server/src/tests.c

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#include <platform.h>
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#include <kernel/types.h>
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#include "tests.h"
#include <kernel/config.h>
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#include <kernel/region.h>
#include <kernel/terrain.h>
#include <kernel/item.h>
#include <kernel/unit.h>
#include <kernel/race.h>
#include <kernel/faction.h>
#include <kernel/building.h>
#include <kernel/ship.h>
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#include <kernel/spell.h>
#include <kernel/spellbook.h>
#include <kernel/terrain.h>
#include <util/functions.h>
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#include <util/language.h>
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#include <util/log.h>
#include <assert.h>
#include <stdlib.h>
#include <string.h>
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struct race *test_create_race(const char *name)
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{
race *rc = rc_get_or_create(name);
rc->flags |= RCF_PLAYERRACE;
rc->maintenance = 10;
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return rc;
}
struct region *test_create_region(int x, int y, const terrain_type *terrain)
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{
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region *r = new_region(x, y, NULL, 0);
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terraform_region(r, terrain);
rsettrees(r, 0, 0);
rsettrees(r, 1, 0);
rsettrees(r, 2, 0);
rsethorses(r, 0);
rsetpeasants(r, terrain->size);
return r;
}
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struct faction *test_create_faction(const struct race *rc)
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{
faction *f = addfaction("nobody@eressea.de", NULL, rc?rc:rc_find("human"), default_locale, 0);
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return f;
}
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struct unit *test_create_unit(struct faction *f, struct region *r)
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{
unit *u = create_unit(r, f, 1, f?f->race:rc_find("human"), 0, 0, 0);
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return u;
}
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void test_cleanup(void)
{
test_clear_terrains();
test_clear_resources();
global.functions.maintenance = NULL;
global.functions.wage = NULL;
default_locale = 0;
free_locales();
free_spells();
free_buildingtypes();
free_shiptypes();
free_races();
free_spellbooks();
free_gamedata();
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}
terrain_type *
test_create_terrain(const char * name, unsigned int flags)
{
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terrain_type * t = get_or_create_terrain(name);
t->_name = _strdup(name);
t->flags = flags;
return t;
}
building * test_create_building(region * r, const building_type * btype)
{
building * b = new_building(btype?btype:bt_find("castle"), r, default_locale);
b->size = b->type->maxsize>0?b->type->maxsize:1;
return b;
}
ship * test_create_ship(region * r, const ship_type * stype)
{
ship * s = new_ship(stype?stype:st_find("boat"), r, default_locale);
s->size = s->type->construction?s->type->construction->maxsize:1;
return s;
}
ship_type * test_create_shiptype(const char * name)
{
ship_type * stype = st_get_or_create(name);
locale_setstring(default_locale, name, name);
return stype;
}
building_type * test_create_buildingtype(const char * name)
{
building_type *btype = (building_type *)calloc(sizeof(building_type), 1);
btype->flags = BTF_NAMECHANGE;
btype->_name = _strdup(name);
btype->construction = (construction *)calloc(sizeof(construction), 1);
btype->construction->skill = SK_BUILDING;
btype->construction->maxsize = -1;
btype->construction->minskill = 1;
btype->construction->reqsize = 1;
btype->construction->materials = (requirement *)calloc(sizeof(requirement), 2);
btype->construction->materials[1].number = 0;
btype->construction->materials[0].number = 1;
btype->construction->materials[0].rtype = get_resourcetype(R_STONE);
locale_setstring(default_locale, name, name);
bt_register(btype);
return btype;
}
item_type * test_create_itemtype(const char * name) {
resource_type * rtype;
item_type * itype;
rtype = rt_get_or_create(name);
itype = it_get_or_create(rtype);
return itype;
}
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/** creates a small world and some stuff in it.
* two terrains: 'plain' and 'ocean'
* one race: 'human'
* one ship_type: 'boat'
* one building_type: 'castle'
* in 0.0 and 1.0 is an island of two plains, around it is ocean.
*/
void test_create_world(void)
{
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terrain_type *t_plain, *t_ocean;
region *island[2];
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int i;
item_type * itype;
get_or_create_locale("de");
init_resources();
itype = test_create_itemtype("horse");
itype->flags |= ITF_BIG | ITF_ANIMAL;
itype->weight = 5000;
itype->capacity = 7000;
test_create_itemtype("iron");
test_create_itemtype("stone");
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t_plain = test_create_terrain("plain", LAND_REGION | FOREST_REGION | WALK_INTO | CAVALRY_REGION);
t_plain->size = 1000;
t_plain->max_road = 100;
t_ocean = test_create_terrain("ocean", SEA_REGION | SAIL_INTO | SWIM_INTO);
t_ocean->size = 0;
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island[0] = test_create_region(0, 0, t_plain);
island[1] = test_create_region(1, 0, t_plain);
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for (i = 0; i != 2; ++i) {
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int j;
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region *r = island[i];
for (j = 0; j != MAXDIRECTIONS; ++j) {
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region *rn = r_connect(r, (direction_t)j);
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if (!rn) {
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rn = test_create_region(r->x + delta_x[j], r->y + delta_y[j], t_ocean);
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}
}
}
test_create_race("human");
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test_create_buildingtype("castle");
test_create_shiptype("boat");
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}