CreatureLib/tests/BattleTests/TurnOrderTests.cpp

108 lines
4.7 KiB
C++

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