manually coerce tests and remove uneeded or ones that will neeed much more work

This commit is contained in:
Aronwk
2025-09-01 21:37:32 -05:00
parent 889ee5bd14
commit e66f82ff07
24 changed files with 118 additions and 801 deletions

View File

@@ -7,7 +7,7 @@
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
class DestroyableTest : public GameDependenciesTest {
class DestroyableComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
DestroyableComponent* destroyableComponent;
@@ -36,7 +36,7 @@ protected:
}
};
TEST_F(DestroyableTest, PlacementNewAddComponentTest) {
TEST_F(DestroyableComponentTest, PlacementNewAddComponentTest) {
ASSERT_NE(destroyableComponent, nullptr);
ASSERT_EQ(destroyableComponent->GetArmor(), 7);
baseEntity->AddComponent<DestroyableComponent>();
@@ -47,7 +47,7 @@ TEST_F(DestroyableTest, PlacementNewAddComponentTest) {
/**
* Test Construction of a DestroyableComponent
*/
TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
TEST_F(DestroyableComponentTest, SerializeConstructionTest) {
destroyableComponent->Serialize(bitStream, true);
// Assert that the full number of bits are present
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 748);
@@ -172,7 +172,7 @@ TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
/**
* Test serialization of a DestroyableComponent
*/
TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
TEST_F(DestroyableComponentTest, SerializeTest) {
bitStream.Reset();
// Initialize some values to be not default so we can test a full serialization
destroyableComponent->SetMaxHealth(1233.0f);
@@ -250,7 +250,7 @@ TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
/**
* Test the Damage method of DestroyableComponent
*/
TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
TEST_F(DestroyableComponentTest, DamageTest) {
// Do some actions
destroyableComponent->SetMaxHealth(100.0f);
destroyableComponent->SetHealth(100);
@@ -318,12 +318,12 @@ TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
ASSERT_EQ(destroyableComponent->GetImagination(), 100);
}
TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
TEST_F(DestroyableComponentTest, FactionTest) {
ASSERT_TRUE(destroyableComponent->HasFaction(-1));
ASSERT_TRUE(destroyableComponent->HasFaction(6));
}
TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
TEST_F(DestroyableComponentTest, ValiditiyTest) {
auto* enemyEntity = new Entity(19, info);
enemyEntity->AddComponent<DestroyableComponent>()->AddFactionNoLookup(16);
destroyableComponent->AddEnemyFaction(16);
@@ -332,7 +332,7 @@ TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
delete enemyEntity;
}
TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
TEST_F(DestroyableComponentTest, ImmunityTest) {
// assert to show that they are empty
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
@@ -539,7 +539,7 @@ TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
/**
* Test the Damage cooldown timer of DestroyableComponent
*/
TEST_F(DestroyableTest, DestroyableComponentDamageCooldownTest) {
TEST_F(DestroyableComponentTest, DamageCooldownTest) {
// Test the damage immune timer state (anything above 0.0f)
destroyableComponent->SetDamageCooldownTimer(1.0f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 1.0f);