Tests
- added basic tests for cell, direction, entity, action - fixed bugs
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@@ -147,6 +147,11 @@ pub struct TurnBasedDamage {
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time: u8,
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damage: i32,
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}
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impl TurnBasedDamage {
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pub fn new(time: u8, damage: i32) -> Self {
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Self { time, damage }
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}
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}
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#[typetag::serde]
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impl Effect for TurnBasedDamage {
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fn is_persistent(&self) -> bool {
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@@ -155,10 +160,12 @@ impl Effect for TurnBasedDamage {
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fn apply_to(&self, entity: &mut Entity, _floor: &mut Floor) {
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if self.time > 0 {
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entity.apply_damage(self.damage);
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entity.add_effect(Box::new(Self {
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time: self.time - 1,
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damage: self.damage,
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}));
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if self.time > 1 {
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entity.add_effect(Box::new(Self {
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time: self.time - 1,
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damage: self.damage,
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}));
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}
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}
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}
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}
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@@ -127,6 +127,13 @@ impl Entity {
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self.effects.push_back(effect);
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}
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/// Permette di vedere tutti gli effetti che in questo momento sono applicati all'entità.\
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/// Gli effetti qui elencati sono in uno stato di attesa prima di essere effettivamente
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/// applicati tremite la funzione update.
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pub fn get_effects(& self) -> impl Iterator<Item = &Box<dyn Effect>> {
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self.effects.iter()
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}
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/// Indica se l'entità è considerata ancora in gioco o meno.\
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/// Per far si che l'entità non sia più in gioco bisobna far arrivare la vita a 0.
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/// Nota: una entità con vita negativa è considerata "viva"
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281
rogue_lib/tests/tests.rs
Normal file
281
rogue_lib/tests/tests.rs
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@@ -0,0 +1,281 @@
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use rand::SeedableRng;
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use rand_pcg::Pcg32;
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use rogue_lib::{
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cell::{Cell, Effect, InstantDamage, TurnBasedDamage},
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entities::{Action, Direction, Entity, Immovable, Position},
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floor::Floor,
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};
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/*******************************************************/
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/* Funzioni semplici per inizializzazione di strutture */
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/*******************************************************/
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fn get_basic_entity() -> Entity {
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Entity::new("name".to_string(), 100, 10, Box::new(Immovable))
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}
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fn get_basic_floor() -> Floor {
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let rng = Pcg32::seed_from_u64(0);
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let grid = vec![vec![Cell::Empty; 20]; 20];
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Floor::new(0, rng, vec![], grid)
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}
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/*******************************************************/
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/* I tests iniziano da qui in poi */
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/*******************************************************/
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#[test]
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fn test_cell_basic() {
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let mut entity = get_basic_entity();
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// random ones
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entity.direction = Direction::Up;
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entity.position = Position(10, 10);
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Cell::Empty.entity_over(&mut entity);
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assert_eq!(entity.position, Position(10, 10));
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assert_eq!(entity.direction, Direction::Up);
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Cell::Entance.entity_over(&mut entity);
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assert_eq!(entity.position, Position(10, 10));
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assert_eq!(entity.direction, Direction::Up);
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Cell::Exit.entity_over(&mut entity);
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assert_eq!(entity.position, Position(10, 10));
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assert_eq!(entity.direction, Direction::Up);
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Cell::Wall.entity_over(&mut entity);
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assert_eq!(entity.position, Position(10, 9));
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assert_eq!(entity.direction, Direction::Down);
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assert_eq!(Cell::Empty.as_char(), ' ');
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assert_eq!(Cell::Entance.as_char(), ' ');
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assert_eq!(Cell::Exit.as_char(), '¤');
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assert_eq!(Cell::Wall.as_char(), '█');
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}
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#[test]
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fn test_cell_trait_effect_instant_damage() {
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let cell = InstantDamage(10);
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let mut floor = get_basic_floor();
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let mut entity = get_basic_entity();
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let health = entity.get_health();
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cell.apply_to(&mut entity, &mut floor);
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assert_eq!(entity.get_health(), health - 10);
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let cell = InstantDamage(-10);
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cell.apply_to(&mut entity, &mut floor);
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assert_eq!(entity.get_health(), health);
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}
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#[test]
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fn test_directions() {
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let mut dir = Direction::Up;
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dir.invert();
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assert_eq!(dir, Direction::Down);
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dir.invert();
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assert_eq!(dir, Direction::Up);
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dir = Direction::Left;
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dir.invert();
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assert_eq!(dir, Direction::Right);
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dir.invert();
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assert_eq!(dir, Direction::Left);
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dir = Direction::None;
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assert_eq!(dir, Direction::None);
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let mut pos = Position(10, 10);
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assert_eq!(Direction::Up.move_from(&mut pos), &Position(10, 11));
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assert_eq!(Direction::Down.move_from(&mut pos), &Position(10, 10));
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assert_eq!(Direction::Left.move_from(&mut pos), &Position(9, 10));
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assert_eq!(Direction::Right.move_from(&mut pos), &Position(10, 10));
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assert_eq!(Direction::None.move_from(&mut pos), &Position(10, 10));
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assert_eq!(Direction::Up.as_char(), '▲');
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assert_eq!(Direction::Down.as_char(), '▼');
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assert_eq!(Direction::Left.as_char(), '◄');
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assert_eq!(Direction::Right.as_char(), '►');
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assert_eq!(Direction::None.as_char(), '■');
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}
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#[test]
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fn test_entity_basic() {
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let entity = get_basic_entity();
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assert!(entity.is_alive());
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assert!(matches!(entity.buffer, Action::DoNothing));
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 100);
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assert_eq!(entity.get_name(), &"name".to_string());
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assert_eq!(entity.direction, Direction::None);
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}
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#[test]
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fn test_entity_basic_damage() {
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let mut entity = get_basic_entity();
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entity.apply_damage(10);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 90);
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assert!(entity.is_alive());
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entity.apply_damage(-10);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 100);
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assert!(entity.is_alive());
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entity.apply_damage(90);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 10);
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assert!(entity.is_alive());
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entity.apply_damage(-100);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 100);
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assert!(entity.is_alive());
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entity.apply_damage(120);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 0);
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assert!(!entity.is_alive());
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entity.apply_damage(10);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 0);
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assert!(!entity.is_alive());
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entity.apply_damage(-500);
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 100);
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assert!(entity.is_alive());
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}
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#[test]
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fn test_entity_basic_effects() {
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let mut floor = get_basic_floor();
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let mut entity = get_basic_entity();
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assert!(matches!(entity.get_effects().next(), None));
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entity.add_effect(Box::new(InstantDamage(10)));
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let mut iter = entity.get_effects();
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assert!(matches!(iter.next(), Some(_)));
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assert!(matches!(iter.next(), None));
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std::mem::drop(iter);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 90);
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assert!(matches!(entity.get_effects().next(), None));
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entity.add_effect(Box::new(InstantDamage(10)));
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entity.add_effect(Box::new(TurnBasedDamage::new(2, 10)));
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let mut iter = entity.get_effects();
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assert!(matches!(iter.next(), Some(_)));
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assert!(matches!(iter.next(), Some(_)));
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assert!(matches!(iter.next(), None));
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std::mem::drop(iter);
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let entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 70);
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let mut iter = entity.get_effects();
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assert!(matches!(iter.next(), Some(_)));
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assert!(matches!(iter.next(), None));
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std::mem::drop(iter);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.get_health_max(), 100);
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assert_eq!(entity.get_health(), 60);
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assert!(matches!(entity.get_effects().next(), None));
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entity.add_effect(Box::new(InstantDamage(100)));
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let entity = entity.update(&mut floor);
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assert!(matches!(entity, None));
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}
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#[test]
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fn test_entity_basic_action() {
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let mut floor = get_basic_floor();
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let mut entity = get_basic_entity();
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entity.position = Position(10, 10);
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entity.buffer = Action::Move(Direction::Up);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(10, 11));
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assert_eq!(entity.direction, Direction::Up);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::Up);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(10, 12));
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assert_eq!(entity.direction, Direction::Up);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::Left);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(9, 12));
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assert_eq!(entity.direction, Direction::Left);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::Left);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(8, 12));
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assert_eq!(entity.direction, Direction::Left);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::Down);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(8, 11));
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assert_eq!(entity.direction, Direction::Down);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::Right);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(9, 11));
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assert_eq!(entity.direction, Direction::Right);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::Move(Direction::None);
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let mut entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(9, 11));
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assert_eq!(entity.direction, Direction::None);
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assert!(matches!(entity.buffer, Action::DoNothing));
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entity.buffer = Action::DoNothing;
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let entity = entity.update(&mut floor).unwrap();
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assert_eq!(entity.position, Position(9, 11));
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assert_eq!(entity.direction, Direction::None);
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assert!(matches!(entity.buffer, Action::DoNothing));
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}
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#[test]
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fn test_generator_priority() {
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let mut vec = vec![(1_u32, &"a"), (3, &"b"), (2, &"c")].into_iter();
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let vec1 = vec!["", "", ""];
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let vec = rogue_lib::generator::vec_filter(&vec1, |_| vec.next());
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let mut sum: std::collections::HashMap<&str, u32> = std::collections::HashMap::new();
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let mut rng = <rand_pcg::Pcg32 as rand::SeedableRng>::seed_from_u64(0);
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let tot = 600000;
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for _ in 0..tot {
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let sample = rogue_lib::generator::vec_get_sample(&vec, &mut rng);
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let val = sum.entry(*sample).or_default();
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*val += 1;
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}
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// deve essere ~circa a questo valore (per questo il round)
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assert_eq!(
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(*sum.get("a").unwrap() as f32 / (tot as f32 / 6.0)).round(),
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3.0
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);
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assert_eq!(
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(*sum.get("b").unwrap() as f32 / (tot as f32 / 6.0)).round(),
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1.0
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);
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assert_eq!(
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(*sum.get("c").unwrap() as f32 / (tot as f32 / 6.0)).round(),
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2.0
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);
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}
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