The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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248 lines
13 KiB
248 lines
13 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 <ranges>
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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_INITIALIZEGAMECONFIGURATIONS
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extern std::mt19937 rng;
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namespace ItemTests
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{
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TEST_CLASS(ItemTest)
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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(ItemInitialize){
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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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#pragma region Setup a fake test map and test monster
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game->MAP_DATA["CAMPAIGN_1_1"];
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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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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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}
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TEST_METHOD_CLEANUP(CleanupTests){
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testGame->EndGame();
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}
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TEST_METHOD(ItemGiveTest){
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Inventory::AddItem("Health Potion"s,3);
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Assert::AreEqual(3U,Inventory::GetItemCount("Health Potion"s),L"Player has 3 Health Potions.");
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}
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TEST_METHOD(ItemRemoveTest){
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Inventory::AddItem("Health Potion"s,3);
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for(std::weak_ptr<Item>&item:Inventory::GetItem("Health Potion"s))Inventory::RemoveItem(item,3);
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Assert::AreEqual(0U,Inventory::GetItemCount("Health Potion"s),L"Player has no Health Potions.");
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}
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TEST_METHOD(ItemQuantityStackTest){
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Inventory::AddItem("Health Potion"s,3);
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Inventory::AddItem("Health Potion"s,3);
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Assert::AreEqual(6U,Inventory::GetItemCount("Health Potion"s),L"Player has 6 Health Potions.");
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}
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TEST_METHOD(EquipmentNoStackTest){
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Inventory::AddItem("Ring of the Slime King"s);
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Inventory::AddItem("Ring of the Slime King"s);
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Inventory::AddItem("Ring of the Slime King"s);
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int itemCounter{};
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for(std::weak_ptr<Item>&item:Inventory::GetItem("Ring of the Slime King"s))itemCounter++;
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Assert::AreEqual(3,itemCounter,L"3 separate item entries for Ring of the Slime King.");
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}
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TEST_METHOD(UsingBlankLoadoutItemDoesNothing){
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Assert::IsFalse(game->UseLoadoutItem(0),L"Using a blank loadout item slot (0) does not produce a result.");
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Assert::IsFalse(game->UseLoadoutItem(1),L"Using a blank loadout item slot (1) does not produce a result.");
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Assert::IsFalse(game->UseLoadoutItem(2),L"Using a blank loadout item slot (2) does not produce a result.");
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}
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TEST_METHOD(UsingLoadoutItemOfQuantityZeroDoesNothing){
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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.");
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}
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TEST_METHOD(UsingLoadoutItemConsumesIt){
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player->Hurt(1,player->OnUpperLevel(),player->GetZ());
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Inventory::AddItem("Minor Health Potion"s,5U);
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game->SetLoadoutItem(0,"Minor Health Potion");
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testKey->bHeld=true; //Simulate key being pressed.
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player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);
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Assert::AreEqual(1,Inventory::loadoutItemsUsed[0].second,L"1 Health potion considered used in loadout inventory.");
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Assert::AreEqual(4U,Inventory::GetItemCount("Minor Health Potion"s),L"4 Health potions remain in player's inventory.");
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Assert::AreEqual(player->GetItem1().GetCooldownTime(),player->GetItem1().cooldown,L"Item 1 is now on cooldown.");
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}
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TEST_METHOD(ItemScriptBuffTest){
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player->Hurt(1,player->OnUpperLevel(),player->GetZ());
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Inventory::AddItem("Stat Up Everything Potion"s,5U);
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game->SetLoadoutItem(0,"Stat Up Everything Potion");
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testKey->bHeld=true; //Simulate key being pressed.
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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.");
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}
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TEST_METHOD(FlatRestoreScriptTest){
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player->Hurt(75,player->OnUpperLevel(),player->GetZ());
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player->ConsumeMana(76);
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Inventory::AddItem("Flat Recovery Potion"s,5U);
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game->SetLoadoutItem(0,"Flat Recovery Potion");
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testKey->bHeld=true; //Simulate key being pressed.
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player->CheckAndPerformAbility(player->GetItem1(),testKeyboardInput);
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game->SetElapsedTime(0.05f);
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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.
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Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Flat Recovery Potion.");
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Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Flat Recovery Potion.");
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}
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TEST_METHOD(PctRestoreScriptTest){
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player->Hurt(75,player->OnUpperLevel(),player->GetZ());
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player->ConsumeMana(76);
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Inventory::AddItem("Pct Recovery Potion"s,5U);
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game->SetLoadoutItem(1,"Pct Recovery Potion");
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testKey->bHeld=true; //Simulate key being pressed.
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player->CheckAndPerformAbility(player->GetItem2(),testKeyboardInput);
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game->SetElapsedTime(0.05f);
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game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us.
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Assert::AreEqual(75,player->GetHealth(),L"Player Health is 75 after using Pct Recovery Potion.");
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Assert::AreEqual(75,player->GetMana(),L"Player Mana is 75 after using Pct Recovery Potion.");
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}
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TEST_METHOD(HealOverTimeTest){
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player->Hurt(75,player->OnUpperLevel(),player->GetZ());
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Inventory::AddItem("Bandages"s,5U);
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game->SetLoadoutItem(2,"Bandages");
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testKey->bHeld=true; //Simulate key being pressed.
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player->CheckAndPerformAbility(player->GetItem3(),testKeyboardInput);
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game->SetElapsedTime(0.05f);
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game->OnUserUpdate(0.05f);//Wait some time as the item applies a buff that heals us.
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Assert::AreEqual(30,player->GetHealth(),L"Player is immediately healed for 5 health points on Bandages use.");
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game->SetElapsedTime(1.f);
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game->OnUserUpdate(1.f);
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for(int seconds{1};seconds<=6;seconds++){
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Assert::AreEqual(30+seconds*5,player->GetHealth(),L"Player is healed again for 5 health points.");
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game->OnUserUpdate(1.f);
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}
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Assert::AreEqual(60,player->GetHealth(),L"Player should not be healed now that the Bandages effect is over.");
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}
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TEST_METHOD(DisassembleAccessoryTest){
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Inventory::AddItem("Ring of the Slime King"s);
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std::weak_ptr<Item>disassembleRingTest{Inventory::AddItem("Ring of the Slime King"s)};
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Inventory::AddItem("Ring of the Slime King"s);
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Inventory::Disassemble(disassembleRingTest);
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Assert::AreEqual(2U,Inventory::GetItemCount("Ring of the Slime King"s),L"Disassembly has removed one of the Slime King rings from our inventory.");
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Assert::IsTrue(disassembleRingTest.expired(),L"Original reference to disassembled ring should now be invalid.");
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Assert::AreEqual(1U,Inventory::GetItemCount(ITEM_DATA["Ring of the Slime King"].FragmentName()),L"Disassembly has given us a Slime King Ring Fragment.");
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}
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TEST_METHOD(DisassembleNonAccessoryTest){
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Inventory::AddItem("Ring of the Slime King"s);
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try{
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Inventory::Disassemble(Inventory::AddItem("Test Armor"s));
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Assert::Fail(L"Disassembling Test Armor succeeded! This should NOT be allowed!");
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}catch(std::runtime_error&e){}
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try{
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Inventory::Disassemble(Inventory::AddItem("Green Slime Remains"s));
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Assert::Fail(L"Disassembling Green Slime Remains succeeded! This should NOT be allowed!");
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}catch(std::runtime_error&e){}
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try{
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Inventory::Disassemble(Inventory::AddItem("Health Potion"s));
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Assert::Fail(L"Disassembling a Health Potion succeeded! This should NOT be allowed!");
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}catch(std::runtime_error&e){}
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}
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TEST_METHOD(RefiningTest){
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std::weak_ptr<Item>slimeKingRing{Inventory::AddItem("Ring of the Slime King"s)};
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Assert::IsFalse(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should not be allowed to be refined since we have no fragments.");
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std::weak_ptr<Item>testArmor{Inventory::AddItem("Test Armor"s)};
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Assert::IsFalse(testArmor.lock()->CanBeRefined(),L"Test Armor should not be allowed to be refined since it's not an accessory.");
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Inventory::AddItem(slimeKingRing.lock()->FragmentName(),50U);
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Assert::IsTrue(slimeKingRing.lock()->CanBeRefined(),L"Ring of the Slime King should now be allowed to be refined since we meet all requirements.");
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player->SetMoney(0);
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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.");
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player->SetMoney(10000);
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while(slimeKingRing.lock()->CanBeRefined()){
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RefineResult result{slimeKingRing.lock()->Refine()};
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LOG(std::format("Enhanced {} by {}",result.first.Name(),result.second));
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}
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for(const auto&[attr,val]:slimeKingRing.lock()->RandomStats()){
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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.");
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}
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}
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TEST_METHOD(EnchantTestCheck){
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std::weak_ptr<Item>slimeKingRing{Inventory::AddItem("Ring of the Slime King"s)};
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Assert::IsFalse(slimeKingRing.lock()->HasEnchant());
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for(int i:std::ranges::iota_view(0,1000)){
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slimeKingRing.lock()->EnchantItem(ItemEnchant::RollRandomEnchant());
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Assert::IsTrue(slimeKingRing.lock()->HasEnchant());
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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.
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}
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testGame->ChangePlayerClass(WIZARD);
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player=testGame->GetPlayer(); //The player pointer has been reassigned...
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for(int i:std::ranges::iota_view(0,1000)){
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slimeKingRing.lock()->EnchantItem(ItemEnchant::RollRandomEnchant());
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Assert::IsTrue(slimeKingRing.lock()->HasEnchant());
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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.
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}
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}
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};
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}
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