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GameState::Initialize();
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GameState::STATE=GameState::states.at(States::State::GAME_RUN);
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testGame->ResetLevelStates();
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#pragma region Setup a fake test map and test monster
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game->MAP_DATA["CAMPAIGN_1_1"];
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game->MAP_DATA["CAMPAIGN_1_1"]._SetMapData(MapTag{50,50,24,24});
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ItemDrop::ClearDrops();
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MonsterData testMonsterData{"TestName","Test Monster",1000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
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MONSTER_DATA["TestName"]=testMonsterData;
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#pragma endregion
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testGame->InitializeCamera();
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player=testGame->GetPlayer();
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//Setup key "0" as a test input
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testKeyboardInput.AddKeybind(Input{InputType::KEY,0});
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testKey=testGame->GetKeyboardState(0);
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testGame->olc_UpdateKeyFocus(true); //Force the game to be "focused" for tests. Required if we want keyboard inputs to work.
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Menu::themes.SetInitialized();
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GFX.SetInitialized();
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DAMAGENUMBER_LIST.clear();
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}
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TEST_METHOD(HealthBoostCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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std::unordered_map<int,uint32_t>statDistribution;
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Health Boost");
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statDistribution[player->GetMaxHealth()]++;
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}
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Assert::AreEqual(size_t(3),statDistribution.size(),L"There should be three entries generated. If not, then the RNG picking is likely not working!");
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Health Boost");
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Test::InRange(player->GetMaxHealth(),{106,110},L"Max Health not in expected range with two rings equipped.");
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}
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}
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TEST_METHOD(AttackBoostCheck){
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player->SetBaseStat("Attack",100.f);
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Attack Boost");
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Test::InRange(player->GetAttack(),{103,105},L"Attack not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Attack Boost");
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Test::InRange(player->GetAttack(),{106,110},L"Attack not in expected range with two rings equipped.");
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}
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}
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TEST_METHOD(MovementBoostCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% Movespd.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Movement Boost");
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Test::InRange(player->GetMoveSpdMult(),{103.0_Pct,105.0_Pct},L"Move Speed not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Movement Boost");
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Test::InRange(player->GetMoveSpdMult(),{106.0_Pct,110.0_Pct},L"Move Speed not in expected range with two rings equipped.");
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}
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}
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TEST_METHOD(AbilityHasteCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% CDR.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Ability Haste");
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Test::InRange(player->GetCooldownReductionPct(),{3.0_Pct,5.0_Pct},L"CDR not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Ability Haste");
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Test::InRange(player->GetCooldownReductionPct(),{6.0_Pct,10.0_Pct},L"CDR not in expected range with two rings.");
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}
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}
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TEST_METHOD(CritRateCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% Crit Rate.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Crit Rate");
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Test::InRange(player->GetCritRatePct(),{3.0_Pct,5.0_Pct},L"Crit Rate not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Crit Rate");
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Test::InRange(player->GetCritRatePct(),{6.0_Pct,10.0_Pct},L"Crit Rate not in expected range with two rings.");
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}
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}
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TEST_METHOD(CritDamageCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% Crit Damage.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Crit Damage");
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Test::InRange(player->GetCritDmgPct(),{57.0_Pct,60.0_Pct},L"Crit Damage not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Crit Damage");
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Test::InRange(player->GetCritDmgPct(),{64.0_Pct,70.0_Pct},L"Crit Damage not in expected range with two rings.");
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}
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}
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TEST_METHOD(StoneskinCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Player starts with 0% Damage Reduction.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Stoneskin");
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Test::InRange(player->GetDamageReductionFromBuffs(),{3.0_Pct,5.0_Pct},L"Damage Reduction not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Stoneskin");
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Test::InRange(player->GetDamageReductionFromBuffs(),{6.0_Pct,10.0_Pct},L"Damage Reduction not in expected range with two rings.");
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}
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}
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TEST_METHOD(ManaPoolCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100,player->GetMaxMana(),L"Player starts with 100 mana.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Mana Pool");
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Test::InRange(player->GetMaxMana(),{107,112},L"Mana Pool not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Mana Pool");
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Test::InRange(player->GetMaxMana(),{114,124},L"Mana Pool not in expected range with two rings.");
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}
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}
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TEST_METHOD(MagicalProtectionCheck){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
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Assert::AreEqual(0.0_Pct,player->GetDamageReductionFromBuffs(),L"Player starts with 0% damage reduction.");
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Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% move speed.");
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Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),L"Player starts with 0% HP/6 recovery.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Magical Protection");
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Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range.");
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Test::InRange(player->GetDamageReductionFromBuffs(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range.");
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Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range.");
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Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Magical Protection");
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Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range with two rings.");
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Test::InRange(player->GetDamageReductionFromBuffs(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range with two rings.");
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Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range with two rings.");
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Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range with two rings.");
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}
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}
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TEST_METHOD(AuraOfTheBeastCheck){
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player->SetBaseStat("Attack",100.f);
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
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Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
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Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% crit rate.");
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Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% cooldown reduction.");
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Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% crit rate.");
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing.lock()->EnchantItem("Aura of the Beast");
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Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range.");
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Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range.");
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Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range.");
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Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range.");
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}
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Inventory::EquipItem(nullRing2,EquipSlot::RING2);
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for(int i:std::ranges::iota_view(0,1000)){
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nullRing2.lock()->EnchantItem("Aura of the Beast");
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Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range with two rings.");
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Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range with two rings.");
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Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range with two rings.");
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Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range with two rings.");
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}
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}
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TEST_METHOD(LethalTempoCheck){
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MonsterData testMonsterData{"TestName","Test Monster",30,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
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MONSTER_DATA["TestName"]=testMonsterData;
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Monster testMonster{{},MONSTER_DATA["TestName"]};
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testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ());
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Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
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testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
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Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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nullRing.lock()->EnchantItem("Lethal Tempo");
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testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
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Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active after attacking with the enchant..");
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Assert::AreEqual(0.0175f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff reduced attack Recovery Rate by 0.0175 (5% of 0.35).");
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for(int i:std::ranges::iota_view(0,10)){
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testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
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}
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Assert::AreEqual(0.0875f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff should cap at 5 stacks.");
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Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active.");
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}
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TEST_METHOD(SecondWindCheck){
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Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is 0% at the start.");
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player->Hurt(90,player->OnUpperLevel(),player->GetZ());
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Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is still 0% without Second Wind.");
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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nullRing.lock()->EnchantItem("Second Wind");
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Assert::AreEqual(1.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 1% with low health with Second Wind.");
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player->Heal(11);
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Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 0% since Second Wind should no longer activate above 20% health.");
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}
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TEST_METHOD(EmergencyRecoveryCheck){
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Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is 0% at the start.");
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Assert::AreEqual(0.0_Pct,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is 0% at the start.");
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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Inventory::EquipItem(nullRing,EquipSlot::RING1);
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nullRing.lock()->EnchantItem("Emergency Recovery");
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Assert::AreEqual(1.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is base 1% even with full HP.");
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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.");
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for(int i:std::ranges::iota_view(1,7)){
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player->Hurt(10,player->OnUpperLevel(),player->GetZ());
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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.");
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}
|
|
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).");
|
|
}
|
|
};
|
|
}
|
|
|