# include "../entity.h"
# include "../item.h"
# include "../layers.h"
# include <string>
# define OLC_PGE_APPLICATION
# include "../pixelGameEngine.h"
# define OLC_PGEX_SPLASHSCREEN
# include "../splash.h"
# define OLC_SOUNDWAVE
# include "../defines.h"
# include "../soundwaveEngine.h"
# include "../tiles.h"
# include "../references.h"
# include "../states.h"
# include "../flags.h"
# include <assert.h>
# include "../cutscene.h"
# include "../encounters.h"
# include "../particle.h"
# include "../effect.h"
# include "../battleproperty.h"
# include "test.h"
# include "../SeasonI.h"
extern std : : array < Entity * , 7 > PARTY_MEMBER_STATS ;
extern Entity : : pstats_t partyMemberDefaultStats ;
extern std : : map < std : : string , Decal * > SPRITES ;
extern std : : map < std : : string , Animation * > ANIMATIONS ;
extern std : : array < Object * , 4 > PARTY_MEMBER_OBJ ;
extern std : : map < int , Object * > OBJ_INFO ;
extern std : : map < BattleMoveName , Battle : : Move * > MOVELIST ;
extern std : : vector < Encounter * > ENCOUNTER_LIST ;
extern std : : map < Property , BattleProperty * > BATTLE_PROPERTIES ;
int testCount = 0 ;
void Test ( std : : string name , bool success ) {
testCount + + ;
std : : cout < < " Test ( " < < testCount < < " ) " < < name < < " ... " < < std : : endl ;
assert ( success ) ;
std : : cout < < " Passed " < < std : : endl ;
} ;
void TestSpriteUndefined ( std : : vector < std : : string > sprList ) {
for ( int i = 0 ; i < sprList . size ( ) ; i + + ) {
Test ( " Sprite " + sprList [ i ] + " should not be initialized " ,
SPRITES [ sprList [ i ] ] = = nullptr ) ;
}
}
void TestSpriteInitialized ( std : : vector < std : : string > sprList ) {
for ( int i = 0 ; i < sprList . size ( ) ; i + + ) {
Test ( " Sprite " + sprList [ i ] + " should be initialized " ,
SPRITES [ sprList [ i ] ] ! = nullptr ) ;
Test ( " Sprite " + sprList [ i ] + " should have a non-zero width and height " ,
SPRITES [ sprList [ i ] ] - > sprite - > width ! = 0 & & SPRITES [ " terrainmap.png " ] - > sprite - > height ! = 0 ) ;
}
}
bool SeasonI : : OnUserCreate ( ) {
for ( int i = 0 ; i < PARTY_MEMBER_STATS . size ( ) ; i + + ) {
Test ( " Party Member stats should not be initialized " ,
PARTY_MEMBER_STATS [ i ] = = nullptr ) ;
}
Test ( " No battle moves are loaded " ,
MOVELIST . size ( ) = = 0 ) ;
SetupPartyMemberStats ( ) ;
Test ( " Battle moves now exist (still not defined) " ,
MOVELIST . size ( ) > 0 ) ;
for ( int i = 0 ; i < PARTY_MEMBER_STATS . size ( ) ; i + + ) {
Test ( " Party Members get initialized with correct defaults " ,
PARTY_MEMBER_STATS [ i ] - > stats = = partyMemberDefaultStats ) ;
}
TestSpriteUndefined ( { " terrainmap.png " , " pixel.png " , " bufficons.png " , " rollingcounter.png " , " additionalFont.png " } ) ;
SetupAnimations ( ) ;
TestSpriteInitialized ( { " terrainmap.png " , " pixel.png " , " bufficons.png " , " rollingcounter.png " , " additionalFont.png " } ) ;
Test ( " Player animation is undefined " ,
ANIMATIONS . count ( " player.png " ) = = 0 ) ;
Test ( " Party Member Object is not setup " ,
PARTY_MEMBER_OBJ [ 0 ] = = nullptr ) ;
vd2d testPos = { 0 , 0 } , testScale = { 2 , 2 } ;
CreateObjectInfo ( new Standard_Obj ( PLAYER , " player " , testPos , nullptr , testScale , MAGENTA , 32 ) , " player.png " , 32 ) ;
Test ( " Player animation is defined " ,
ANIMATIONS [ " player.png " ] ! = nullptr ) ;
Decal * playerAnimPointer = ANIMATIONS [ " player.png " ] - > spr ;
Test ( " Player animation is setup correctly " ,
ANIMATIONS [ " player.png " ] - > frames > 0 & & ANIMATIONS [ " player.png " ] - > spr ! = nullptr ) ;
Test ( " Object Info database now has 1 entry " ,
OBJ_INFO . size ( ) = = 1 ) ;
Test ( " Object Info is correctly assigned " ,
OBJ_INFO [ 0 ] - > name = = " player " & & OBJ_INFO [ 0 ] - > id = = PLAYER & & OBJ_INFO [ 0 ] - > GetPos ( ) = = testPos & & OBJ_INFO [ 0 ] - > GetScale ( ) = = testScale & & OBJ_INFO [ 0 ] - > color = = MAGENTA & & OBJ_INFO [ 0 ] - > spr - > width = = 32 ) ;
delete OBJ_INFO [ PLAYER ] ;
OBJ_INFO . erase ( PLAYER ) ;
Test ( " Object Info is cleared " ,
OBJ_INFO . size ( ) = = 0 ) ;
SetupObjectInfo ( ) ;
Test ( " Using the same sprite definition does not cause memory leak " ,
playerAnimPointer = = OBJ_INFO [ 0 ] - > spr - > spr ) ;
Test ( " No encounters are loaded " ,
ENCOUNTER_LIST . size ( ) = = 0 ) ;
SetupEncounters ( ) ;
Test ( " SetupEncounters() loads up new encounters " ,
ENCOUNTER_LIST . size ( ) > 0 ) ;
Encounter * testEncounter = new Encounter ( encounter : : ENCOUNTER_1 , { 0 , 0 } , std : : array < vd2d , 4 > { vd2d
{ grid ( 1 , 2 ) } , { grid ( 2 , 2 ) } , { grid ( 3 , 2 ) } , { grid ( 4 , 2 ) } } ,
std : : vector < Entity * > {
new Entity ( new Standard_Obj (
NPC1_4 , " Test Obj " , 3 , 2 , ANIMATIONS [ " player.png " ] ) ,
{ HP : 70 , maxHP : 70 , PP : 10 , maxPP : 10 , baseAtk : 14 , speed : 5 , resistances : { 0 , 0 , 0 , 0 } } , std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE2 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE3 ] ,
} ,
{ ITEMLIST [ ItemName : : COOKIE ] } ,
돈 20 ) ,
new Entity ( new Standard_Obj (
NPC1_4 , " Test Obj 2 " , 1 , 3 , ANIMATIONS [ " player.png " ] ) ,
{ HP : 70 , maxHP : 70 , PP : 10 , maxPP : 10 , baseAtk : 14 , speed : 5 , resistances : { 0 , 0 , 0 , 0 } } , std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE2 ] ,
} ,
{ ITEMLIST [ ItemName : : PIZZA ] } ) ,
new Entity ( new Standard_Obj (
NPC1_4 , " Test Obj 3 " , 2 , 2 , ANIMATIONS [ " player.png " ] ) ,
{ HP : 70 , maxHP : 70 , PP : 10 , maxPP : 10 , baseAtk : 14 , speed : 5 , resistances : { 0 , 0 , 0 , 0 } } , std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
} ) ,
} ) ;
Test ( " Test encounter has three entities " ,
testEncounter - > objs . size ( ) = = 3 ) ;
Test ( " Test encounter uses ID ENCOUNTER_1 " ,
testEncounter - > id = = encounter : : ENCOUNTER_1 ) ;
testPos = { 0 , 0 } ;
Test ( " Test encounter uses position ( " + std : : to_string ( testPos . x ) + " , " + std : : to_string ( testPos . y ) + " ) " ,
testEncounter - > pos = = testPos ) ;
Test ( " Test encounter player positions are correct " ,
testEncounter - > playerPos = = std : : array < vd2d , 4 > { vd2d { grid ( 1 , 2 ) } , { grid ( 2 , 2 ) } , { grid ( 3 , 2 ) } , { grid ( 4 , 2 ) } } ) ;
Test ( " Test encounter grid positions are correct " ,
testEncounter - > playerPos = = std : : array < vd2d , 4 > { vd2d { grid ( 1 , 2 ) } , { grid ( 2 , 2 ) } , { grid ( 3 , 2 ) } , { grid ( 4 , 2 ) } } ) ;
Test ( " Enemy 1 has 3 battle moves " ,
testEncounter - > objs [ 0 ] - > moveSet = = std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE2 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE3 ] ,
} ) ;
Test ( " Enemy 1 has a cookie as a drop " ,
testEncounter - > objs [ 0 ] - > inventory = = std : : vector < Item * > { ITEMLIST [ ItemName : : COOKIE ] } ) ;
Test ( " Enemy 1 gives 20 money. " ,
testEncounter - > objs [ 0 ] - > money = = 20 ) ;
Test ( " Enemy 2 has 2 battle moves. " ,
testEncounter - > objs [ 1 ] - > moveSet = = std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
MOVELIST [ BattleMoveName : : TESTMOVE2 ] ,
} ) ;
Test ( " Enemy 2 has a pizza as a drop " ,
testEncounter - > objs [ 1 ] - > inventory = = std : : vector < Item * > { ITEMLIST [ ItemName : : PIZZA ] } ) ;
Test ( " Enemy 2 gives 0 money. " ,
testEncounter - > objs [ 1 ] - > money = = 0 ) ;
Test ( " Enemy 3 has 1 battle move. " ,
testEncounter - > objs [ 2 ] - > moveSet = = std : : vector < Battle : : Move * > {
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ,
} ) ;
Test ( " Enemy 3 has no items to drop " ,
testEncounter - > objs [ 2 ] - > inventory = = std : : vector < Item * > { } ) ;
Test ( " Enemy 3 gives 0 money. " ,
testEncounter - > objs [ 2 ] - > money = = 0 ) ;
Test ( " There are no battle properties " ,
BATTLE_PROPERTIES . size ( ) = = 0 ) ;
SetupBattleProperties ( ) ;
Test ( " Battle Properties populated " ,
BATTLE_PROPERTIES . size ( ) > 0 ) ;
Test ( " Test Move 1 exists in the map. " ,
MOVELIST . count ( BattleMoveName : : TESTMOVE1 ) ) ;
Test ( " Test Move 1 is undefined " ,
MOVELIST [ BattleMoveName : : TESTMOVE1 ] = = nullptr ) ;
MOVELIST [ BattleMoveName : : TESTMOVE1 ] = new Battle : : Move { " Test Move 1 " , " An attack " , baseDmg : 30 , randomDmg : 5 , range : 6 , channelTime : 27 , friendly : false } ;
Test ( " Verify Test Move 1's now set properly " ,
MOVELIST [ BattleMoveName : : TESTMOVE1 ] ! = nullptr ) ;
Test ( " Verify Test Move 1's Power Name shows up correctly " ,
MOVELIST [ BattleMoveName : : TESTMOVE1 ] - > GetPowerName ( ) = = " Test Move 1 " ) ;
MOVELIST [ BattleMoveName : : TESTMOVE1 ] - > grade = GAMMA ;
Test ( " Verify Test Move 1's Power Name shows up correctly with a grade " ,
MOVELIST [ BattleMoveName : : TESTMOVE1 ] - > GetPowerName ( ) = = " Test Move 1 " + std : : string ( 1 , ( char ) GAMMA ) ) ;
Test ( " Cookie is undefined " ,
ITEMLIST [ ItemName : : COOKIE ] = = nullptr ) ;
SetupItemList ( ) ;
Test ( " Cookie is defined " ,
ITEMLIST [ ItemName : : COOKIE ] ! = nullptr ) ;
delete ITEMLIST [ ItemName : : COOKIE ] ;
ITEMLIST . erase ( ItemName : : COOKIE ) ;
ITEMLIST [ ItemName : : COOKIE ] = new Item ( " Cookie " , " A delightful little treat. Restores 40 HP. " , 2 , { hpRecovery : 40 , consumable : Consumable : : FRIENDLY , sellPrice : 2 } ) ;
Test ( " Cookie name is set properly " ,
ITEMLIST [ ItemName : : COOKIE ] - > name = = " Cookie " ) ;
Test ( " Cookie description is set properly " ,
ITEMLIST [ ItemName : : COOKIE ] - > description = = " A delightful little treat. Restores 40 HP. " ) ;
Test ( " Cookie drop chance is set properly " ,
ITEMLIST [ ItemName : : COOKIE ] - > dropChance = = 2 ) ;
delete ITEMLIST [ ItemName : : FREEZE_PACKET ] ;
ITEMLIST . erase ( ItemName : : FREEZE_PACKET ) ;
ITEMLIST [ ItemName : : FREEZE_PACKET ] = new Item ( " Freeze Packet " , " Lets out some blistering cold weather. " , 256 , { consumable : Consumable : : ENEMY , sellPrice : 36 } , MOVELIST [ BattleMoveName : : FREEZE_PACKET ] ) ;
Test ( " Freeze Packet name is set properly " ,
ITEMLIST [ ItemName : : FREEZE_PACKET ] - > name = = " Freeze Packet " ) ;
Test ( " Freeze Packet description is set properly " ,
ITEMLIST [ ItemName : : FREEZE_PACKET ] - > description = = " Lets out some blistering cold weather. " ) ;
Test ( " Freeze Packet drop chance is set properly " ,
ITEMLIST [ ItemName : : FREEZE_PACKET ] - > dropChance = = 2 ) ;
return true ;
}
bool SeasonI : : OnUserUpdate ( float fElapsedTime )
{
return true ;
}
int main ( ) {
SeasonI demo ;
if ( demo . Construct ( WIDTH , HEIGHT , 4 , 4 ) )
demo . Start ( ) ;
return 0 ;
}