mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 22:43:34 +00:00
adding new pet flags
This commit is contained in:
parent
f5ca142eb9
commit
668bebf68c
@ -86,7 +86,7 @@ PetComponent::PetComponent(Entity* parent, uint32_t componentId): Component(pare
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m_TimerAway = 0;
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m_TimerBounce = 0;
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m_DatabaseId = LWOOBJID_EMPTY;
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m_Status = PetStatus::TAMEABLE; // Tameable
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m_Flags = 1 << PetFlag::TAMEABLE; // Tameable
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m_Ability = ePetAbilityType::Invalid;
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m_StartPosition = m_Parent->GetPosition(); //NiPoint3::ZERO;
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m_MovementAI = nullptr;
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@ -125,7 +125,7 @@ void PetComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpd
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outBitStream->Write1(); // Always serialize as dirty for now
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outBitStream->Write<uint32_t>(static_cast<unsigned int>(m_Status));
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outBitStream->Write<uint32_t>(static_cast<unsigned int>(m_Flags));
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outBitStream->Write<uint32_t>(static_cast<uint32_t>(tamed ? m_Ability : ePetAbilityType::Invalid)); // Something with the overhead icon?
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const bool interacting = m_Interaction != LWOOBJID_EMPTY;
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@ -719,7 +719,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
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currentActivities.erase(m_Tamer);
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SetStatus(PetStatus::TAMEABLE);
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SetStatus(1 << PetFlag::TAMEABLE);
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m_Tamer = LWOOBJID_EMPTY;
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m_Timer = 0;
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@ -770,7 +770,7 @@ void PetComponent::ClientFailTamingMinigame() {
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currentActivities.erase(m_Tamer);
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SetStatus(PetStatus::TAMEABLE);
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SetStatus(1 << PetFlag::TAMEABLE);
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m_Tamer = LWOOBJID_EMPTY;
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m_Timer = 0;
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@ -835,7 +835,7 @@ void PetComponent::OnSpawn() {
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m_Parent->SetOwnerOverride(m_Owner);
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m_MovementAI->SetMaxSpeed(m_SprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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SetStatus(PetStatus::NONE);
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SetStatus(1 << PetFlag::NONE);
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SetPetAiState(PetAiState::follow);
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}
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else {
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@ -946,7 +946,7 @@ void PetComponent::StopInteract() {
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SetInteractType(PetInteractType::none);
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SetAbility(petAbility);
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SetPetAiState(PetAiState::follow);
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SetStatus(PetStatus::NONE);
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SetStatus(1 << PetFlag::NONE);
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SetIsReadyToInteract(false);
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SetIsHandlingInteraction(false); // Needed?
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m_MovementAI->SetMaxSpeed(m_SprintSpeed);
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@ -976,7 +976,7 @@ void PetComponent::SetupInteractTreasureDig() {
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auto petAbility = ePetAbilityType::DigAtPosition;
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SetAbility(petAbility);
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SetStatus(PetStatus::IS_NOT_WAITING); // TODO: Double-check this is the right flag being set
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SetStatus(1 << PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
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Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
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const auto sysAddr = owner->GetSystemAddress();
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@ -1053,7 +1053,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) { //
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auto* owner = GetOwner();
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if (owner == nullptr) return;
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SetStatus(PetStatus::PLAY_SPAWN_ANIM);
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SetStatus(1 << PetFlag::PLAY_SPAWN_ANIM);
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auto databaseData = inventoryComponent->GetDatabasePet(m_DatabaseId);
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@ -1220,7 +1220,7 @@ LWOOBJID PetComponent::GetItemId() const {
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}
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uint32_t PetComponent::GetStatus() const {
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return m_Status;
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return m_Flags;
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}
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ePetAbilityType PetComponent::GetAbility() const {
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@ -1232,8 +1232,8 @@ void PetComponent::SetInteraction(LWOOBJID value) {
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}
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void PetComponent::SetStatus(uint32_t value) {
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m_Status = value;
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LOG_DEBUG("Pet status set to: %x", m_Status);
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m_Flags = value;
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LOG_DEBUG("Pet status set to: %x", m_Flags);
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}
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void PetComponent::SetAbility(ePetAbilityType value) {
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@ -1,4 +1,5 @@
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#pragma once
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#ifndef PETCOMPONENT_H
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#define PETCOMPONENT_H
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#include "Entity.h"
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#include "MovementAIComponent.h"
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@ -22,23 +23,34 @@ enum class PetAiState : uint8_t {
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/*
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* The type of object the pet is interacting with
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*/
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enum class PetInteractType : uint8_t {
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enum PetInteractType : uint8_t {
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none, // Not interacting
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treasure, // Treasure dig
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bouncer // Bouncer switch
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};
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/*
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* The status of the pet: Governs the icon above their head and the interactions available
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/**
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* The flags governing the status of the pet: Governs the icon above their head and the interactions available
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*/
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enum PetStatus : uint32_t {
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enum PetFlag : uint32_t {
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NONE,
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BEING_TAMED = 1 << 4, //0x10,
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IS_NOT_WAITING = 1 << 5, //0x20,
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PLAY_SPAWN_ANIM = 1 << 7, //0x80,
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TAMEABLE = 1 << 8 //0x4000000
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BEING_TAMED = 4,
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NOT_WAITING = 5,
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PLAY_SPAWN_ANIM = 7,
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TAMEABLE = 8
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};
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/*
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* DEPRECATED The status of the pet: Governs the icon above their head and the interactions available
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*/
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/*enum PetStatus : uint32_t {
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NONE,
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BEING_TAMED = 1 << 4, //PetFlag::BEING_TAMED, //0x10,
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IS_NOT_WAITING = 1 << 5, //PetFlag::NOT_WAITING, //0x20,
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PLAY_SPAWN_ANIM = 1 << 7, //PetFlag::PLAY_SPAWN_ANIM, //0x80,
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TAMEABLE = 1 << 8 // PetFlag::TAMEABLE //0x4000000
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};*/
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enum PetEmote : int32_t {
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ActivateSwitch = 201,
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DigTreasure,
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@ -49,12 +61,11 @@ enum PetEmote : int32_t {
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* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
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* to dig for treasure and activate pet bouncers.
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*/
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class PetComponent : public Component
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{
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class PetComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PET;
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explicit PetComponent(Entity* parentEntity, uint32_t componentId);
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PetComponent(Entity* parentEntity, uint32_t componentId);
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~PetComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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@ -70,6 +81,26 @@ public:
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*/
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PetAiState GetPetAiState() { return m_State; };
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/**
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* Template function for setting pet flags
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*/
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template <typename... T>
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void SetFlag(T... flag) {
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//m_Flags |= (uint32_t)flag;
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m_Flags |= ((uint32_t)flag | ...);//(static_cast<uint32_t>(flag) | ...);
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//T::operator|(m_Flags, flag...);
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}
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/**
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* Template function for getting pet flags
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*/
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template <typename... T>
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const bool HasFlag(T... flag) {
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//return (m_Flags & (u_int32_t)flag) == (u_int32_t)flag;
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//return T::operator&(m_Flags, flag...) == T::operator&(flag...);
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return true;
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}
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void Update(float deltaTime) override;
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/**
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@ -452,9 +483,9 @@ private:
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std::string m_OwnerName;
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/**
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* The current state of the pet (e.g. tamable, tamed, etc).
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* The current flags of the pet (e.g. tamable, tamed, etc).
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*/
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uint32_t m_Status;
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uint32_t m_Flags;
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/**
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* The current state of the pet AI
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@ -526,3 +557,5 @@ private:
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*/
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float m_SprintSpeed;
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};
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#endif // PETCOMPONENT_H
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@ -1,5 +1,6 @@
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set(DCOMPONENTS_TESTS
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"DestroyableComponentTests.cpp"
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"PetComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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)
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tests/dGameTests/dComponentsTests/PetComponentTests.cpp
Normal file
571
tests/dGameTests/dComponentsTests/PetComponentTests.cpp
Normal file
@ -0,0 +1,571 @@
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "PetComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "ePetAbilityType.h"
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#include "eStateChangeType.h"
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// Table includes
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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class PetTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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PetComponent* petComponent;
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CBITSTREAM
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// uint32_t flags = 0;
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void SetUp() override {
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SetUpDependencies();
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// Set up entity and pet component
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baseEntity = new Entity(3050, GameDependenciesTest::info);
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//CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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//uint32_t petComponentId = compRegistryTable->GetByIDAndType(baseEntity->GetLOT(), eReplicaComponentType::PET);
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petComponent = baseEntity->AddComponent<PetComponent>(1);
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// Initialize some values to be not default
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petComponent->SetFlag(PetFlag::NONE);
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petComponent->SetPetAiState(PetAiState::follow);
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petComponent->SetAbility(ePetAbilityType::Invalid);
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}
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void TearDown() override {
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delete baseEntity;
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TearDownDependencies();
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}
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};
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TEST_F(PetTest, PlacementNewAddComponentTest) {
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ASSERT_NE(petComponent, nullptr);
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baseEntity->AddComponent<PetComponent>();
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ASSERT_NE(baseEntity->GetComponent<PetComponent>(), nullptr);
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ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
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ASSERT_EQ(petComponent->HasFlag(), PetFlag::NONE); // UPDATE TO USE FLAGS
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ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::follow);
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ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::Invalid);
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}
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/**
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* Test Construction of a PetComponent
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*/
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/*TEST_F(PetTest, PetComponent) {
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petComponent->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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{
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// Now read in the full serialized construction BitStream
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bool optionStatusImmunityInfo{};
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uint32_t ImmuneToBasicAttackCount{};
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uint32_t ImmuneToDamageOverTimeCount{};
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uint32_t ImmuneToKnockbackCount{};
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uint32_t ImmuneToInterruptCount{};
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uint32_t ImmuneToSpeedCount{};
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uint32_t ImmuneToImaginationGainCount{};
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uint32_t ImmuneToImaginationLossCount{};
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uint32_t ImmuneToQuickbuildInterruptCount{};
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uint32_t ImmuneToPullToPointCount{};
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bool optionStatsInfo{};
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uint32_t currentHealth{};
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float maxHealth{};
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uint32_t currentArmor{};
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float maxArmor{};
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uint32_t currentImagination{};
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float maxImagination{};
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uint32_t damageAbsorptionPoints{};
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bool hasImmunity{};
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bool isGmImmune{};
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bool isShielded{};
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float actualMaxHealth{};
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float actualMaxArmor{};
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float actualMaxImagination{};
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uint32_t factionsSize{};
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std::vector<int32_t> factions{};
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bool isSmashable{};
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bool isDead{};
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bool isSmashed{};
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bool isModuleAssembly{};
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bool optionExplodeFactor{};
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float explodeFactor{};
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bool optionIsOnThreatList{};
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bool isThreatened{};
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bitStream.Read(optionStatusImmunityInfo);
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bitStream.Read(ImmuneToBasicAttackCount);
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bitStream.Read(ImmuneToDamageOverTimeCount);
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bitStream.Read(ImmuneToKnockbackCount);
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bitStream.Read(ImmuneToInterruptCount);
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bitStream.Read(ImmuneToSpeedCount);
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bitStream.Read(ImmuneToImaginationGainCount);
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bitStream.Read(ImmuneToImaginationLossCount);
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bitStream.Read(ImmuneToQuickbuildInterruptCount);
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bitStream.Read(ImmuneToPullToPointCount);
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bitStream.Read(optionStatsInfo);
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bitStream.Read(currentHealth);
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bitStream.Read(maxHealth);
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bitStream.Read(currentArmor);
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bitStream.Read(maxArmor);
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bitStream.Read(currentImagination);
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bitStream.Read(maxImagination);
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bitStream.Read(damageAbsorptionPoints);
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bitStream.Read(hasImmunity);
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bitStream.Read(isGmImmune);
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bitStream.Read(isShielded);
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bitStream.Read(actualMaxHealth);
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bitStream.Read(actualMaxArmor);
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bitStream.Read(actualMaxImagination);
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bitStream.Read(factionsSize);
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for (uint32_t i = 0; i < factionsSize; i++) {
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int32_t factionID{};
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bitStream.Read(factionID);
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factions.push_back(factionID);
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}
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bitStream.Read(isSmashable); // This is an option later and also a flag at this spot
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bitStream.Read(isDead);
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bitStream.Read(isSmashed);
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// if IsSmashable is true, read the next bits.
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bitStream.Read(isModuleAssembly);
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bitStream.Read(optionExplodeFactor);
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bitStream.Read(explodeFactor);
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bitStream.Read(optionIsOnThreatList);
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bitStream.Read(isThreatened);
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EXPECT_EQ(optionStatusImmunityInfo, true);
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EXPECT_EQ(ImmuneToBasicAttackCount, 0);
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EXPECT_EQ(ImmuneToDamageOverTimeCount, 0);
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EXPECT_EQ(ImmuneToKnockbackCount, 0);
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EXPECT_EQ(ImmuneToInterruptCount, 0);
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EXPECT_EQ(ImmuneToSpeedCount, 0);
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EXPECT_EQ(ImmuneToImaginationGainCount, 0);
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EXPECT_EQ(ImmuneToImaginationLossCount, 0);
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EXPECT_EQ(ImmuneToQuickbuildInterruptCount, 0);
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EXPECT_EQ(ImmuneToPullToPointCount, 0);
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EXPECT_EQ(optionStatsInfo, true);
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EXPECT_EQ(currentHealth, 23);
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EXPECT_EQ(maxHealth, 12345.0f);
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EXPECT_EQ(currentArmor, 7);
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EXPECT_EQ(maxArmor, 14.0f);
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EXPECT_EQ(currentImagination, 6000);
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EXPECT_EQ(maxImagination, 14000.0f);
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EXPECT_EQ(damageAbsorptionPoints, 0.0f);
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EXPECT_EQ(hasImmunity, false);
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EXPECT_EQ(isGmImmune, false);
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EXPECT_EQ(isShielded, false);
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EXPECT_EQ(actualMaxHealth, 12345.0f);
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EXPECT_EQ(actualMaxArmor, 14.0f);
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EXPECT_EQ(actualMaxImagination, 14000.0f);
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EXPECT_EQ(factionsSize, 2);
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EXPECT_NE(std::find(factions.begin(), factions.end(), -1), factions.end());
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EXPECT_NE(std::find(factions.begin(), factions.end(), 6), factions.end());
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EXPECT_EQ(isSmashable, true);
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EXPECT_EQ(isDead, false);
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EXPECT_EQ(isSmashed, false);
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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.
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EXPECT_EQ(isModuleAssembly, false);
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EXPECT_EQ(optionExplodeFactor, true);
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EXPECT_EQ(explodeFactor, 1.1f);
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EXPECT_EQ(optionIsOnThreatList, true);
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EXPECT_EQ(isThreatened, false);
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}
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bitStream.Reset();
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}*/
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/**
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* Test serialization of a PetComponent
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*/
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/*TEST_F(PetTest, PEtComponentSerializeTest) {
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bitStream.Reset();
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// Initialize some values to be not default so we can test a full serialization
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destroyableComponent->SetMaxHealth(1233.0f);
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// Now we test a serialization for correctness.
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destroyableComponent->Serialize(&bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 422);
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{
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// Now read in the full serialized BitStream
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bool optionStatsInfo{};
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uint32_t currentHealth{};
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float maxHealth{};
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uint32_t currentArmor{};
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float maxArmor{};
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uint32_t currentImagination{};
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float maxImagination{};
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uint32_t damageAbsorptionPoints{};
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bool hasImmunity{};
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bool isGmImmune{};
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bool isShielded{};
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float actualMaxHealth{};
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float actualMaxArmor{};
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float actualMaxImagination{};
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uint32_t factionsSize{};
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std::vector<int32_t> factions{};
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bool isSmashable{};
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bool optionIsOnThreatList{};
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bitStream.Read(optionStatsInfo);
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bitStream.Read(currentHealth);
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bitStream.Read(maxHealth);
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bitStream.Read(currentArmor);
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bitStream.Read(maxArmor);
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bitStream.Read(currentImagination);
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bitStream.Read(maxImagination);
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bitStream.Read(damageAbsorptionPoints);
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bitStream.Read(hasImmunity);
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bitStream.Read(isGmImmune);
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bitStream.Read(isShielded);
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bitStream.Read(actualMaxHealth);
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bitStream.Read(actualMaxArmor);
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bitStream.Read(actualMaxImagination);
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bitStream.Read(factionsSize);
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for (uint32_t i = 0; i < factionsSize; i++) {
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int32_t factionID{};
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bitStream.Read(factionID);
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factions.push_back(factionID);
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}
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bitStream.Read(isSmashable);
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||||
|
||||
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);
|
||||
enemyEntity->AddComponent<DestroyableComponent>()->AddFactionNoLookup(16);
|
||||
destroyableComponent->AddEnemyFaction(16);
|
||||
EXPECT_TRUE(destroyableComponent->IsEnemy(enemyEntity));
|
||||
EXPECT_FALSE(destroyableComponent->IsFriend(enemyEntity));
|
||||
delete enemyEntity;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
}*/
|
||||
|
||||
/**
|
||||
* 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());
|
||||
}*/
|
||||
|
||||
TEST_F(PetTest, PetComponentFlagTest) {
|
||||
// Test setting and reading single flags
|
||||
petComponent->SetFlag(PetFlag::NOT_WAITING);
|
||||
ASSERT_TRUE(petComponent->HasFlag(PetFlag::NOT_WAITING));
|
||||
ASSERT_FALSE(petComponent->HasFlag(PetFlag::NOT_WAITING));
|
||||
|
||||
// Test
|
||||
}
|
Loading…
Reference in New Issue
Block a user