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ae349d6b15
* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
539 lines
25 KiB
C++
539 lines
25 KiB
C++
#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class DestroyableTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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DestroyableComponent* destroyableComponent;
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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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baseEntity = new Entity(15, GameDependenciesTest::info);
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destroyableComponent = baseEntity->AddComponent<DestroyableComponent>();
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// Initialize some values to be not default
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destroyableComponent->SetMaxHealth(12345.0f);
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destroyableComponent->SetHealth(23);
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destroyableComponent->SetMaxArmor(14.0f);
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destroyableComponent->SetArmor(7);
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destroyableComponent->SetMaxImagination(14000.0f);
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destroyableComponent->SetImagination(6000);
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destroyableComponent->SetIsSmashable(true);
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destroyableComponent->SetExplodeFactor(1.1f);
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destroyableComponent->AddFactionNoLookup(-1);
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destroyableComponent->AddFactionNoLookup(6);
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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(DestroyableTest, PlacementNewAddComponentTest) {
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ASSERT_NE(destroyableComponent, nullptr);
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ASSERT_EQ(destroyableComponent->GetArmor(), 7);
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baseEntity->AddComponent<DestroyableComponent>();
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ASSERT_NE(baseEntity->GetComponent<DestroyableComponent>(), nullptr);
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ASSERT_EQ(destroyableComponent->GetArmor(), 0);
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}
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/**
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* Test Construction of a DestroyableComponent
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*/
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TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
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destroyableComponent->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 DestroyableComponent
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*/
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TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
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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);
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EXPECT_EQ(optionStatsInfo, true);
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EXPECT_EQ(currentHealth, 23);
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EXPECT_EQ(maxHealth, 1233.0f);
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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, 1233.0f);
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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(optionIsOnThreatList, false); // Always zero for now on serialization
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}
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}
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/**
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* Test the Damage method of DestroyableComponent
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*/
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TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
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// Do some actions
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destroyableComponent->SetMaxHealth(100.0f);
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destroyableComponent->SetHealth(100);
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destroyableComponent->SetMaxArmor(0.0f);
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destroyableComponent->Damage(10, LWOOBJID_EMPTY);
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// Check that we take damage
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ASSERT_EQ(destroyableComponent->GetHealth(), 90);
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// Check that if we have armor, we take the correct amount of damage
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destroyableComponent->SetMaxArmor(10.0f);
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destroyableComponent->SetArmor(5);
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destroyableComponent->Damage(10, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 85);
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// Check that if we have damage absorption we take the correct damage
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destroyableComponent->SetDamageToAbsorb(10);
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destroyableComponent->Damage(9, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 85);
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ASSERT_EQ(destroyableComponent->GetDamageToAbsorb(), 1);
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destroyableComponent->Damage(6, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 80);
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// Check that we take the correct reduced damage if we take reduced damage
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destroyableComponent->SetDamageReduction(2);
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destroyableComponent->Damage(7, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 75);
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destroyableComponent->Damage(2, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 74);
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ASSERT_EQ(destroyableComponent->GetDamageReduction(), 2);
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destroyableComponent->SetDamageReduction(0);
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// Check that blocking works
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destroyableComponent->SetAttacksToBlock(1);
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destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 74);
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destroyableComponent->Damage(4, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 70);
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// Check that immunity works
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destroyableComponent->SetIsImmune(true);
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destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 70);
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ASSERT_TRUE(destroyableComponent->IsImmune());
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destroyableComponent->SetIsImmune(false);
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destroyableComponent->SetIsGMImmune(true);
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destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 70);
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ASSERT_TRUE(destroyableComponent->IsImmune());
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destroyableComponent->SetIsGMImmune(false);
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// Check knockback immunity
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destroyableComponent->SetIsShielded(true);
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ASSERT_TRUE(destroyableComponent->IsKnockbackImmune());
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// Finally deal enough damage to kill the Entity
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destroyableComponent->Damage(71, LWOOBJID_EMPTY);
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ASSERT_EQ(destroyableComponent->GetHealth(), 0);
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// Now lets heal some stats
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destroyableComponent->Heal(15);
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ASSERT_EQ(destroyableComponent->GetHealth(), 15);
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destroyableComponent->Heal(15000);
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ASSERT_EQ(destroyableComponent->GetHealth(), 100);
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destroyableComponent->Repair(10);
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ASSERT_EQ(destroyableComponent->GetArmor(), 10);
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destroyableComponent->Repair(15000);
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ASSERT_EQ(destroyableComponent->GetArmor(), 10);
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destroyableComponent->SetMaxImagination(100.0f);
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destroyableComponent->SetImagination(0);
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destroyableComponent->Imagine(99);
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ASSERT_EQ(destroyableComponent->GetImagination(), 99);
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destroyableComponent->Imagine(4);
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ASSERT_EQ(destroyableComponent->GetImagination(), 100);
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}
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TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
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ASSERT_TRUE(destroyableComponent->HasFaction(-1));
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ASSERT_TRUE(destroyableComponent->HasFaction(6));
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}
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TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
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auto* enemyEntity = new Entity(19, info);
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enemyEntity->AddComponent<DestroyableComponent>()->AddFactionNoLookup(16);
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destroyableComponent->AddEnemyFaction(16);
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EXPECT_TRUE(destroyableComponent->IsEnemy(enemyEntity));
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EXPECT_FALSE(destroyableComponent->IsFriend(enemyEntity));
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delete enemyEntity;
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}
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TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
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// assert to show that they are empty
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ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
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// set them all to true (count 1) and check
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destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true, true, true, true, true, true, true, true, true);
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ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_TRUE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_TRUE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_TRUE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_TRUE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_TRUE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_TRUE(destroyableComponent->GetImmuneToPullToPoint());
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// remove them to check that they get removed properly
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destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true, true, true, true, true, true, true, true, true);
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ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
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// should not crash to remove them again
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destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true, true, true, true, true, true, true, true, true);
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ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
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// just do one
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destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true);
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ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
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// now stack it to 2 on basic attack
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destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true);
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ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
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ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
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ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
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ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
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ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
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// remove one and still shoudl be true
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destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true);
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ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
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ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
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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
|
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destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true);
|
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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);
|
|
|
|
}
|
|
|