CreatureLib/tests/BattleTests/TurnOrderTests.cpp

102 lines
4.0 KiB
C++

#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);
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const 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]" ) {
auto l = GetLibrary()->GetAttackLibrary();
auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown));
auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
}
TEST_CASE( "Turn ordering: Higher priority goes before high priority", "[Battling]" ) {
auto l = GetLibrary()->GetAttackLibrary();
auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown));
auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const 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 low priority", "[Battling]" ) {
auto l = GetLibrary()->GetAttackLibrary();
auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown));
auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
}
TEST_CASE( "Turn ordering: No priority goes before low priority", "[Battling]" ) {
auto l = GetLibrary()->GetAttackLibrary();
auto choice1 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown));
auto choice2 = new AttackTurnChoice(nullptr, new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
}
#endif