- added basic tests for cell, direction, entity, action
- fixed bugs
This commit is contained in:
2024-05-24 16:35:25 +02:00
parent 012d6322e3
commit 6030ba0b73
3 changed files with 299 additions and 4 deletions

View File

@@ -147,6 +147,11 @@ pub struct TurnBasedDamage {
time: u8,
damage: i32,
}
impl TurnBasedDamage {
pub fn new(time: u8, damage: i32) -> Self {
Self { time, damage }
}
}
#[typetag::serde]
impl Effect for TurnBasedDamage {
fn is_persistent(&self) -> bool {
@@ -155,10 +160,12 @@ impl Effect for TurnBasedDamage {
fn apply_to(&self, entity: &mut Entity, _floor: &mut Floor) {
if self.time > 0 {
entity.apply_damage(self.damage);
entity.add_effect(Box::new(Self {
time: self.time - 1,
damage: self.damage,
}));
if self.time > 1 {
entity.add_effect(Box::new(Self {
time: self.time - 1,
damage: self.damage,
}));
}
}
}
}

View File

@@ -127,6 +127,13 @@ impl Entity {
self.effects.push_back(effect);
}
/// Permette di vedere tutti gli effetti che in questo momento sono applicati all'entità.\
/// Gli effetti qui elencati sono in uno stato di attesa prima di essere effettivamente
/// applicati tremite la funzione update.
pub fn get_effects(& self) -> impl Iterator<Item = &Box<dyn Effect>> {
self.effects.iter()
}
/// Indica se l'entità è considerata ancora in gioco o meno.\
/// Per far si che l'entità non sia più in gioco bisobna far arrivare la vita a 0.
/// Nota: una entità con vita negativa è considerata "viva"

281
rogue_lib/tests/tests.rs Normal file
View File

@@ -0,0 +1,281 @@
use rand::SeedableRng;
use rand_pcg::Pcg32;
use rogue_lib::{
cell::{Cell, Effect, InstantDamage, TurnBasedDamage},
entities::{Action, Direction, Entity, Immovable, Position},
floor::Floor,
};
/*******************************************************/
/* Funzioni semplici per inizializzazione di strutture */
/*******************************************************/
fn get_basic_entity() -> Entity {
Entity::new("name".to_string(), 100, 10, Box::new(Immovable))
}
fn get_basic_floor() -> Floor {
let rng = Pcg32::seed_from_u64(0);
let grid = vec![vec![Cell::Empty; 20]; 20];
Floor::new(0, rng, vec![], grid)
}
/*******************************************************/
/* I tests iniziano da qui in poi */
/*******************************************************/
#[test]
fn test_cell_basic() {
let mut entity = get_basic_entity();
// random ones
entity.direction = Direction::Up;
entity.position = Position(10, 10);
Cell::Empty.entity_over(&mut entity);
assert_eq!(entity.position, Position(10, 10));
assert_eq!(entity.direction, Direction::Up);
Cell::Entance.entity_over(&mut entity);
assert_eq!(entity.position, Position(10, 10));
assert_eq!(entity.direction, Direction::Up);
Cell::Exit.entity_over(&mut entity);
assert_eq!(entity.position, Position(10, 10));
assert_eq!(entity.direction, Direction::Up);
Cell::Wall.entity_over(&mut entity);
assert_eq!(entity.position, Position(10, 9));
assert_eq!(entity.direction, Direction::Down);
assert_eq!(Cell::Empty.as_char(), ' ');
assert_eq!(Cell::Entance.as_char(), ' ');
assert_eq!(Cell::Exit.as_char(), '¤');
assert_eq!(Cell::Wall.as_char(), '█');
}
#[test]
fn test_cell_trait_effect_instant_damage() {
let cell = InstantDamage(10);
let mut floor = get_basic_floor();
let mut entity = get_basic_entity();
let health = entity.get_health();
cell.apply_to(&mut entity, &mut floor);
assert_eq!(entity.get_health(), health - 10);
let cell = InstantDamage(-10);
cell.apply_to(&mut entity, &mut floor);
assert_eq!(entity.get_health(), health);
}
#[test]
fn test_directions() {
let mut dir = Direction::Up;
dir.invert();
assert_eq!(dir, Direction::Down);
dir.invert();
assert_eq!(dir, Direction::Up);
dir = Direction::Left;
dir.invert();
assert_eq!(dir, Direction::Right);
dir.invert();
assert_eq!(dir, Direction::Left);
dir = Direction::None;
assert_eq!(dir, Direction::None);
let mut pos = Position(10, 10);
assert_eq!(Direction::Up.move_from(&mut pos), &Position(10, 11));
assert_eq!(Direction::Down.move_from(&mut pos), &Position(10, 10));
assert_eq!(Direction::Left.move_from(&mut pos), &Position(9, 10));
assert_eq!(Direction::Right.move_from(&mut pos), &Position(10, 10));
assert_eq!(Direction::None.move_from(&mut pos), &Position(10, 10));
assert_eq!(Direction::Up.as_char(), '▲');
assert_eq!(Direction::Down.as_char(), '▼');
assert_eq!(Direction::Left.as_char(), '◄');
assert_eq!(Direction::Right.as_char(), '►');
assert_eq!(Direction::None.as_char(), '■');
}
#[test]
fn test_entity_basic() {
let entity = get_basic_entity();
assert!(entity.is_alive());
assert!(matches!(entity.buffer, Action::DoNothing));
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 100);
assert_eq!(entity.get_name(), &"name".to_string());
assert_eq!(entity.direction, Direction::None);
}
#[test]
fn test_entity_basic_damage() {
let mut entity = get_basic_entity();
entity.apply_damage(10);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 90);
assert!(entity.is_alive());
entity.apply_damage(-10);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 100);
assert!(entity.is_alive());
entity.apply_damage(90);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 10);
assert!(entity.is_alive());
entity.apply_damage(-100);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 100);
assert!(entity.is_alive());
entity.apply_damage(120);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 0);
assert!(!entity.is_alive());
entity.apply_damage(10);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 0);
assert!(!entity.is_alive());
entity.apply_damage(-500);
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 100);
assert!(entity.is_alive());
}
#[test]
fn test_entity_basic_effects() {
let mut floor = get_basic_floor();
let mut entity = get_basic_entity();
assert!(matches!(entity.get_effects().next(), None));
entity.add_effect(Box::new(InstantDamage(10)));
let mut iter = entity.get_effects();
assert!(matches!(iter.next(), Some(_)));
assert!(matches!(iter.next(), None));
std::mem::drop(iter);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 90);
assert!(matches!(entity.get_effects().next(), None));
entity.add_effect(Box::new(InstantDamage(10)));
entity.add_effect(Box::new(TurnBasedDamage::new(2, 10)));
let mut iter = entity.get_effects();
assert!(matches!(iter.next(), Some(_)));
assert!(matches!(iter.next(), Some(_)));
assert!(matches!(iter.next(), None));
std::mem::drop(iter);
let entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 70);
let mut iter = entity.get_effects();
assert!(matches!(iter.next(), Some(_)));
assert!(matches!(iter.next(), None));
std::mem::drop(iter);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.get_health_max(), 100);
assert_eq!(entity.get_health(), 60);
assert!(matches!(entity.get_effects().next(), None));
entity.add_effect(Box::new(InstantDamage(100)));
let entity = entity.update(&mut floor);
assert!(matches!(entity, None));
}
#[test]
fn test_entity_basic_action() {
let mut floor = get_basic_floor();
let mut entity = get_basic_entity();
entity.position = Position(10, 10);
entity.buffer = Action::Move(Direction::Up);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(10, 11));
assert_eq!(entity.direction, Direction::Up);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::Up);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(10, 12));
assert_eq!(entity.direction, Direction::Up);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::Left);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(9, 12));
assert_eq!(entity.direction, Direction::Left);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::Left);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(8, 12));
assert_eq!(entity.direction, Direction::Left);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::Down);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(8, 11));
assert_eq!(entity.direction, Direction::Down);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::Right);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(9, 11));
assert_eq!(entity.direction, Direction::Right);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::Move(Direction::None);
let mut entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(9, 11));
assert_eq!(entity.direction, Direction::None);
assert!(matches!(entity.buffer, Action::DoNothing));
entity.buffer = Action::DoNothing;
let entity = entity.update(&mut floor).unwrap();
assert_eq!(entity.position, Position(9, 11));
assert_eq!(entity.direction, Direction::None);
assert!(matches!(entity.buffer, Action::DoNothing));
}
#[test]
fn test_generator_priority() {
let mut vec = vec![(1_u32, &"a"), (3, &"b"), (2, &"c")].into_iter();
let vec1 = vec!["", "", ""];
let vec = rogue_lib::generator::vec_filter(&vec1, |_| vec.next());
let mut sum: std::collections::HashMap<&str, u32> = std::collections::HashMap::new();
let mut rng = <rand_pcg::Pcg32 as rand::SeedableRng>::seed_from_u64(0);
let tot = 600000;
for _ in 0..tot {
let sample = rogue_lib::generator::vec_get_sample(&vec, &mut rng);
let val = sum.entry(*sample).or_default();
*val += 1;
}
// deve essere ~circa a questo valore (per questo il round)
assert_eq!(
(*sum.get("a").unwrap() as f32 / (tot as f32 / 6.0)).round(),
3.0
);
assert_eq!(
(*sum.get("b").unwrap() as f32 / (tot as f32 / 6.0)).round(),
1.0
);
assert_eq!(
(*sum.get("c").unwrap() as f32 / (tot as f32 / 6.0)).round(),
2.0
);
}