120 lines
4.7 KiB
C++
120 lines
4.7 KiB
C++
#ifdef TESTS_BUILD
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#include "../../extern/catch.hpp"
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#include "../../src/Battling/Flow/TurnOrdering.hpp"
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#include "../../src/Battling/TurnChoices/AttackTurnChoice.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;
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using namespace CreatureLib::Battling;
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TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
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auto lib = TestLibrary::Get();
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auto learnedAttack =
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LearnedAttack(lib->GetAttackLibrary()->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new PassTurnChoice(nullptr);
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auto choice2 = new AttackTurnChoice(nullptr, &learnedAttack, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = ArbUt::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<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 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);
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auto a2 = new LearnedAttack(l->Get("highPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = ArbUt::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<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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delete a1;
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delete a2;
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}
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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);
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auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = ArbUt::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<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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delete a1;
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delete a2;
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}
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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);
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auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = ArbUt::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<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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delete a1;
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delete a2;
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}
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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);
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auto a2 = new LearnedAttack(l->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = ArbUt::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<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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delete a1;
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delete a2;
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}
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#endif |