#include #include #include "types.h" #include "build.h" #include "order.h" #include "unit.h" #include "building.h" #include "faction.h" #include "region.h" #include "race.h" #include "item.h" #include #include #include #include #include typedef struct build_fixture { faction *f; unit *u; region *r; race *rc; } build_fixture; static unit * setup_build(build_fixture *bf) { test_cleanup(); test_create_world(); bf->rc = test_create_race("human"); bf->r = findregion(0, 0); bf->f = test_create_faction(bf->rc); assert(bf->rc && bf->f && bf->r); bf->u = test_create_unit(bf->f, bf->r); assert(bf->u); return bf->u; } static void test_build(CuTest *tc) { build_fixture bf; unit *u; construction cons = { 0 }; const struct resource_type *rtype; u = setup_build(&bf); rtype = get_resourcetype(R_SILVER); assert(rtype); cons.materials = calloc(2, sizeof(requirement)); cons.materials[0].number = 1; cons.materials[0].rtype = rtype; cons.skill = SK_ARMORER; cons.minskill = 2; cons.reqsize = 1; CuAssertIntEquals(tc, ENEEDSKILL, build(u, &cons, 1, 1)); set_level(u, SK_ARMORER, 1); CuAssertIntEquals(tc, ELOWSKILL, build(u, &cons, 1, 1)); set_level(u, SK_ARMORER, 2); CuAssertIntEquals(tc, ENOMATERIALS, build(u, &cons, 1, 1)); i_change(&u->items, rtype->itype, 1); CuAssertIntEquals(tc, 1, build(u, &cons, 1, 1)); CuAssertIntEquals(tc, 0, i_get(u->items, rtype->itype)); scale_number(u, 2); i_change(&u->items, rtype->itype, 2); CuAssertIntEquals(tc, 2, build(u, &cons, 2, 2)); CuAssertIntEquals(tc, 0, i_get(u->items, rtype->itype)); test_cleanup(); } static void test_build_building_no_materials(CuTest *tc) { const building_type *btype; build_fixture bf = { 0 }; unit *u; u = setup_build(&bf); btype = bt_find("castle"); assert(btype); set_level(u, SK_BUILDING, 1); CuAssertIntEquals(tc, ENOMATERIALS, build_building(u, btype, 0, 4, 0)); CuAssertPtrEquals(tc, 0, u->region->buildings); CuAssertPtrEquals(tc, 0, u->building); } static void test_build_building_with_golem(CuTest *tc) { unit *u; build_fixture bf; const building_type *btype; u = setup_build(&bf); bf.rc->flags |= RCF_STONEGOLEM; btype = bt_find("castle"); assert(btype); assert(btype->construction); set_level(bf.u, SK_BUILDING, 1); CuAssertIntEquals(tc, 1, build_building(u, btype, 0, 4, 0)); CuAssertPtrNotNull(tc, u->region->buildings); CuAssertIntEquals(tc, 1, u->region->buildings->size); CuAssertIntEquals(tc, 0, u->number); } static void test_build_building_success(CuTest *tc) { unit *u; build_fixture bf = { 0 }; const building_type *btype; const resource_type *rtype; u = setup_build(&bf); rtype = get_resourcetype(R_STONE); btype = bt_find("castle"); assert(btype && rtype && rtype->itype); assert(btype->construction); assert(!u->region->buildings); i_change(&bf.u->items, rtype->itype, 1); set_level(u, SK_BUILDING, 1); CuAssertIntEquals(tc, 1, build_building(u, btype, 0, 4, 0)); CuAssertPtrNotNull(tc, u->region->buildings); CuAssertPtrEquals(tc, u->region->buildings, u->building); CuAssertIntEquals(tc, 1, u->building->size); CuAssertIntEquals(tc, 0, i_get(u->items, rtype->itype)); } CuSuite *get_build_suite(void) { CuSuite *suite = CuSuiteNew(); SUITE_ADD_TEST(suite, test_build); SUITE_ADD_TEST(suite, test_build_building_success); SUITE_ADD_TEST(suite, test_build_building_with_golem); SUITE_ADD_TEST(suite, test_build_building_no_materials); return suite; }