#ifdef TESTS_BUILD #include "../TestLibrary/TestLibrary.cpp" #include "../../src/Battling/TurnChoices/PassTurnChoice.hpp" #include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp" #include "../../src/Battling/Flow/TurnOrdering.hpp" using namespace CreatureLib; using namespace CreatureLib::Battling; TEST_CASE( "Turn ordering: Attack before pass", "[Battling]" ) { auto choice1 = new PassTurnChoice(nullptr); auto choice2 = new AttackTurnChoice(nullptr, nullptr, Target(0,0)); auto vec = std::vector{choice1, choice2}; auto rand = Core::Random(); TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); vec = std::vector{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]" ) { auto l = GetLibrary()->GetAttackLibrary(); auto a1 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown); auto a2 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown); auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0)); auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0)); auto vec = std::vector{choice1, choice2}; auto rand = Core::Random(); TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); vec = std::vector{choice2, choice1}; TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); delete choice1; delete choice2; delete a1; delete a2; } TEST_CASE( "Turn ordering: Higher priority goes before high priority", "[Battling]" ) { auto l = GetLibrary()->GetAttackLibrary(); auto a1 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown); auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown); auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0)); auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0)); auto vec = std::vector{choice1, choice2}; auto rand = Core::Random(); TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); vec = std::vector{choice2, choice1}; TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); delete choice1; delete choice2; delete a1; delete a2; } TEST_CASE( "Turn ordering: High priority goes before low priority", "[Battling]" ) { auto l = GetLibrary()->GetAttackLibrary(); auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown); auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown); auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0)); auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0)); auto vec = std::vector{choice1, choice2}; auto rand = Core::Random(); TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); vec = std::vector{choice2, choice1}; TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); delete choice1; delete choice2; delete a1; delete a2; } TEST_CASE( "Turn ordering: No priority goes before low priority", "[Battling]" ) { auto l = GetLibrary()->GetAttackLibrary(); auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown); auto a2 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown); auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0)); auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0)); auto vec = std::vector{choice1, choice2}; auto rand = Core::Random(); TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); vec = std::vector{choice2, choice1}; TurnOrdering::OrderChoices(vec,rand); CHECK(vec[0] == choice2); CHECK(vec[1] == choice1); delete choice1; delete choice2; delete a1; delete a2; } #endif