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https://github.com/DarkflameUniverse/DarkflameServer.git
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add more tests
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@ -25,6 +25,8 @@ struct ZoneStatistics {
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uint64_t m_CoinsCollected;
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uint64_t m_CoinsCollected;
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uint64_t m_EnemiesSmashed;
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uint64_t m_EnemiesSmashed;
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uint64_t m_QuickBuildsCompleted;
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uint64_t m_QuickBuildsCompleted;
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bool operator==(const ZoneStatistics& rhs) const = default;
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};
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};
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/**
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/**
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@ -309,6 +311,8 @@ public:
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const std::array<uint64_t, 4>& GetClaimCodes() const { return m_ClaimCodes; };
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const std::array<uint64_t, 4>& GetClaimCodes() const { return m_ClaimCodes; };
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const std::map<LWOMAPID, ZoneStatistics>& GetZoneStatistics() const { return m_ZoneStatistics; };
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/**
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/**
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* Character info regarding this character, including clothing styles, etc.
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* Character info regarding this character, including clothing styles, etc.
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*/
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*/
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@ -56,18 +56,19 @@ TEST_F(SavingTest, CharacterComponentTest) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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auto statsPrev = characterComponent->StatisticsToString();
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const auto statsPrev = characterComponent->StatisticsToString();
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auto claimCodesPrev = characterComponent->GetClaimCodes();
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const auto claimCodesPrev = characterComponent->GetClaimCodes();
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auto eyebrowsPrev = characterComponent->m_Character->GetEyebrows();
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const auto eyebrowsPrev = characterComponent->m_Character->GetEyebrows();
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auto eyesPrev = characterComponent->m_Character->GetEyes();
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const auto eyesPrev = characterComponent->m_Character->GetEyes();
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auto hairColorPrev = characterComponent->m_Character->GetHairColor();
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const auto hairColorPrev = characterComponent->m_Character->GetHairColor();
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auto hairStylePrev = characterComponent->m_Character->GetHairStyle();
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const auto hairStylePrev = characterComponent->m_Character->GetHairStyle();
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auto pantsColorPrev = characterComponent->m_Character->GetPantsColor();
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const auto pantsColorPrev = characterComponent->m_Character->GetPantsColor();
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auto leftHandPrev = characterComponent->m_Character->GetLeftHand();
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const auto leftHandPrev = characterComponent->m_Character->GetLeftHand();
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auto shirtStylePrev = characterComponent->m_Character->GetShirtStyle();
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const auto shirtStylePrev = characterComponent->m_Character->GetShirtStyle();
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auto mouthPrev = characterComponent->m_Character->GetMouth();
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const auto mouthPrev = characterComponent->m_Character->GetMouth();
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auto rightHandPrev = characterComponent->m_Character->GetRightHand();
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const auto rightHandPrev = characterComponent->m_Character->GetRightHand();
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auto shirtColorPrev = characterComponent->m_Character->GetShirtColor();
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const auto shirtColorPrev = characterComponent->m_Character->GetShirtColor();
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const auto zoneStatsPrev = characterComponent->GetZoneStatistics();
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// Update the xml document so its been run through the saver
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// Update the xml document so its been run through the saver
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character->SaveXMLToDatabase();
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character->SaveXMLToDatabase();
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@ -77,24 +78,10 @@ TEST_F(SavingTest, CharacterComponentTest) {
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characterComponent->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
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characterComponent->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
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// Check that the buff component is the same as before which means resaving data and loading it back in didn't change anything
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// Check that the buff component is the same as before which means resaving data and loading it back in didn't change anything
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ASSERT_EQ(statsPrev, characterComponent->StatisticsToString());
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ASSERT_EQ(claimCodesPrev, characterComponent->GetClaimCodes());
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ASSERT_EQ(eyebrowsPrev, characterComponent->m_Character->GetEyebrows());
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ASSERT_EQ(eyesPrev, characterComponent->m_Character->GetEyes());
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ASSERT_EQ(hairColorPrev, characterComponent->m_Character->GetHairColor());
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ASSERT_EQ(hairStylePrev, characterComponent->m_Character->GetHairStyle());
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ASSERT_EQ(pantsColorPrev, characterComponent->m_Character->GetPantsColor());
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ASSERT_EQ(leftHandPrev, characterComponent->m_Character->GetLeftHand());
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ASSERT_EQ(mouthPrev, characterComponent->m_Character->GetMouth());
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ASSERT_EQ(rightHandPrev, characterComponent->m_Character->GetRightHand());
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ASSERT_EQ(shirtStylePrev, characterComponent->m_Character->GetShirtStyle());
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ASSERT_EQ(shirtColorPrev, characterComponent->m_Character->GetShirtColor());
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// Check that no data was lost during the saving process.
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ASSERT_EQ("32114;69;343;13;163;2;181;2;388;252;146;24451;25;9022;41898;42186;42524;4404;0;0;0;0;0;0;0;0;0;", characterComponent->StatisticsToString());
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ASSERT_EQ("32114;69;343;13;163;2;181;2;388;252;146;24451;25;9022;41898;42186;42524;4404;0;0;0;0;0;0;0;0;0;", characterComponent->StatisticsToString());
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// need a variable because the macro does not support {}
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// need a variable because the macros do not support {}
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const std::array<uint64_t, 4> correctCodes = { 1073741968, 0, 0, 0 };
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constexpr std::array<uint64_t, 4> correctCodes = { 1073741968, 0, 0, 0 };
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ASSERT_EQ(correctCodes, characterComponent->GetClaimCodes());
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ASSERT_EQ(correctCodes, characterComponent->GetClaimCodes());
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ASSERT_EQ(1, characterComponent->m_Character->GetEyebrows());
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ASSERT_EQ(1, characterComponent->m_Character->GetEyebrows());
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ASSERT_EQ(2, characterComponent->m_Character->GetEyes());
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ASSERT_EQ(2, characterComponent->m_Character->GetEyes());
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@ -106,8 +93,22 @@ TEST_F(SavingTest, CharacterComponentTest) {
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ASSERT_EQ(27187396, characterComponent->m_Character->GetRightHand());
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ASSERT_EQ(27187396, characterComponent->m_Character->GetRightHand());
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ASSERT_EQ(13, characterComponent->m_Character->GetShirtColor());
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ASSERT_EQ(13, characterComponent->m_Character->GetShirtColor());
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const std::map<LWOMAPID, ZoneStatistics> correctZoneStats =
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{
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{ 1000, { .m_AchievementsCollected = 0, .m_BricksCollected = 0, .m_CoinsCollected = 4, .m_EnemiesSmashed = 0, .m_QuickBuildsCompleted = 0 } },
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{ 1100, { .m_AchievementsCollected = 1, .m_BricksCollected = 54, .m_CoinsCollected = 584, .m_EnemiesSmashed = 34, .m_QuickBuildsCompleted = 0 } },
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{ 1101, { .m_AchievementsCollected = 7, .m_BricksCollected = 0, .m_CoinsCollected = 750, .m_EnemiesSmashed = 100, .m_QuickBuildsCompleted = 7 } },
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{ 1200, { .m_AchievementsCollected = 51, .m_BricksCollected = 9, .m_CoinsCollected = 26724, .m_EnemiesSmashed = 0, .m_QuickBuildsCompleted = 3 } },
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{ 1250, { .m_AchievementsCollected = 1, .m_BricksCollected = 1, .m_CoinsCollected = 158, .m_EnemiesSmashed = 15, .m_QuickBuildsCompleted = 1 } },
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{ 1800, { .m_AchievementsCollected = 4, .m_BricksCollected = 5, .m_CoinsCollected = 3894, .m_EnemiesSmashed = 14, .m_QuickBuildsCompleted = 2 } },
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};
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ASSERT_EQ(correctZoneStats, characterComponent->GetZoneStatistics());
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// Fails currently due to not reading style from xml
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// Fails currently due to not reading style from xml
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// ASSERT_EQ(27, characterComponent->m_Character->GetShirtStyle());
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// Should the value be fixed, this test will fail and will match the above
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// only then will this comment be removed.
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ASSERT_NE(27, characterComponent->m_Character->GetShirtStyle());
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// character->GetXMLDoc().Print(&printer);
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// character->GetXMLDoc().Print(&printer);
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// std::string xmlDataModified(printer.CStr());
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// std::string xmlDataModified(printer.CStr());
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