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79 lines
2.0 KiB
C++
79 lines
2.0 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 "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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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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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(15, GameDependenciesTest::info);
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petComponent = baseEntity->AddComponent<PetComponent>(1);
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// Initialize some values to be not default
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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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using enum PetFlag;
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// Test adding component
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ASSERT_NE(petComponent, nullptr);
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baseEntity->AddComponent<PetComponent>(1);
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ASSERT_NE(baseEntity->GetComponent<PetComponent>(), nullptr);
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// Test getting initial status
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ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
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ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::spawn);
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}
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TEST_F(PetTest, PetAiState) {
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const auto initialState = petComponent->GetPetAiState();
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ASSERT_EQ(initialState, PetAiState::spawn);
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petComponent->SetPetAiState(PetAiState::follow);
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ASSERT_EQ(PetAiState::follow, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::idle);
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ASSERT_EQ(PetAiState::idle, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::interact);
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ASSERT_EQ(PetAiState::interact, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::despawn);
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ASSERT_EQ(PetAiState::despawn, petComponent->GetPetAiState());
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}
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// Test the pet use logic
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TEST_F(PetTest, PetUse) {
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ASSERT_FALSE(petComponent->IsReadyToInteract());
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petComponent->SetIsReadyToInteract(true);
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ASSERT_TRUE(petComponent->IsReadyToInteract());
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// Test bouncer logic
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ASSERT_FALSE(petComponent->IsHandlingInteraction());
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petComponent->OnUse(baseEntity);
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// need to add a destroyable component to the test entity and test the imagination drain
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}
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