#include "GameDependencies.h" #include #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 void SetUp() override { SetUpDependencies(); // Set up entity and pet component baseEntity = new Entity(15, GameDependenciesTest::info); petComponent = baseEntity->AddComponent(1); // Initialize some values to be not default } void TearDown() override { delete baseEntity; TearDownDependencies(); } }; TEST_F(PetTest, PlacementNewAddComponentTest) { // Test adding component ASSERT_NE(petComponent, nullptr); baseEntity->AddComponent(1); ASSERT_NE(baseEntity->GetComponent(), nullptr); // Test getting initial status ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15); ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::Invalid); }