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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
semi update the unit tests
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@@ -99,3 +99,38 @@ TEST_F(PetTest, PetComponentFlagTest) {
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ASSERT_FALSE(petComponent->HasFlag(SPAWNING));
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ASSERT_FALSE(petComponent->HasFlag(SPAWNING, NOT_WAITING, TAMEABLE, BEING_TAMED));
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}
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TEST_F(PetTest, PetAiState) {
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const auto initialState = petComponent->GetPetAiState();
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ASSERT_EQ(initialState, PetAiState::spawn);
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petComponent->SetPetAiState(PetAiState::follow);
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ASSERT_EQ(PetAiState::follow, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::idle);
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ASSERT_EQ(PetAiState::idle, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::interact);
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ASSERT_EQ(PetAiState::interact, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::despawn);
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ASSERT_EQ(PetAiState::despawn, petComponent->GetPetAiState());
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}
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// Test the pet use logic
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TEST_F(PetTest, PetUse) {
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ASSERT_FALSE(petComponent->IsReadyToInteract());
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petComponent->SetIsReadyToInteract(true);
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ASSERT_TRUE(petComponent->IsReadyToInteract());
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// Test bouncer logic
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ASSERT_FALSE(petComponent->IsHandlingInteraction());
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petComponent->SetAbility(ePetAbilityType::JumpOnObject);
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ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::JumpOnObject);
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petComponent->SetInteractType(PetInteractType::bouncer);
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petComponent->OnUse(baseEntity);
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// need to add a destroyable component to the test entity and test the imagination drain
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}
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