DarkflameServer/tests/dGameTests/dComponentsTests/PetComponentTests.cpp

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#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "PetComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "ePetAbilityType.h"
#include "eStateChangeType.h"
class PetTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
PetComponent* petComponent;
CBITSTREAM
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void SetUp() override {
SetUpDependencies();
// Set up entity and pet component
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baseEntity = new Entity(15, GameDependenciesTest::info);
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petComponent = baseEntity->AddComponent<PetComponent>(1);
// Initialize some values to be not default
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petComponent->SetStatus(0);
petComponent->SetPetAiState(PetAiState::spawn);
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petComponent->SetAbility(ePetAbilityType::Invalid);
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
TEST_F(PetTest, PlacementNewAddComponentTest) {
ASSERT_NE(petComponent, nullptr);
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baseEntity->AddComponent<PetComponent>(1);
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ASSERT_NE(baseEntity->GetComponent<PetComponent>(), nullptr);
ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
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ASSERT_EQ(petComponent->GetStatus(), PetFlag::NONE);
ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::spawn);
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ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::Invalid);
}
/**
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* Test bitset pet flags
*/
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TEST_F(PetTest, PetComponentFlagTest) {
// Test setting and reading single flags
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petComponent->SetFlag(NOT_WAITING);
ASSERT_TRUE(petComponent->HasFlag(NOT_WAITING));
ASSERT_FALSE(petComponent->HasFlag(SPAWNING));
// Test setting and reading multiple flags
petComponent->SetFlag(TAMEABLE, BEING_TAMED);
ASSERT_TRUE(petComponent->HasFlag(TAMEABLE, BEING_TAMED));
ASSERT_TRUE(petComponent->HasFlag(NOT_WAITING));
ASSERT_FALSE(petComponent->HasFlag(NOT_WAITING, SPAWNING));
ASSERT_TRUE(petComponent->HasFlag(NOT_WAITING, TAMEABLE, BEING_TAMED));
ASSERT_FALSE(petComponent->HasFlag(SPAWNING));
ASSERT_FALSE(petComponent->HasFlag(SPAWNING, NOT_WAITING, TAMEABLE, BEING_TAMED));
// Test unsetting and reading multiple flags
petComponent->UnsetFlag(NOT_WAITING, SPAWNING);
ASSERT_FALSE(petComponent->HasFlag(NOT_WAITING, SPAWNING));
ASSERT_FALSE(petComponent->HasFlag(NOT_WAITING));
ASSERT_TRUE(petComponent->HasFlag(TAMEABLE, BEING_TAMED));
ASSERT_FALSE(petComponent->HasFlag(NOT_WAITING, TAMEABLE, BEING_TAMED));
ASSERT_FALSE(petComponent->HasFlag(SPAWNING));
ASSERT_FALSE(petComponent->HasFlag(SPAWNING, NOT_WAITING, TAMEABLE, BEING_TAMED));
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}