The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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80 lines
3.3 KiB
80 lines
3.3 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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#pragma once
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#include "CppUnitTest.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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using namespace Microsoft::VisualStudio::CppUnitTestFramework;
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namespace Game{
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enum class CastWaitProperty{
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WAIT_FOR_CAST_TIME,
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NO_WAIT,
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};
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inline void Update(const float fElapsedTime){
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game->SetElapsedTime(fElapsedTime);
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game->OnUserUpdate(fElapsedTime);
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}
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inline void CastAbilityAtLocation(Ability&ability,const vf2d&worldLoc,const CastWaitProperty castWaitTime=CastWaitProperty::WAIT_FOR_CAST_TIME){ //NOTE: screenLoc is the actual screen coordinates, NOT the world coordinates! You are defining the mouse position essentially.
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game->GetPlayer()->SetTestScreenAimingLocation(worldLoc);
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game->GetPlayer()->PrepareCast(ability);
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game->GetPlayer()->CastSpell(ability);
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Game::Update(ability.precastInfo.castTime);
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}
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inline void ChangeClass(Player*&player_in,const Class&cl){
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game->ChangePlayerClass(cl);
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player_in=game->GetPlayer();
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}
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inline std::weak_ptr<Item>GiveAndEquipEnchantedRing(const std::string_view enchantName,const EquipSlot slot=EquipSlot::RING1){
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std::weak_ptr<Item>nullRing{Inventory::AddItem("Null Ring"s)};
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Inventory::EquipItem(nullRing,slot);
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nullRing.lock()->_EnchantItem(enchantName);
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return nullRing;
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}
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}
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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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} |