Comment all the tests
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1 changed files with 12 additions and 9 deletions
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@ -6,19 +6,15 @@
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const char* tests()
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{
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{
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CBoard board = CBoard(10,5);
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board.clear();
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board.fill(48);
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}
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// Test if we can properly set a unit's visual
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{
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CUnit unit;
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unit.setFromVisual('v');
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if( unit.getVisual() != 118 )
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if( unit.getVisual() != 'v' )
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return "failed to properly create V unit";
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}
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// Test unique unit IDs
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{
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CUnit unit;
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CUnit unit2;
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@ -26,12 +22,14 @@ const char* tests()
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return "Unit IDs the same";
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}
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// Test if we can successfully create a unit from a visual
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{
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CUnit unit = CUnit::getUnitFromVis('v');
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if( unit.getVisual() != 'v' )
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return "failed to properly create V unit with factory";
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}
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// Test if we can successfully convert orders back and forth
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{
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COrder order;
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order.order = order_c::F;
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@ -43,6 +41,7 @@ const char* tests()
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return "failed order string conversion test";
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}
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// Test if movement order is correctly recognised
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{
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COrder order;
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order.order = order_c::F;
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@ -53,6 +52,7 @@ const char* tests()
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return "Wrongly detected an action order";
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}
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// Test if Attack order is correctly recognised
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{
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COrder order;
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order.order = order_c::A;
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@ -63,6 +63,7 @@ const char* tests()
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return "Wrongly detected an movement order";
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}
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// Test of the game can logically handle a blank game
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{
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CTTRTSGame game( 15, 10 );
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if( game.SimulateToNextTurn() )
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@ -72,6 +73,7 @@ const char* tests()
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return "Game started with non-zero unit number";
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}
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// Test if the game correctly rejects units placed ontop of others
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{
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CTTRTSGame game( 5, 5 );
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@ -96,6 +98,7 @@ const char* tests()
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}
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}
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// Test on a small board if a movement command succeeds correctly
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{
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CTTRTSGame game( 5, 5 );
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@ -123,6 +126,7 @@ const char* tests()
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}
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// Test on a tiny board, whether a unit can correctly attack another
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{
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CTTRTSGame game( 2, 1 );
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@ -166,8 +170,7 @@ const char* tests()
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return "Game killed the wrong unit";
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}
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return nullptr;
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return 0;
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}
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// Main program entry point
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