Priority tests
continuous-integration/drone/push Build is failing
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continuous-integration/drone/push Build is failing
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@ -25,4 +25,78 @@ TEST_CASE( "Turn ordering: Attack before pass", "[Battling]" ) {
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delete choice2;
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}
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TEST_CASE( "Turn ordering: High priority goes before no priority", "[Battling]" ) {
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auto l = GetLibrary()->GetAttackLibrary();
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auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown));
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auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown));
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auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
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auto rand = Core::Random();
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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delete choice1;
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delete choice2;
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}
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TEST_CASE( "Turn ordering: Higher priority goes before high priority", "[Battling]" ) {
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auto l = GetLibrary()->GetAttackLibrary();
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auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown));
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auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown));
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auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
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auto rand = Core::Random();
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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delete choice1;
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delete choice2;
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}
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TEST_CASE( "Turn ordering: High priority goes before low priority", "[Battling]" ) {
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auto l = GetLibrary()->GetAttackLibrary();
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auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown));
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auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown));
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auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
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auto rand = Core::Random();
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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delete choice1;
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delete choice2;
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}
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TEST_CASE( "Turn ordering: No priority goes before low priority", "[Battling]" ) {
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auto l = GetLibrary()->GetAttackLibrary();
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auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown));
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auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown));
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auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
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auto rand = Core::Random();
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
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TurnOrdering::OrderChoices(vec,rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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delete choice1;
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delete choice2;
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}
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#endif
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@ -20,6 +20,14 @@ static SpeciesLibrary* BuildSpeciesLibrary(){
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static AttackLibrary* BuildAttackLibrary(){
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auto l = new AttackLibrary();
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l->LoadAttack("standard", new AttackData("standard", "normal", AttackCategory::Physical,
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20, 100, 30, AttackTarget::AdjacentOpponent,0, {}));
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l->LoadAttack("highPriority", new AttackData("highPriority", "normal", AttackCategory::Physical,
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20, 100, 30, AttackTarget::AdjacentOpponent,1, {}));
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l->LoadAttack("higherPriority", new AttackData("higherPriority", "normal", AttackCategory::Physical,
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20, 100, 30, AttackTarget::AdjacentOpponent,2, {}));
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l->LoadAttack("lowPriority", new AttackData("lowPriority", "normal", AttackCategory::Physical,
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20, 100, 30, AttackTarget::AdjacentOpponent,-1, {}));
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return l;
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}
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