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# include "GameDependencies.h"
# include <gtest/gtest.h>
# include "BitStream.h"
# include "DestroyableComponent.h"
# include "Entity.h"
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# include "eReplicaComponentType.h"
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# include "eStateChangeType.h"
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class DestroyableTest : public GameDependenciesTest {
protected :
Entity * baseEntity ;
DestroyableComponent * destroyableComponent ;
CBITSTREAM
uint32_t flags = 0 ;
void SetUp ( ) override {
SetUpDependencies ( ) ;
baseEntity = new Entity ( 15 , GameDependenciesTest : : info ) ;
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destroyableComponent = baseEntity - > AddComponent < DestroyableComponent > ( ) ;
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// 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 ( ) ;
}
} ;
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TEST_F ( DestroyableTest , PlacementNewAddComponentTest ) {
ASSERT_NE ( destroyableComponent , nullptr ) ;
ASSERT_EQ ( destroyableComponent - > GetArmor ( ) , 7 ) ;
baseEntity - > AddComponent < DestroyableComponent > ( ) ;
ASSERT_NE ( baseEntity - > GetComponent < DestroyableComponent > ( ) , nullptr ) ;
ASSERT_EQ ( destroyableComponent - > GetArmor ( ) , 0 ) ;
}
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/**
* Test Construction of a DestroyableComponent
*/
TEST_F ( DestroyableTest , DestroyableComponentSerializeConstructionTest ) {
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destroyableComponent - > Serialize ( bitStream , true ) ;
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// Assert that the full number of bits are present
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ASSERT_EQ ( bitStream . GetNumberOfUnreadBits ( ) , 748 ) ;
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{
// Now read in the full serialized construction BitStream
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bool optionStatusImmunityInfo { } ;
uint32_t ImmuneToBasicAttackCount { } ;
uint32_t ImmuneToDamageOverTimeCount { } ;
uint32_t ImmuneToKnockbackCount { } ;
uint32_t ImmuneToInterruptCount { } ;
uint32_t ImmuneToSpeedCount { } ;
uint32_t ImmuneToImaginationGainCount { } ;
uint32_t ImmuneToImaginationLossCount { } ;
uint32_t ImmuneToQuickbuildInterruptCount { } ;
uint32_t ImmuneToPullToPointCount { } ;
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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 ) ;
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bitStream . Read ( ImmuneToBasicAttackCount ) ;
bitStream . Read ( ImmuneToDamageOverTimeCount ) ;
bitStream . Read ( ImmuneToKnockbackCount ) ;
bitStream . Read ( ImmuneToInterruptCount ) ;
bitStream . Read ( ImmuneToSpeedCount ) ;
bitStream . Read ( ImmuneToImaginationGainCount ) ;
bitStream . Read ( ImmuneToImaginationLossCount ) ;
bitStream . Read ( ImmuneToQuickbuildInterruptCount ) ;
bitStream . Read ( ImmuneToPullToPointCount ) ;
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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 ) ;
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EXPECT_EQ ( optionStatusImmunityInfo , true ) ;
EXPECT_EQ ( ImmuneToBasicAttackCount , 0 ) ;
EXPECT_EQ ( ImmuneToDamageOverTimeCount , 0 ) ;
EXPECT_EQ ( ImmuneToKnockbackCount , 0 ) ;
EXPECT_EQ ( ImmuneToInterruptCount , 0 ) ;
EXPECT_EQ ( ImmuneToSpeedCount , 0 ) ;
EXPECT_EQ ( ImmuneToImaginationGainCount , 0 ) ;
EXPECT_EQ ( ImmuneToImaginationLossCount , 0 ) ;
EXPECT_EQ ( ImmuneToQuickbuildInterruptCount , 0 ) ;
EXPECT_EQ ( ImmuneToPullToPointCount , 0 ) ;
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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.
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destroyableComponent - > Serialize ( bitStream , false ) ;
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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 ) ;
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enemyEntity - > AddComponent < DestroyableComponent > ( ) - > AddFactionNoLookup ( 16 ) ;
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destroyableComponent - > AddEnemyFaction ( 16 ) ;
EXPECT_TRUE ( destroyableComponent - > IsEnemy ( enemyEntity ) ) ;
EXPECT_FALSE ( destroyableComponent - > IsFriend ( enemyEntity ) ) ;
delete enemyEntity ;
}
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TEST_F ( DestroyableTest , DestroyableComponentImmunityTest ) {
// assert to show that they are empty
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// set them all to true (count 1) and check
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , true , true , true , true , true , true , true , true , true ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// remove them to check that they get removed properly
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , true , true , true , true , true , true , true , true , true ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// should not crash to remove them again
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , true , true , true , true , true , true , true , true , true ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// just do one
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , true ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// now stack it to 2 on basic attack
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , true ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// remove one and still shoudl be true
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , true ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// go back to 0
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , true ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
// check individual ones now
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , true , false , false , false , false , false , false , false , false ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , true , false , false , false , false , false , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , true , false , false , false , false , false , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , true , false , false , false , false , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , true , false , false , false , false , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , true , false , false , false , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , true , false , false , false , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , true , false , false , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , false , true , false , false , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , false , true , false , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , false , false , true , false , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , false , false , true , false , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , false , false , false , true , false , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , false , false , false , true , false , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , false , false , false , false , true , false ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , false , false , false , false , true , false ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : PUSH , false , false , false , false , false , false , false , false , true ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToBasicAttack ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToDamageOverTime ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToKnockback ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToInterrupt ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToSpeed ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationGain ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToImaginationLoss ( ) ) ;
ASSERT_FALSE ( destroyableComponent - > GetImmuneToQuickbuildInterrupt ( ) ) ;
ASSERT_TRUE ( destroyableComponent - > GetImmuneToPullToPoint ( ) ) ;
destroyableComponent - > SetStatusImmunity ( eStateChangeType : : POP , false , false , false , false , false , false , false , false , true ) ;
}
2023-11-12 11:53:03 +00:00
/**
* Test the Damage cooldown timer of DestroyableComponent
*/
TEST_F ( DestroyableTest , DestroyableComponentDamageCooldownTest ) {
// Test the damage immune timer state (anything above 0.0f)
destroyableComponent - > SetDamageCooldownTimer ( 1.0f ) ;
EXPECT_FLOAT_EQ ( destroyableComponent - > GetDamageCooldownTimer ( ) , 1.0f ) ;
ASSERT_TRUE ( destroyableComponent - > IsCooldownImmune ( ) ) ;
// Test that the Update() function correctly decrements the damage cooldown timer
destroyableComponent - > Update ( 0.5f ) ;
EXPECT_FLOAT_EQ ( destroyableComponent - > GetDamageCooldownTimer ( ) , 0.5f ) ;
ASSERT_TRUE ( destroyableComponent - > IsCooldownImmune ( ) ) ;
// Test the non damage immune timer state (anything below or equal to 0.0f)
destroyableComponent - > SetDamageCooldownTimer ( 0.0f ) ;
EXPECT_FLOAT_EQ ( destroyableComponent - > GetDamageCooldownTimer ( ) , 0.0f ) ;
ASSERT_FALSE ( destroyableComponent - > IsCooldownImmune ( ) ) ;
}