2020-02-22 13:16:38 +00:00
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#ifdef TESTS_BUILD
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#include "../../extern/catch.hpp"
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#include "../../src/Battling/Flow/ChoiceQueue.hpp"
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#include "../../src/Battling/Models/BattleSide.hpp"
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#include "../../src/Battling/Models/CreateCreature.hpp"
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#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
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#include "../TestLibrary/TestLibrary.hpp"
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using namespace CreatureLib::Battling;
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TEST_CASE("Move creature choice up next.", "[Battling]") {
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auto lib = TestLibrary::Get();
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2020-04-10 14:44:25 +00:00
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auto c1 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
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auto c2 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
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auto c3 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
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auto c4 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
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2020-02-22 13:16:38 +00:00
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std::vector<BaseTurnChoice*> choices = {
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new PassTurnChoice(c1),
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new PassTurnChoice(c2),
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new PassTurnChoice(c3),
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new PassTurnChoice(c4),
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};
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auto choiceQueue = ChoiceQueue(choices);
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CHECK(choiceQueue.MoveCreatureChoiceNext(c4));
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auto currentChoices = choiceQueue.GetInnerQueue();
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CHECK(currentChoices[0]->GetUser() == c4);
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CHECK(currentChoices[1]->GetUser() == c1);
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CHECK(currentChoices[2]->GetUser() == c2);
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CHECK(currentChoices[3]->GetUser() == c3);
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CHECK_FALSE(choiceQueue.MoveCreatureChoiceNext(c4));
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delete choiceQueue.Dequeue();
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delete choiceQueue.Dequeue();
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CHECK_FALSE(choiceQueue.MoveCreatureChoiceNext(c1));
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delete choiceQueue.Dequeue();
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delete choiceQueue.Dequeue();
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delete c1;
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delete c2;
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delete c3;
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delete c4;
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}
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#endif
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