mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
301 lines
10 KiB
C++
301 lines
10 KiB
C++
|
#include "GameDependencies.h"
|
||
|
#include <gtest/gtest.h>
|
||
|
|
||
|
#include "BitStream.h"
|
||
|
#include "DestroyableComponent.h"
|
||
|
#include "Entity.h"
|
||
|
|
||
|
class DestroyableTest : public GameDependenciesTest {
|
||
|
protected:
|
||
|
Entity* baseEntity;
|
||
|
DestroyableComponent* destroyableComponent;
|
||
|
CBITSTREAM
|
||
|
uint32_t flags = 0;
|
||
|
void SetUp() override {
|
||
|
SetUpDependencies();
|
||
|
baseEntity = new Entity(15, GameDependenciesTest::info);
|
||
|
destroyableComponent = new DestroyableComponent(baseEntity);
|
||
|
baseEntity->AddComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent);
|
||
|
// Initialize some values to be not default
|
||
|
destroyableComponent->SetMaxHealth(12345.0f);
|
||
|
destroyableComponent->SetHealth(23);
|
||
|
destroyableComponent->SetMaxArmor(14.0f);
|
||
|
destroyableComponent->SetArmor(7);
|
||
|
destroyableComponent->SetMaxImagination(14000.0f);
|
||
|
destroyableComponent->SetImagination(6000);
|
||
|
destroyableComponent->SetIsSmashable(true);
|
||
|
destroyableComponent->SetExplodeFactor(1.1f);
|
||
|
destroyableComponent->AddFactionNoLookup(-1);
|
||
|
destroyableComponent->AddFactionNoLookup(6);
|
||
|
}
|
||
|
|
||
|
void TearDown() override {
|
||
|
delete baseEntity;
|
||
|
TearDownDependencies();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Test Construction of a DestroyableComponent
|
||
|
*/
|
||
|
TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
|
||
|
destroyableComponent->Serialize(&bitStream, true, flags);
|
||
|
// Assert that the full number of bits are present
|
||
|
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 460);
|
||
|
{
|
||
|
// Now read in the full serialized construction BitStream
|
||
|
bool optionStatusImmunityInfo{}; // Values under this option are unused.
|
||
|
bool optionStatsInfo{};
|
||
|
uint32_t currentHealth{};
|
||
|
float maxHealth{};
|
||
|
uint32_t currentArmor{};
|
||
|
float maxArmor{};
|
||
|
uint32_t currentImagination{};
|
||
|
float maxImagination{};
|
||
|
uint32_t damageAbsorptionPoints{};
|
||
|
bool hasImmunity{};
|
||
|
bool isGmImmune{};
|
||
|
bool isShielded{};
|
||
|
float actualMaxHealth{};
|
||
|
float actualMaxArmor{};
|
||
|
float actualMaxImagination{};
|
||
|
uint32_t factionsSize{};
|
||
|
std::vector<int32_t> factions{};
|
||
|
bool isSmashable{};
|
||
|
bool isDead{};
|
||
|
bool isSmashed{};
|
||
|
bool isModuleAssembly{};
|
||
|
bool optionExplodeFactor{};
|
||
|
float explodeFactor{};
|
||
|
bool optionIsOnThreatList{};
|
||
|
bool isThreatened{};
|
||
|
bitStream.Read(optionStatusImmunityInfo);
|
||
|
|
||
|
bitStream.Read(optionStatsInfo);
|
||
|
bitStream.Read(currentHealth);
|
||
|
bitStream.Read(maxHealth);
|
||
|
bitStream.Read(currentArmor);
|
||
|
bitStream.Read(maxArmor);
|
||
|
bitStream.Read(currentImagination);
|
||
|
bitStream.Read(maxImagination);
|
||
|
bitStream.Read(damageAbsorptionPoints);
|
||
|
bitStream.Read(hasImmunity);
|
||
|
bitStream.Read(isGmImmune);
|
||
|
bitStream.Read(isShielded);
|
||
|
bitStream.Read(actualMaxHealth);
|
||
|
bitStream.Read(actualMaxArmor);
|
||
|
bitStream.Read(actualMaxImagination);
|
||
|
bitStream.Read(factionsSize);
|
||
|
for (uint32_t i = 0; i < factionsSize; i++) {
|
||
|
int32_t factionID{};
|
||
|
bitStream.Read(factionID);
|
||
|
factions.push_back(factionID);
|
||
|
}
|
||
|
bitStream.Read(isSmashable); // This is an option later and also a flag at this spot
|
||
|
bitStream.Read(isDead);
|
||
|
bitStream.Read(isSmashed);
|
||
|
// if IsSmashable is true, read the next bits.
|
||
|
bitStream.Read(isModuleAssembly);
|
||
|
bitStream.Read(optionExplodeFactor);
|
||
|
bitStream.Read(explodeFactor);
|
||
|
|
||
|
bitStream.Read(optionIsOnThreatList);
|
||
|
bitStream.Read(isThreatened);
|
||
|
EXPECT_EQ(optionStatusImmunityInfo, false);
|
||
|
|
||
|
EXPECT_EQ(optionStatsInfo, true);
|
||
|
EXPECT_EQ(currentHealth, 23);
|
||
|
EXPECT_EQ(maxHealth, 12345.0f);
|
||
|
EXPECT_EQ(currentArmor, 7);
|
||
|
EXPECT_EQ(maxArmor, 14.0f);
|
||
|
EXPECT_EQ(currentImagination, 6000);
|
||
|
EXPECT_EQ(maxImagination, 14000.0f);
|
||
|
EXPECT_EQ(damageAbsorptionPoints, 0.0f);
|
||
|
EXPECT_EQ(hasImmunity, false);
|
||
|
EXPECT_EQ(isGmImmune, false);
|
||
|
EXPECT_EQ(isShielded, false);
|
||
|
EXPECT_EQ(actualMaxHealth, 12345.0f);
|
||
|
EXPECT_EQ(actualMaxArmor, 14.0f);
|
||
|
EXPECT_EQ(actualMaxImagination, 14000.0f);
|
||
|
EXPECT_EQ(factionsSize, 2);
|
||
|
EXPECT_NE(std::find(factions.begin(), factions.end(), -1), factions.end());
|
||
|
EXPECT_NE(std::find(factions.begin(), factions.end(), 6), factions.end());
|
||
|
EXPECT_EQ(isSmashable, true);
|
||
|
EXPECT_EQ(isDead, false);
|
||
|
EXPECT_EQ(isSmashed, false);
|
||
|
EXPECT_EQ(isSmashable, true); // For the sake of readability with the struct viewers, we will test this twice since its used as an option here, but as a bool above.
|
||
|
EXPECT_EQ(isModuleAssembly, false);
|
||
|
EXPECT_EQ(optionExplodeFactor, true);
|
||
|
EXPECT_EQ(explodeFactor, 1.1f);
|
||
|
|
||
|
EXPECT_EQ(optionIsOnThreatList, true);
|
||
|
EXPECT_EQ(isThreatened, false);
|
||
|
}
|
||
|
bitStream.Reset();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Test serialization of a DestroyableComponent
|
||
|
*/
|
||
|
TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
|
||
|
bitStream.Reset();
|
||
|
// Initialize some values to be not default so we can test a full serialization
|
||
|
destroyableComponent->SetMaxHealth(1233.0f);
|
||
|
|
||
|
// Now we test a serialization for correctness.
|
||
|
destroyableComponent->Serialize(&bitStream, false, flags);
|
||
|
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 422);
|
||
|
{
|
||
|
// Now read in the full serialized BitStream
|
||
|
bool optionStatsInfo{};
|
||
|
uint32_t currentHealth{};
|
||
|
float maxHealth{};
|
||
|
uint32_t currentArmor{};
|
||
|
float maxArmor{};
|
||
|
uint32_t currentImagination{};
|
||
|
float maxImagination{};
|
||
|
uint32_t damageAbsorptionPoints{};
|
||
|
bool hasImmunity{};
|
||
|
bool isGmImmune{};
|
||
|
bool isShielded{};
|
||
|
float actualMaxHealth{};
|
||
|
float actualMaxArmor{};
|
||
|
float actualMaxImagination{};
|
||
|
uint32_t factionsSize{};
|
||
|
std::vector<int32_t> factions{};
|
||
|
bool isSmashable{};
|
||
|
bool optionIsOnThreatList{};
|
||
|
bitStream.Read(optionStatsInfo);
|
||
|
bitStream.Read(currentHealth);
|
||
|
bitStream.Read(maxHealth);
|
||
|
bitStream.Read(currentArmor);
|
||
|
bitStream.Read(maxArmor);
|
||
|
bitStream.Read(currentImagination);
|
||
|
bitStream.Read(maxImagination);
|
||
|
bitStream.Read(damageAbsorptionPoints);
|
||
|
bitStream.Read(hasImmunity);
|
||
|
bitStream.Read(isGmImmune);
|
||
|
bitStream.Read(isShielded);
|
||
|
bitStream.Read(actualMaxHealth);
|
||
|
bitStream.Read(actualMaxArmor);
|
||
|
bitStream.Read(actualMaxImagination);
|
||
|
bitStream.Read(factionsSize);
|
||
|
for (uint32_t i = 0; i < factionsSize; i++) {
|
||
|
int32_t factionID{};
|
||
|
bitStream.Read(factionID);
|
||
|
factions.push_back(factionID);
|
||
|
}
|
||
|
bitStream.Read(isSmashable);
|
||
|
|
||
|
bitStream.Read(optionIsOnThreatList);
|
||
|
|
||
|
EXPECT_EQ(optionStatsInfo, true);
|
||
|
EXPECT_EQ(currentHealth, 23);
|
||
|
EXPECT_EQ(maxHealth, 1233.0f);
|
||
|
EXPECT_EQ(currentArmor, 7);
|
||
|
EXPECT_EQ(maxArmor, 14.0f);
|
||
|
EXPECT_EQ(currentImagination, 6000);
|
||
|
EXPECT_EQ(maxImagination, 14000.0f);
|
||
|
EXPECT_EQ(damageAbsorptionPoints, 0.0f);
|
||
|
EXPECT_EQ(hasImmunity, false);
|
||
|
EXPECT_EQ(isGmImmune, false);
|
||
|
EXPECT_EQ(isShielded, false);
|
||
|
EXPECT_EQ(actualMaxHealth, 1233.0f);
|
||
|
EXPECT_EQ(actualMaxArmor, 14.0f);
|
||
|
EXPECT_EQ(actualMaxImagination, 14000.0f);
|
||
|
EXPECT_EQ(factionsSize, 2);
|
||
|
EXPECT_NE(std::find(factions.begin(), factions.end(), -1), factions.end());
|
||
|
EXPECT_NE(std::find(factions.begin(), factions.end(), 6), factions.end());
|
||
|
EXPECT_EQ(isSmashable, true);
|
||
|
|
||
|
EXPECT_EQ(optionIsOnThreatList, false); // Always zero for now on serialization
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Test the Damage method of DestroyableComponent
|
||
|
*/
|
||
|
TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
|
||
|
// Do some actions
|
||
|
destroyableComponent->SetMaxHealth(100.0f);
|
||
|
destroyableComponent->SetHealth(100);
|
||
|
destroyableComponent->SetMaxArmor(0.0f);
|
||
|
destroyableComponent->Damage(10, LWOOBJID_EMPTY);
|
||
|
// Check that we take damage
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 90);
|
||
|
// Check that if we have armor, we take the correct amount of damage
|
||
|
destroyableComponent->SetMaxArmor(10.0f);
|
||
|
destroyableComponent->SetArmor(5);
|
||
|
destroyableComponent->Damage(10, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 85);
|
||
|
// Check that if we have damage absorption we take the correct damage
|
||
|
destroyableComponent->SetDamageToAbsorb(10);
|
||
|
destroyableComponent->Damage(9, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 85);
|
||
|
ASSERT_EQ(destroyableComponent->GetDamageToAbsorb(), 1);
|
||
|
destroyableComponent->Damage(6, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 80);
|
||
|
// Check that we take the correct reduced damage if we take reduced damage
|
||
|
destroyableComponent->SetDamageReduction(2);
|
||
|
destroyableComponent->Damage(7, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 75);
|
||
|
destroyableComponent->Damage(2, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 74);
|
||
|
ASSERT_EQ(destroyableComponent->GetDamageReduction(), 2);
|
||
|
destroyableComponent->SetDamageReduction(0);
|
||
|
// Check that blocking works
|
||
|
destroyableComponent->SetAttacksToBlock(1);
|
||
|
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 74);
|
||
|
destroyableComponent->Damage(4, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
|
||
|
// Check that immunity works
|
||
|
destroyableComponent->SetIsImmune(true);
|
||
|
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
|
||
|
ASSERT_TRUE(destroyableComponent->IsImmune());
|
||
|
destroyableComponent->SetIsImmune(false);
|
||
|
destroyableComponent->SetIsGMImmune(true);
|
||
|
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
|
||
|
ASSERT_TRUE(destroyableComponent->IsImmune());
|
||
|
destroyableComponent->SetIsGMImmune(false);
|
||
|
// Check knockback immunity
|
||
|
destroyableComponent->SetIsShielded(true);
|
||
|
ASSERT_TRUE(destroyableComponent->IsKnockbackImmune());
|
||
|
// Finally deal enough damage to kill the Entity
|
||
|
destroyableComponent->Damage(71, LWOOBJID_EMPTY);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 0);
|
||
|
// Now lets heal some stats
|
||
|
destroyableComponent->Heal(15);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 15);
|
||
|
destroyableComponent->Heal(15000);
|
||
|
ASSERT_EQ(destroyableComponent->GetHealth(), 100);
|
||
|
destroyableComponent->Repair(10);
|
||
|
ASSERT_EQ(destroyableComponent->GetArmor(), 10);
|
||
|
destroyableComponent->Repair(15000);
|
||
|
ASSERT_EQ(destroyableComponent->GetArmor(), 10);
|
||
|
destroyableComponent->SetMaxImagination(100.0f);
|
||
|
destroyableComponent->SetImagination(0);
|
||
|
destroyableComponent->Imagine(99);
|
||
|
ASSERT_EQ(destroyableComponent->GetImagination(), 99);
|
||
|
destroyableComponent->Imagine(4);
|
||
|
ASSERT_EQ(destroyableComponent->GetImagination(), 100);
|
||
|
}
|
||
|
|
||
|
TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
|
||
|
ASSERT_TRUE(destroyableComponent->HasFaction(-1));
|
||
|
ASSERT_TRUE(destroyableComponent->HasFaction(6));
|
||
|
}
|
||
|
|
||
|
TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
|
||
|
auto* enemyEntity = new Entity(19, info);
|
||
|
auto* enemyDestroyableComponent = new DestroyableComponent(enemyEntity);
|
||
|
enemyEntity->AddComponent(COMPONENT_TYPE_DESTROYABLE, enemyDestroyableComponent);
|
||
|
enemyDestroyableComponent->AddFactionNoLookup(16);
|
||
|
destroyableComponent->AddEnemyFaction(16);
|
||
|
EXPECT_TRUE(destroyableComponent->IsEnemy(enemyEntity));
|
||
|
EXPECT_FALSE(destroyableComponent->IsFriend(enemyEntity));
|
||
|
delete enemyEntity;
|
||
|
}
|