CreatureLib/tests/BattleTests/CreatureTests.cpp

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#ifdef TESTS_BUILD
#include "../../extern/doctest.hpp"
#include "../../src/Battling/Models/Battle.hpp"
#include "../../src/Battling/Models/CreateCreature.hpp"
#include "../TestLibrary/TestLibrary.hpp"
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using namespace CreatureLib::Battling;
TEST_CASE("Create basic creature") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
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delete creature;
}
TEST_CASE("Get creature species") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
REQUIRE(creature->GetSpecies()->GetName() == "testSpecies1"_cnc);
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delete creature;
}
TEST_CASE("Get creature level") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
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REQUIRE(creature->GetLevel() == 1);
delete creature;
}
TEST_CASE("Get creature variant when unset") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
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REQUIRE(creature->GetVariant()->GetName() == "default");
delete creature;
}
TEST_CASE("Get creature nickname when unset") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).WithNickname("foo").Create();
REQUIRE(creature->GetNickname() == "foo");
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delete creature;
}
TEST_CASE("Increase creature stat boost") {
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
creature->ChangeStatBoost(CreatureLib::Library::Statistic::PhysicalAttack, 6);
REQUIRE(creature->GetStatBoost(CreatureLib::Library::Statistic::PhysicalAttack) == 6);
delete creature;
}
TEST_CASE("Override Creature talent") {
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auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
creature->OverrideActiveTalent("foobar");
REQUIRE(creature->GetActiveTalent() == "foobar");
delete creature;
}
TEST_CASE("Creature can be deleted before battle is deleted") {
// This should not happen during normal battle executions, but can happen for certain GC solutions. We should not
// segfault in this case, but deal with it properly.
auto library = TestLibrary::Get();
auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
auto battle = new Battle(library, {});
auto side = battle->GetSides()[0];
side->SetCreature(creature, 0);
delete creature;
delete battle;
}
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#endif