CreatureLib/tests/BattleTests/TurnOrderTests.cpp

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#ifdef TESTS_BUILD
#include "../../extern/catch.hpp"
#include "../../src/Battling/Flow/TurnOrdering.hpp"
#include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp"
#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
#include "../TestLibrary/TestLibrary.hpp"
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using namespace CreatureLib;
using namespace CreatureLib::Battling;
TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
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auto lib = TestLibrary::Get();
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auto learnedAttack =
LearnedAttack(lib->GetAttackLibrary()->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto choice1 = new PassTurnChoice(nullptr);
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auto choice2 = new AttackTurnChoice(nullptr, &learnedAttack, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
}
TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]") {
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const auto& l = TestLibrary::Get()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("highPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
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delete a1;
delete a2;
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}
TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling]") {
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const auto& l = TestLibrary::Get()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->Get("highPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
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delete a1;
delete a2;
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}
TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]") {
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const auto& l = TestLibrary::Get()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->Get("lowPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
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delete a1;
delete a2;
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}
TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
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const auto& l = TestLibrary::Get()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->Get("lowPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
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delete a1;
delete a2;
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}
#endif