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/ItemTests.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 <ranges>
#include "GameHelper.h"
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace olc::utils;
INCLUDE_GFX
INCLUDE_ITEM_DATA
INCLUDE_INITIALIZEGAMECONFIGURATIONS
extern std::mt19937 rng;
namespace ItemTests
{
TEST_CLASS(ItemTest)
{
public:
std::unique_ptr<AiL>testGame;
InputGroup testKeyboardInput;
Player*player;
HWButton*testKey;
TEST_METHOD_INITIALIZE(ItemInitialize){
InitializeGameConfigurations();
rng=std::mt19937{57189U};//Establish a fixed random seed on setup so the exact same results are generated every test run.
testGame.reset(new AiL(true));
ItemAttribute::Initialize();
ItemInfo::InitializeItems();
testGame->InitializeGraphics();
testGame->InitializeClasses();
sig::Animation::InitializeAnimations();
testGame->InitializeDefaultKeybinds();
testGame->InitializePlayer();
sig::Animation::SetupPlayerAnimations();
Menu::InitializeMenus();
Tutorial::Initialize();
Stats::InitializeDamageReductionTable();
GameState::Initialize();
GameState::STATE=GameState::states.at(States::State::GAME_RUN);
testGame->ResetLevelStates();
#pragma region Setup a fake test map and test monster
game->MAP_DATA["CAMPAIGN_1_1"];
ItemDrop::ClearDrops();
MonsterData testMonsterData{"TestName","Test Monster",1000,10,5,{MonsterDropData{"Health Potion",100.f,1,1}},200.f};
MONSTER_DATA["TestName"]=testMonsterData;
#pragma endregion
player=testGame->GetPlayer();
//Setup key "0" as a test input
testKeyboardInput.AddKeybind(Input{InputType::KEY,0});
testKey=testGame->GetKeyboardState(0);
testGame->olc_UpdateKeyFocus(true); //Force the game to be "focused" for tests. Required if we want keyboard inputs to work.
Menu::themes.SetInitialized();
GFX.SetInitialized();
}
TEST_METHOD_CLEANUP(ItemCleanupTests){
testGame->EndGame();
testGame->OnUserUpdate(0.f);
testGame.reset();
}
TEST_METHOD(ItemGiveTest){
Inventory::AddItem("Health Potion"s,3);
Assert::AreEqual(3U,Inventory::GetItemCount("Health Potion"s),L"Player has 3 Health Potions.");
}
TEST_METHOD(ItemRemoveTest){
Inventory::AddItem("Health Potion"s,3);
for(std::weak_ptr<Item>&item:Inventory::GetItem("Health Potion"s))Inventory::RemoveItem(item,3);
Assert::AreEqual(0U,Inventory::GetItemCount("Health Potion"s),L"Player has no Health Potions.");
}
TEST_METHOD(ItemQuantityStackTest){
Inventory::AddItem("Health Potion"s,3);
Inventory::AddItem("Health Potion"s,3);
Assert::AreEqual(6U,Inventory::GetItemCount("Health Potion"s),L"Player has 6 Health Potions.");
}
TEST_METHOD(EquipmentNoStackTest){
Inventory::AddItem("Ring of the Slime King"s);
Inventory::AddItem("Ring of the Slime King"s);
Inventory::AddItem("Ring of the Slime King"s);
int itemCounter{};
for(std::weak_ptr<Item>&item:Inventory::GetItem("Ring of the Slime King"s))itemCounter++;
Assert::AreEqual(3,itemCounter,L"3 separate item entries for Ring of the Slime King.");
}
TEST_METHOD(UsingBlankLoadoutItemDoesNothing){
Assert::IsFalse(game->UseLoadoutItem(0),L"Using a blank loadout item slot (0) does not produce a result.");
Assert::IsFalse(game->UseLoadoutItem(1),L"Using a blank loadout item slot (1) does not produce a result.");
Assert::IsFalse(game->UseLoadoutItem(2),L"Using a blank loadout item slot (2) does not produce a result.");
}
TEST_METHOD(UsingLoadoutItemOfQuantityZeroDoesNothing){
Assert::ExpectException<std::exception>([](){game->SetLoadoutItem(0,"Minor Health Potion");},L"Applying an item that doesn't exist to a loadout slot should not be allowed.");
}
TEST_METHOD(UsingLoadoutItemConsumesIt){
player->Hurt(1,player->OnUpperLevel(),player->GetZ());
Inventory::AddItem("Minor Health Potion"s,5U);
game->SetLoadoutItem(0,"Minor Health Potion");
testKey->bHeld=true; //Simulate key being pressed.
player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);
Assert::AreEqual(1,Inventory::loadoutItemsUsed[0].second,L"1 Health potion considered used in loadout inventory.");
Assert::AreEqual(4U,Inventory::GetItemCount("Minor Health Potion"s),L"4 Health potions remain in player's inventory.");
Assert::AreEqual(player->GetItem1().GetCooldownTime(),player->GetItem1().cooldown,L"Item 1 is now on cooldown.");
}
TEST_METHOD(ItemScriptBuffTest){
player->Hurt(1,player->OnUpperLevel(),player->GetZ());
Inventory::AddItem("Stat Up Everything Potion"s,5U);
game->SetLoadoutItem(0,"Stat Up Everything Potion");
testKey->bHeld=true; //Simulate key being pressed.
Assert::ExpectException<std::exception>([&](){player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);},L"If all buffs are properly applied, then some of these stat up buffs are illegal and will catch an exception.");
}
TEST_METHOD(FlatRestoreScriptTest){
player->Hurt(75,player->OnUpperLevel(),player->GetZ());
player->ConsumeMana(76);
Inventory::AddItem("Flat Recovery Potion"s,5U);
game->SetLoadoutItem(0,"Flat Recovery Potion");
testKey->bHeld=true; //Simulate key being pressed.
player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);
game->OnUserUpdate(0.f); //Wait an extra tick for the buff to begin going down.
game->SetElapsedTime(0.05f);
game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us. We're also going to gain one mana during this tick.
Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Flat Recovery Potion.");
Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Flat Recovery Potion.");
}
TEST_METHOD(PctRestoreScriptTest){
player->Hurt(75,player->OnUpperLevel(),player->GetZ());
player->ConsumeMana(76);
Inventory::AddItem("Pct Recovery Potion"s,5U);
game->SetLoadoutItem(1,"Pct Recovery Potion");
testKey->bHeld=true; //Simulate key being pressed.
player->CheckAndPerformAbility(player->GetItem2(),testKeyboardInput);
game->OnUserUpdate(0.f); //Wait an extra tick for the buff to begin going down.
game->SetElapsedTime(0.05f);
game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us.
Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Pct Recovery Potion.");
Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Pct Recovery Potion.");
}
TEST_METHOD(HealOverTimeTest){
player->Hurt(75,player->OnUpperLevel(),player->GetZ());
Inventory::AddItem("Bandages"s,5U);
game->SetLoadoutItem(2,"Bandages");
testKey->bHeld=true; //Simulate key being pressed.
player->CheckAndPerformAbility(player->GetItem3(),testKeyboardInput);
game->OnUserUpdate(0.f); //Wait an extra tick for the buff to begin going down.
game->SetElapsedTime(0.05f);
game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us.
Assert::AreEqual(30,player->GetHealth(),L"Player is immediately healed for 5 health points on Bandages use.");
game->SetElapsedTime(1.f);
game->OnUserUpdate(1.f);
for(int seconds{1};seconds<=6;seconds++){
Assert::AreEqual(30+seconds*5,player->GetHealth(),L"Player is healed again for 5 health points.");
game->OnUserUpdate(1.f);
}
Assert::AreEqual(60,player->GetHealth(),L"Player should not be healed now that the Bandages effect is over.");
}
TEST_METHOD(DisassembleAccessoryTest){
Inventory::AddItem("Ring of the Slime King"s);
std::weak_ptr<Item>disassembleRingTest{Inventory::AddItem("Ring of the Slime King"s)};
Inventory::AddItem("Ring of the Slime King"s);
Inventory::Disassemble(disassembleRingTest);
Assert::AreEqual(2U,Inventory::GetItemCount("Ring of the Slime King"s),L"Disassembly has removed one of the Slime King rings from our inventory.");
Assert::IsTrue(disassembleRingTest.expired(),L"Original reference to disassembled ring should now be invalid.");
Assert::AreEqual(1U,Inventory::GetItemCount(ITEM_DATA["Ring of the Slime King"].FragmentName()),L"Disassembly has given us a Slime King Ring Fragment.");
}
TEST_METHOD(DisassembleNonAccessoryTest){
Inventory::AddItem("Ring of the Slime King"s);
try{
Inventory::Disassemble(Inventory::AddItem("Test Armor"s));
Assert::Fail(L"Disassembling Test Armor succeeded! This should NOT be allowed!");
}catch(std::runtime_error&e){}
try{
Inventory::Disassemble(Inventory::AddItem("Green Slime Remains"s));
Assert::Fail(L"Disassembling Green Slime Remains succeeded! This should NOT be allowed!");
}catch(std::runtime_error&e){}
try{
Inventory::Disassemble(Inventory::AddItem("Health Potion"s));
Assert::Fail(L"Disassembling a Health Potion succeeded! This should NOT be allowed!");
}catch(std::runtime_error&e){}
}
TEST_METHOD(RefiningTest){
std::weak_ptr<Item>slimeKingRing{Inventory::AddItem("Ring of the Slime King"s)};
Assert::IsFalse(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should not be allowed to be refined since we have no fragments.");
std::weak_ptr<Item>testArmor{Inventory::AddItem("Test Armor"s)};
Assert::IsFalse(testArmor.lock()->CanBeRefined(),L"Test Armor should not be allowed to be refined since it's not an accessory.");
Inventory::AddItem(slimeKingRing.lock()->FragmentName(),50U);
Inventory::EquipItem(slimeKingRing,EquipSlot::RING1);
Assert::IsTrue(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should now be allowed to be refined since we meet all requirements.");
player->SetMoney(0);
Assert::IsFalse(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should not be allowed to be refined since we do not have enough money.");
player->SetMoney(10000);
while(slimeKingRing.lock()->CanBeRefined()){
RefineResult result{slimeKingRing.lock()->Refine()};
LOG(std::format("Enhanced {} by {}",result.first.Name(),result.second));
}
for(const auto&[attr,val]:slimeKingRing.lock()->RandomStats()){
Assert::AreEqual(ITEM_DATA[slimeKingRing.lock()->ActualName()].GetMaxStats().A_Read(attr),val,L"The current stats should be equal to the maximum stats when refinement is done.");
}
/*Ring of the Slime King has the following refining stats:
* StatValues = Health,Mana,Move Spd %
MinStats = 5,1,1
MaxStats = 20,4,3
*
Therefore, after this process is done the player should have 20 more health, 4 more mana, and 3% more move speed than normal.
*/
//These checks make sure that the refining call actually modifies already equipped items!
Assert::AreEqual(120,player->GetMaxHealth(),L"Player should now have 120 max health.");
Assert::AreEqual(104,player->GetMaxMana(),L"Player should now have 104 max mana.");
Assert::AreEqual(1.03f,player->GetMoveSpdMult(),L"Player should now have 103% move speed.");
}
TEST_METHOD(EnchantTestCheck){
std::weak_ptr<Item>slimeKingRing{Inventory::AddItem("Ring of the Slime King"s)};
Assert::IsFalse(slimeKingRing.lock()->HasEnchant());
bool obtainedDuplicate{false};
for(int i:std::ranges::iota_view(0,1000)){
std::optional<ItemEnchant>previousEnchant{slimeKingRing.lock()->GetEnchant()};
std::string previousEnchantName{};
if(slimeKingRing.lock()->HasEnchant())previousEnchantName=slimeKingRing.lock()->GetEnchant().value().Name();
slimeKingRing.lock()->_EnchantItem(ItemEnchant::RollRandomEnchant(previousEnchant));
Assert::IsTrue(slimeKingRing.lock()->HasEnchant());
if(previousEnchantName==slimeKingRing.lock()->GetEnchant().value().Name()){
bool improvementExists{false};
std::string statDowngrades{};
if(previousEnchant.value().HasAttributes()){
for(const auto&[attr,val]:previousEnchant.value()){
if(slimeKingRing.lock()->GetEnchant().value().GetAttribute(attr.ActualName())>val){
improvementExists=true;
break;
}else statDowngrades+=std::format("{} - Previous:{}, New:{}\n",attr.Name(),val,slimeKingRing.lock()->GetEnchant().value().GetAttribute(attr.ActualName()));
}
}else improvementExists=true;
Assert::IsTrue(improvementExists,util::wformat("Could not find a stat improvement for same name stat! {} THIS SHOULD NOT BE ALLOWED!",statDowngrades).c_str());
obtainedDuplicate=true;
}
if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value())); //Validate enchant is only for this class if it's a class-based ability.
}
testGame->ChangePlayerClass(WIZARD);
player=testGame->GetPlayer(); //The player pointer has been reassigned...
for(int i:std::ranges::iota_view(0,1000)){
std::optional<ItemEnchant> previousEnchant{slimeKingRing.lock()->GetEnchant()};
std::string previousEnchantName{};
if(slimeKingRing.lock()->HasEnchant())previousEnchantName=slimeKingRing.lock()->GetEnchant().value().Name();
slimeKingRing.lock()->_EnchantItem(ItemEnchant::RollRandomEnchant(previousEnchant));
Assert::IsTrue(slimeKingRing.lock()->HasEnchant());
if(previousEnchantName==slimeKingRing.lock()->GetEnchant().value().Name()){
bool improvementExists{false};
std::string statDowngrades{};
if(previousEnchant.value().HasAttributes()){
for(const auto&[attr,val]:previousEnchant.value()){
if(slimeKingRing.lock()->GetEnchant().value().GetAttribute(attr.ActualName())>val){
improvementExists=true;
break;
}else statDowngrades+=std::format("{} - Previous:{}, New:{}\n",attr.Name(),val,slimeKingRing.lock()->GetEnchant().value().GetAttribute(attr.ActualName()));
}
}else improvementExists=true;
Assert::IsTrue(improvementExists,util::wformat("Could not find a stat improvement for same name stat! {} THIS SHOULD NOT BE ALLOWED!",statDowngrades).c_str());
obtainedDuplicate=true;
}
if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value())); //Validate enchant is only for this class if it's a class-based ability.
}
Assert::IsTrue(obtainedDuplicate,L"During this test a duplicate enchant was never obtained! THIS SHOULD BE ALLOWED!");
}
TEST_METHOD(AccessoryAntiCompatibilityCheck){
std::weak_ptr<Item>extraRing{Inventory::AddItem("Ring of the Slime King"s)};
std::weak_ptr<Item>extraRing2{Inventory::AddItem("Ring of the Slime King"s)};
Inventory::EquipItem(extraRing,EquipSlot::RING2);
Assert::AreEqual(true,Item::SelectedEquipIsDifferent(extraRing2,EquipSlot::RING1),L"The game should allow equipping of any two normal rings that are not the same ring.");
Assert::AreEqual(false,Item::SelectedEquipIsDifferent(extraRing,EquipSlot::RING1),L"The game should not allow equipping the same ring if it's already equipped.");
Inventory::UnequipItem(EquipSlot::RING2);
Assert::AreEqual(true,Item::SelectedEquipIsDifferent(extraRing,EquipSlot::RING1),L"The game should allow equipping a ring to either blank slot if they're open.");
}
TEST_METHOD(AccessoryRandomEnchantTest){
std::weak_ptr<Item>extraRing{Inventory::AddItem("Ring of the Slime King"s)};
std::unordered_map<ItemEnchantInfo::ItemEnchantCategory,uint32_t>enchantCounts;
for(int i:std::ranges::iota_view(0,1000)){
Inventory::AddItem(extraRing.lock()->FragmentName(),"Fragment Enchant Cost"_i[0]);
player->AddMoney("Fragment Enchant Cost"_i[1]);
const ItemEnchant&resultEnchant{extraRing.lock()->ApplyRandomEnchant()};
if(resultEnchant.GetClass().has_value())Assert::AreEqual(int(resultEnchant.GetClass().value()),int(player->GetClass()),L"Player's class matches the class of the enchant.");
enchantCounts[resultEnchant.Category()]++;
Assert::AreEqual(true,extraRing.lock()->GetEnchant().has_value(),L"Ring is expected to be enchanted.");
Assert::AreEqual(resultEnchant.Name(),extraRing.lock()->GetEnchant().value().Name(),L"Ring is expected to be enchanted with the same enchant that was selected.");
Assert::AreEqual(false,player->HasEnchant(resultEnchant.Name()),L"Player is not expected to have the same enchant that was selected while the ring is unequipped.");
Inventory::EquipItem(extraRing,EquipSlot::RING1);
Assert::AreEqual(true,player->HasEnchant(resultEnchant.Name()),L"Player is expected to have the same enchant that was selected.");
Inventory::UnequipItem(EquipSlot::RING1);
}
Test::InRange(enchantCounts[ItemEnchantInfo::ItemEnchantCategory::GENERAL],{450U,550U},util::wformat("General enchants % is approx 50%."));
Test::InRange(enchantCounts[ItemEnchantInfo::ItemEnchantCategory::CLASS],{350U,450U},util::wformat("Class enchants % is approx 40%."));
Test::InRange(enchantCounts[ItemEnchantInfo::ItemEnchantCategory::UNIQUE],{50U,150U},util::wformat("Unique enchants % is approx 40%."));
}
TEST_METHOD(EnchantColorTest){
Assert::AreEqual("Item Enchants.General Enchants.Enchant Display Color"_Pixel.n,ItemEnchantInfo::GetEnchant("Health Boost").DisplayCol().n,L"Expecting a general enchant to have the general enchant pixel display color.");
Assert::AreEqual("Item Enchants.Class Enchants.Enchant Display Color"_Pixel.n,ItemEnchantInfo::GetEnchant("Quickdraw").DisplayCol().n,L"Expecting a class enchant to have the class enchant pixel display color.");
Assert::AreEqual("Item Enchants.Unique Enchants.Enchant Display Color"_Pixel.n,ItemEnchantInfo::GetEnchant("Magical Protection").DisplayCol().n,L"Expecting a unique enchant to have the unique enchant pixel display color.");
}
TEST_METHOD(CanBeEnchantedTest){
std::weak_ptr<Item>extraRing{Inventory::AddItem("Ring of the Slime King"s)};
std::weak_ptr<Item>testArmor{Inventory::AddItem("Test Armor"s)};
Assert::AreEqual(false,extraRing.lock()->CanBeEnchanted(),L"We don't have the money nor required fragments to enchant this item.");
Assert::AreEqual(false,testArmor.lock()->CanBeEnchanted(),L"We can't enchant armor.");
player->SetMoney(2000U);
Assert::AreEqual(false,extraRing.lock()->CanBeEnchanted(),L"We don't have the required fragments to enchant this item.");
player->SetMoney(0U);
Inventory::AddItem(extraRing.lock()->FragmentName(),"Fragment Enchant Cost"_i[0]);
Assert::AreEqual(false,extraRing.lock()->CanBeEnchanted(),L"We don't have the required money to enchant this item.");
player->SetMoney(2000U);
Assert::AreEqual(true,extraRing.lock()->CanBeEnchanted(),L"We don't have the required money to enchant this item.");
extraRing.lock()->ApplyRandomEnchant();
Assert::AreEqual(false,extraRing.lock()->CanBeEnchanted(),L"Ring cannot be enchanted again due to consumption of fragments.");
Inventory::AddItem(extraRing.lock()->FragmentName(),"Fragment Enchant Cost"_i[0]);
Assert::AreEqual(true,extraRing.lock()->CanBeEnchanted(),L"Ring can be enchanted again with the right amount of fragments.");
Assert::AreEqual(uint32_t(2000-"Fragment Enchant Cost"_i[1]),player->GetMoney(),util::wformat("Lost {} money due to enchanting ring.","Fragment Enchant Cost"_i[1]).c_str());
}
};
}