server/src/move.test.c

182 lines
4.5 KiB
C

#include <platform.h>
#include <stdlib.h>
#include "move.h"
#include <kernel/ally.h>
#include <kernel/building.h>
#include <kernel/faction.h>
#include <kernel/region.h>
#include <kernel/ship.h>
#include <kernel/terrain.h>
#include <kernel/unit.h>
#include <util/language.h>
#include <CuTest.h>
#include <tests.h>
static void test_ship_not_allowed_in_coast(CuTest * tc)
{
region *r1, *r2;
ship * sh;
terrain_type *ttype, *otype;
ship_type *stype;
test_cleanup();
test_create_world();
ttype = test_create_terrain("glacier", LAND_REGION | ARCTIC_REGION | WALK_INTO | SAIL_INTO);
otype = test_create_terrain("ocean", SEA_REGION | SAIL_INTO);
stype = test_create_shiptype("derp");
stype->coasts = (struct terrain_type **)calloc(2, sizeof(struct terrain_type *));
r1 = test_create_region(0, 0, ttype);
r2 = test_create_region(1, 0, otype);
sh = test_create_ship(0, stype);
CuAssertIntEquals(tc, SA_COAST, check_ship_allowed(sh, r2));
CuAssertIntEquals(tc, SA_NO_COAST, check_ship_allowed(sh, r1));
stype->coasts[0] = ttype;
CuAssertIntEquals(tc, SA_COAST, check_ship_allowed(sh, r1));
}
typedef struct move_fixture {
region *r;
ship *sh;
building * b;
unit *u;
} move_fixture;
static void setup_harbor(move_fixture *mf) {
region *r;
ship * sh;
terrain_type * ttype;
building_type * btype;
building * b;
unit *u;
test_cleanup();
test_create_world();
ttype = test_create_terrain("glacier", LAND_REGION | ARCTIC_REGION | WALK_INTO | SAIL_INTO);
btype = test_create_buildingtype("harbour");
sh = test_create_ship(0, 0);
r = test_create_region(0, 0, ttype);
b = test_create_building(r, btype);
b->flags |= BLD_WORKING;
u = test_create_unit(test_create_faction(0), r);
u->ship = sh;
ship_set_owner(u);
mf->r = r;
mf->u = u;
mf->sh = sh;
mf->b = b;
}
static void test_ship_allowed_without_harbormaster(CuTest * tc)
{
move_fixture mf;
setup_harbor(&mf);
CuAssertIntEquals(tc, SA_HARBOUR, check_ship_allowed(mf.sh, mf.r));
}
static void test_ship_blocked_by_harbormaster(CuTest * tc) {
unit *u;
move_fixture mf;
setup_harbor(&mf);
u = test_create_unit(test_create_faction(0), mf.r);
u->building = mf.b;
building_set_owner(u);
CuAssertIntEquals_Msg(tc, "harbor master must contact ship", SA_NO_COAST, check_ship_allowed(mf.sh, mf.r));
test_cleanup();
}
static void test_ship_has_harbormaster_contact(CuTest * tc) {
unit *u;
move_fixture mf;
setup_harbor(&mf);
u = test_create_unit(test_create_faction(0), mf.r);
u->building = mf.b;
building_set_owner(u);
usetcontact(mf.b->_owner, mf.sh->_owner);
CuAssertIntEquals(tc, SA_HARBOUR, check_ship_allowed(mf.sh, mf.r));
test_cleanup();
}
static void test_ship_has_harbormaster_same_faction(CuTest * tc) {
unit *u;
move_fixture mf;
setup_harbor(&mf);
u = test_create_unit(mf.u->faction, mf.r);
u->building = mf.b;
building_set_owner(u);
CuAssertIntEquals(tc, SA_HARBOUR, check_ship_allowed(mf.sh, mf.r));
test_cleanup();
}
static void test_ship_has_harbormaster_ally(CuTest * tc) {
unit *u;
move_fixture mf;
ally *al;
setup_harbor(&mf);
u = test_create_unit(test_create_faction(0), mf.r);
u->building = mf.b;
building_set_owner(u);
al = ally_add(&u->faction->allies, mf.u->faction);
al->status = HELP_GUARD;
CuAssertIntEquals(tc, SA_HARBOUR, check_ship_allowed(mf.sh, mf.r));
test_cleanup();
}
static void test_building_type_exists(CuTest * tc)
{
region *r;
building *b;
building_type *btype, *btype2;
test_cleanup();
test_create_world();
btype2 = bt_get_or_create("lighthouse");
btype = bt_get_or_create("castle");
r = findregion(-1, 0);
b = new_building(btype, r, default_locale);
CuAssertPtrNotNull(tc, b);
CuAssertTrue(tc, !buildingtype_exists(r, NULL, false));
CuAssertTrue(tc, buildingtype_exists(r, btype, false));
CuAssertTrue(tc, !buildingtype_exists(r, btype2, false));
}
CuSuite *get_move_suite(void)
{
CuSuite *suite = CuSuiteNew();
SUITE_ADD_TEST(suite, test_building_type_exists);
SUITE_ADD_TEST(suite, test_ship_not_allowed_in_coast);
SUITE_ADD_TEST(suite, test_ship_allowed_without_harbormaster);
SUITE_ADD_TEST(suite, test_ship_blocked_by_harbormaster);
SUITE_ADD_TEST(suite, test_ship_has_harbormaster_contact);
SUITE_ADD_TEST(suite, test_ship_has_harbormaster_ally);
SUITE_ADD_TEST(suite, test_ship_has_harbormaster_same_faction);
return suite;
}