server/src/guard.test.c

149 lines
4.4 KiB
C
Raw Normal View History

#include <platform.h>
#include "guard.h"
#include "laws.h"
#include "monster.h"
#include <kernel/config.h>
#include <kernel/faction.h>
#include <kernel/unit.h>
#include <kernel/race.h>
#include <kernel/item.h>
#include <kernel/region.h>
#include <limits.h>
#include <CuTest.h>
#include "tests.h"
2016-10-30 05:39:25 +01:00
static void test_is_guarded(CuTest *tc) {
unit *u1, *u2;
region *r;
race *rc;
test_cleanup();
rc = rc_get_or_create("dragon");
rc->flags |= RCF_UNARMEDGUARD;
r = test_create_region(0, 0, 0);
u1 = test_create_unit(test_create_faction(0), r);
u2 = test_create_unit(test_create_faction(rc), r);
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_TRAVELTHRU));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_PRODUCE));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_TREES));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_MINING));
guard(u2, GUARD_MINING | GUARD_PRODUCE);
CuAssertIntEquals(tc, GUARD_CREWS | GUARD_LANDING | GUARD_TRAVELTHRU | GUARD_TAX | GUARD_PRODUCE | GUARD_RECRUIT, guard_flags(u2));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_TRAVELTHRU));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_TREES));
CuAssertPtrEquals(tc, 0, is_guarded(r, u1, GUARD_MINING));
CuAssertPtrEquals(tc, u2, is_guarded(r, u1, GUARD_PRODUCE));
test_cleanup();
}
static void test_guard_unskilled(CuTest * tc)
// TODO: it would be better to test armedmen()
{
unit *u, *ug;
region *r;
item_type *itype;
test_setup();
itype = it_get_or_create(rt_get_or_create("sword"));
new_weapontype(itype, 0, 0.0, NULL, 0, 0, 0, SK_MELEE, 2);
r = test_create_region(0, 0, 0);
u = test_create_unit(test_create_faction(0), r);
ug = test_create_unit(test_create_faction(0), r);
i_change(&ug->items, itype, 1);
set_level(ug, SK_MELEE, 1);
setguard(ug, GUARD_ALL);
CuAssertPtrEquals(tc, 0, is_guarded(r, u, GUARD_PRODUCE));
test_cleanup();
}
static void test_guard_armed(CuTest * tc)
{
unit *u, *ug;
region *r;
item_type *itype;
test_setup();
itype = it_get_or_create(rt_get_or_create("sword"));
new_weapontype(itype, 0, 0.0, NULL, 0, 0, 0, SK_MELEE, 2);
r = test_create_region(0, 0, 0);
u = test_create_unit(test_create_faction(0), r);
ug = test_create_unit(test_create_faction(0), r);
i_change(&ug->items, itype, 1);
set_level(ug, SK_MELEE, 2);
setguard(ug, GUARD_ALL);
CuAssertPtrEquals(tc, ug, is_guarded(r, u, GUARD_PRODUCE));
test_cleanup();
}
static void test_is_guard(CuTest * tc)
{
unit *ug;
region *r;
item_type *itype;
test_setup();
itype = it_get_or_create(rt_get_or_create("sword"));
new_weapontype(itype, 0, 0.0, NULL, 0, 0, 0, SK_MELEE, 2);
r = test_create_region(0, 0, 0);
ug = test_create_unit(test_create_faction(0), r);
i_change(&ug->items, itype, 1);
set_level(ug, SK_MELEE, 2);
setguard(ug, GUARD_ALL);
CuAssertIntEquals(tc, 1, armedmen(ug, false));
CuAssertTrue(tc, is_guard(ug, GUARD_RECRUIT));
set_level(ug, SK_MELEE, 1);
CuAssertIntEquals(tc, 0, armedmen(ug, false));
CuAssertTrue(tc, !is_guard(ug, GUARD_RECRUIT));
set_level(ug, SK_MELEE, 2);
CuAssertIntEquals(tc, 1, armedmen(ug, false));
CuAssertTrue(tc, is_guard(ug, GUARD_RECRUIT));
test_cleanup();
}
static void test_guard_unarmed(CuTest * tc)
{
unit *u, *ug;
region *r;
race *rc;
test_setup();
rc = test_create_race("mountainguard");
rc->flags |= RCF_UNARMEDGUARD;
r = test_create_region(0, 0, 0);
u = test_create_unit(test_create_faction(0), r);
ug = test_create_unit(test_create_faction(rc), r);
setguard(ug, GUARD_ALL);
CuAssertPtrEquals(tc, ug, is_guarded(r, u, GUARD_PRODUCE));
test_cleanup();
}
static void test_guard_monsters(CuTest * tc)
{
unit *u, *ug;
region *r;
test_setup();
r = test_create_region(0, 0, 0);
u = test_create_unit(test_create_faction(0), r);
ug = test_create_unit(get_monsters(), r);
setguard(ug, GUARD_ALL);
CuAssertPtrEquals(tc, ug, is_guarded(r, u, GUARD_PRODUCE));
test_cleanup();
}
CuSuite *get_guard_suite(void)
{
CuSuite *suite = CuSuiteNew();
2016-10-30 05:39:25 +01:00
SUITE_ADD_TEST(suite, test_is_guarded);
SUITE_ADD_TEST(suite, test_is_guard);
SUITE_ADD_TEST(suite, test_guard_unskilled);
SUITE_ADD_TEST(suite, test_guard_armed);
SUITE_ADD_TEST(suite, test_guard_unarmed);
SUITE_ADD_TEST(suite, test_guard_monsters);
return suite;
}