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/EnchantTests.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>
#include "ItemDrop.h"
#include "DamageNumber.h"
#include <ranges>
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace olc::utils;
INCLUDE_GFX
INCLUDE_ITEM_DATA
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_INITIALIZEGAMECONFIGURATIONS
extern std::mt19937 rng;
namespace Test
{
template<class T>
inline static void InRange(T initialVal,std::pair<T,T>range,std::wstring_view assertMessage){
Assert::IsTrue(initialVal>=range.first&&initialVal<=range.second,std::format(L"Expected: {}~{} Actual: {} - {}",range.first,range.second,initialVal,assertMessage).c_str());
}
}
namespace EnchantTests
{
TEST_CLASS(EnchantTest)
{
public:
std::unique_ptr<AiL>testGame;
InputGroup testKeyboardInput;
Player*player;
HWButton*testKey;
TEST_METHOD_INITIALIZE(PlayerInitialize){
InitializeGameConfigurations();
rng=std::mt19937{57189U};//Establish a fixed random seed on setup so the exact same results are generated every test run.
testGame.reset(new AiL(true));
ItemAttribute::Initialize();
ItemInfo::InitializeItems();
testGame->InitializeGraphics();
testGame->InitializeClasses();
sig::Animation::InitializeAnimations();
testGame->InitializeDefaultKeybinds();
testGame->InitializePlayer();
sig::Animation::SetupPlayerAnimations();
Menu::InitializeMenus();
Tutorial::Initialize();
Stats::InitializeDamageReductionTable();
GameState::Initialize();
GameState::STATE=GameState::states.at(States::State::GAME_RUN);
#pragma region Setup a fake test map and test monster
game->MAP_DATA["CAMPAIGN_1_1"];
ItemDrop::ClearDrops();
MonsterData testMonsterData{"TestName","Test Monster",1000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
#pragma endregion
player=testGame->GetPlayer();
//Setup key "0" as a test input
testKeyboardInput.AddKeybind(Input{InputType::KEY,0});
testKey=testGame->GetKeyboardState(0);
testGame->olc_UpdateKeyFocus(true); //Force the game to be "focused" for tests. Required if we want keyboard inputs to work.
Menu::themes.SetInitialized();
GFX.SetInitialized();
DAMAGENUMBER_LIST.clear();
}
TEST_METHOD(HealthBoostCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
std::unordered_map<int,uint32_t>statDistribution;
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Health Boost");
statDistribution[player->GetMaxHealth()]++;
}
Assert::AreEqual(size_t(3),statDistribution.size(),L"There should be three entries generated. If not, then the RNG picking is likely not working!");
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Health Boost");
Test::InRange(player->GetMaxHealth(),{106,110},L"Max Health not in expected range with two rings equipped.");
}
}
TEST_METHOD(AttackBoostCheck){
player->SetBaseStat("Attack",100.f);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Attack Boost");
Test::InRange(player->GetAttack(),{103,105},L"Attack not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Attack Boost");
Test::InRange(player->GetAttack(),{106,110},L"Attack not in expected range with two rings equipped.");
}
}
TEST_METHOD(MovementBoostCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% Movespd.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Movement Boost");
Test::InRange(player->GetMoveSpdMult(),{103.0_Pct,105.0_Pct},L"Move Speed not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Movement Boost");
Test::InRange(player->GetMoveSpdMult(),{106.0_Pct,110.0_Pct},L"Move Speed not in expected range with two rings equipped.");
}
}
TEST_METHOD(AbilityHasteCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% CDR.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Ability Haste");
Test::InRange(player->GetCooldownReductionPct(),{3.0_Pct,5.0_Pct},L"CDR not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Ability Haste");
Test::InRange(player->GetCooldownReductionPct(),{6.0_Pct,10.0_Pct},L"CDR not in expected range with two rings.");
}
}
TEST_METHOD(CritRateCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% Crit Rate.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Crit Rate");
Test::InRange(player->GetCritRatePct(),{3.0_Pct,5.0_Pct},L"Crit Rate not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Crit Rate");
Test::InRange(player->GetCritRatePct(),{6.0_Pct,10.0_Pct},L"Crit Rate not in expected range with two rings.");
}
}
TEST_METHOD(CritDamageCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% Crit Damage.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Crit Damage");
Test::InRange(player->GetCritDmgPct(),{57.0_Pct,60.0_Pct},L"Crit Damage not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Crit Damage");
Test::InRange(player->GetCritDmgPct(),{64.0_Pct,70.0_Pct},L"Crit Damage not in expected range with two rings.");
}
}
TEST_METHOD(StoneskinCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(0.0_Pct,player->GetDamageReductionPct(),L"Player starts with 0% Damage Reduction.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Stoneskin");
Test::InRange(player->GetDamageReductionPct(),{3.0_Pct,5.0_Pct},L"Damage Reduction not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Stoneskin");
Test::InRange(player->GetDamageReductionPct(),{6.0_Pct,10.0_Pct},L"Damage Reduction not in expected range with two rings.");
}
}
TEST_METHOD(ManaPoolCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxMana(),L"Player starts with 100 mana.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Mana Pool");
Test::InRange(player->GetMaxMana(),{107,112},L"Mana Pool not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Mana Pool");
Test::InRange(player->GetMaxMana(),{114,124},L"Mana Pool not in expected range with two rings.");
}
}
TEST_METHOD(MagicalProtectionCheck){
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
Assert::AreEqual(0.0_Pct,player->GetDamageReductionPct(),L"Player starts with 0% damage reduction.");
Assert::AreEqual(100.0_Pct,player->GetMoveSpdMult(),L"Player starts with 100% move speed.");
Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),L"Player starts with 0% HP/6 recovery.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Magical Protection");
Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range.");
Test::InRange(player->GetDamageReductionPct(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range.");
Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range.");
Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Magical Protection");
Test::InRange(player->GetMaxHealth(),{102,103},L"Max Health not in expected range with two rings.");
Test::InRange(player->GetDamageReductionPct(),{2.0_Pct,3.0_Pct},L"Damage Reduction not in expected range with two rings.");
Test::InRange(player->GetMoveSpdMult(),{102.0_Pct,103.0_Pct},L"Move Speed % not in expected range with two rings.");
Test::InRange(player->GetHP6RecoveryPct(),{1.0_Pct,1.0_Pct},L"HP/6 Recovery not in expected range with two rings.");
}
}
TEST_METHOD(AuraOfTheBeastCheck){
player->SetBaseStat("Attack",100.f);
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
std::weak_ptr<Item>nullRing2{Inventory::AddItem("Null Ring"s)};
Assert::AreEqual(100,player->GetAttack(),L"Player starts with 100 attack.");
Assert::AreEqual(0.0_Pct,player->GetCritRatePct(),L"Player starts with 0% crit rate.");
Assert::AreEqual(0.0_Pct,player->GetCooldownReductionPct(),L"Player starts with 0% cooldown reduction.");
Assert::AreEqual(50.0_Pct,player->GetCritDmgPct(),L"Player starts with 50% crit rate.");
Inventory::EquipItem(nullRing,EquipSlot::RING1);
for(int i:std::ranges::iota_view(0,1000)){
nullRing.lock()->EnchantItem("Aura of the Beast");
Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range.");
Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range.");
Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range.");
Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range.");
}
Inventory::EquipItem(nullRing2,EquipSlot::RING2);
for(int i:std::ranges::iota_view(0,1000)){
nullRing2.lock()->EnchantItem("Aura of the Beast");
Test::InRange(player->GetAttack(),{102,103},L"Attack not in expected range with two rings.");
Test::InRange(player->GetCritRatePct(),{2.0_Pct,3.0_Pct},L"Crit Rate not in expected range with two rings.");
Test::InRange(player->GetCooldownReductionPct(),{2.0_Pct,3.0_Pct},L"Cooldown Reduction % not in expected range with two rings.");
Test::InRange(player->GetCritDmgPct(),{53.0_Pct,57.0_Pct},L"Crit Damage not in expected range with two rings.");
}
}
TEST_METHOD(LethalTempoCheck){
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(0,testMonster.OnUpperLevel(),testMonster.GetZ());
Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(size_t(0),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo does not stack up without the enchant.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Lethal Tempo");
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active after attacking with the enchant..");
Assert::AreEqual(0.0175f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff reduced attack Recovery Rate by 0.0175 (5% of 0.35).");
for(int i:std::ranges::iota_view(0,10)){
testMonster.Hurt(0,testMonster.OnUpperLevel(),testMonster.GetZ(),HurtFlag::PLAYER_ABILITY);
}
Assert::AreEqual(0.0875f,player->GetAttackRecoveryRateReduction(),L"Lethal Tempo buff should cap at 5 stacks.");
Assert::AreEqual(size_t(1),player->GetBuffs(BuffType::LETHAL_TEMPO).size(),L"Lethal Tempo buff is active.");
}
TEST_METHOD(SecondWindCheck){
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is 0% at the start.");
player->Hurt(90,player->OnUpperLevel(),player->GetZ());
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is still 0% without Second Wind.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Second Wind");
Assert::AreEqual(1.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 1% with low health with Second Wind.");
player->Heal(11);
Assert::AreEqual(0.0_Pct,player->GetHPRecoveryPct(),L"HP Recovery Pct is now 0% since Second Wind should no longer activate above 20% health.");
}
TEST_METHOD(EmergencyRecoveryCheck){
Assert::AreEqual(0.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is 0% at the start.");
Assert::AreEqual(0.0_Pct,player->GetHP4RecoveryPct(),0.1_Pct,L"HP Recovery/4 Pct is 0% at the start.");
std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
Inventory::EquipItem(nullRing,EquipSlot::RING1);
nullRing.lock()->EnchantItem("Emergency Recovery");
Assert::AreEqual(1.0_Pct,player->GetHP6RecoveryPct(),0.1_Pct,L"HP Recovery/6 Pct is base 1% even with full HP.");
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.");
for(int i:std::ranges::iota_view(1,7)){
player->Hurt(10,player->OnUpperLevel(),player->GetZ());
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.");
}
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=0.4f;
for(int i:std::ranges::iota_view(0,2)){
testGame->SetElapsedTime(0.001f);
testGame->OnUserUpdate(0.001f);
}
Assert::AreEqual(98,player->GetHealth(),L"Player should have healed for 3 health from contacting the soul.");
Assert::AreEqual(92,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().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().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().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().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility3(),testKeyboardInput);
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f); //It's a cast, so wait one second as the ability gets used. This also reduces cooldowns by a second...
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime()-1.f,player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime()-4.f,player->GetAbility1().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility2().GetCooldownTime()-2.5f,player->GetAbility2().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
Assert::AreEqual(player->GetAbility3().GetCooldownTime()-1.f,player->GetAbility3().cooldown,L"Same ability used should not be affected.");
Assert::AreEqual(player->GetAbility4().GetCooldownTime(),player->GetAbility4().cooldown,L"All other abilities have cooldowns reduced by 1.5 seconds.");
player->SetState(State::NORMAL);
player->RestoreMana(100);
player->GetAbility4().cooldown=0.f; //Reset the cooldown so it can be used.
player->CheckAndPerformAbility(player->GetAbility4(),testKeyboardInput);
Assert::AreEqual(player->GetRightClickAbility().GetCooldownTime()-1.f,player->GetRightClickAbility().cooldown,L"Right-click ability remains unaffected by other abilities.");
Assert::AreEqual(player->GetAbility1().GetCooldownTime()-4.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()-2.5f,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()-1.f,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->GetDamageReductionPct(),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->GetDamageReductionPct(),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->GetDamageReductionPct(),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().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("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.");
}
};
}