#include #include #include #include "tests.h" #include #include #include #include #include #include CuSuite *get_market_suite(void); #include #include #include #include #include #include #include #include #include #include #include int RunAllTests(void) { CuString *output = CuStringNew(); CuSuite *suite = CuSuiteNew(); int flags = log_flags; log_flags = LOG_FLUSH | LOG_CPERROR; init_resources(); CuSuiteAddSuite(suite, get_base36_suite()); CuSuiteAddSuite(suite, get_quicklist_suite()); CuSuiteAddSuite(suite, get_curse_suite()); CuSuiteAddSuite(suite, get_market_suite()); CuSuiteAddSuite(suite, get_move_suite()); CuSuiteAddSuite(suite, get_laws_suite()); CuSuiteAddSuite(suite, get_battle_suite()); CuSuiteRun(suite); CuSuiteSummary(suite, output); CuSuiteDetails(suite, output); printf("%s\n", output->buffer); log_flags = flags; return suite->failCount; } struct race *test_create_race(const char *name) { race *rc = rc_add(rc_new(name)); rc->flags |= RCF_PLAYERRACE; rc->maintenance = 10; return rc; } struct region *test_create_region(int x, int y, const terrain_type *terrain) { region *r = new_region(x, y, NULL, 0); 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; } struct faction *test_create_faction(const struct race *rc) { faction *f = addfaction("nobody@eressea.de", NULL, rc, default_locale, 0); return f; } struct unit *test_create_unit(struct faction *f, struct region *r) { unit *u = create_unit(r, f, 1, f->race, 0, 0, 0); return u; } void test_cleanup(void) { test_clear_terrains(); global.functions.maintenance = NULL; global.functions.wage = NULL; free_gamedata(); } terrain_type * test_create_terrain(const char * name, unsigned int flags) { terrain_type * t; assert(!get_terrain(name)); t = (terrain_type*)calloc(1, sizeof(terrain_type)); t->_name = strdup(name); t->flags = flags; register_terrain(t); return t; } building * test_create_building(region * r, const building_type * btype) { building * b = new_building(btype, r, default_locale); b->size = btype->maxsize>0?btype->maxsize:1; return b; } /** 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) { terrain_type *t_plain, *t_ocean; region *island[2]; race *rc_human; int i; building_type *btype; ship_type *stype; t_plain = test_create_terrain("plain", LAND_REGION | FOREST_REGION | WALK_INTO); t_ocean = test_create_terrain("ocean", SEA_REGION | SAIL_INTO | SWIM_INTO); island[0] = test_create_region(0, 0, t_plain); island[1] = test_create_region(1, 0, t_plain); for (i = 0; i != 2; ++i) { int j; region *r = island[i]; for (j = 0; j != MAXDIRECTIONS; ++j) { region *rn = r_connect(r, (direction_t)j); if (!rn) { rn = test_create_region(r->x + delta_x[j], r->y + delta_y[j], t_ocean); } } } rc_human = test_create_race("human"); btype = (building_type*)calloc(sizeof(building_type), 1); btype->flags = BTF_NAMECHANGE; btype->_name = strdup("castle"); bt_register(btype); stype = (ship_type*)calloc(sizeof(ship_type), 1); stype->name[0] = strdup("boat"); stype->name[1] = strdup("boat_p"); st_register(stype); }