Move source code into source subfolder
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source/test/CMakeLists.txt
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source/test/CMakeLists.txt
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# ====================== tests =======================
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# Project name
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project( ttrts-test )
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include_directories(
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../game
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../maths
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../ui
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)
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set( SOURCES
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test.cpp
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)
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# Add the executable
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add_executable( ttrts-test ${SOURCES} )
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target_link_libraries( ttrts-test game ui )
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214
source/test/test.cpp
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source/test/test.cpp
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#include <iostream> // std::cout
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#include "board.h"
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#include "order.h"
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#include "game.h"
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const char* tests()
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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() != '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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if( unit.getID() == unit2.getID() )
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return "Unit IDs the same";
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}
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// Test basic invalid unit conversion
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{
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CUnit unit1;
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std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
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CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
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if ( unit1 != unit2 )
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return "Failed to convert an empty unit to string and back";
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}
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// Test custom unit conversion
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{
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CUnit unit1;
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unit1.setFromVisual('v');
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unit1.setPlayer(0);
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unit1.setTeam(Team::Green);
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unit1.setPos( uvector2(5,10) );
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std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
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CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
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if ( unit1 != unit2 )
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return "Failed to convert custom unit to string and back";
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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.command = command_c::F;
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order.unit = 10;
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std::string order_string = GetStringFromOrder(order);
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COrder order2 = GetOrderFromString(order_string);
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if ( order2 != order )
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return "failed order string conversion test";
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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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return "Failed to simulate a blank game";
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if( game.GetNumUnits() )
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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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{
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CUnit unit = CUnit::GetUnitFromVis('^');
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unit.setPos( {2,2} );
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unit.setPlayer(0);
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unit.setTeam(Team::Red);
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game.AddUnit(std::move(unit));
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}
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{
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CUnit unit = CUnit::GetUnitFromVis('^');
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unit.setPos( {2,2} );
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unit.setPlayer(0);
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unit.setTeam(Team::Red);
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if( !game.AddUnit(std::move(unit)) )
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return "Game should have rejected unit placed on the same spot";
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if( game.GetNumUnits() != 1 )
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return "Game ended up with too many units";
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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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CUnit unit = CUnit::GetUnitFromVis('>');
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const unit_id_t id = unit.getID();
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COrder order;
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unit.setPos( {2,2} );
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unit.setPlayer(0);
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unit.setTeam(Team::Red);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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order.unit = id;
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order.command = command_c::F;
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if( game.IssueOrder(0,order) )
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return "Game failed to issue valid order";
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if (game.SimulateToNextTurn() )
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return "Game failed to simulate valid turn";
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if( game.GetUnitByIDConst(id).getPos() != uvector2{3,2} )
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return "Simple movement order failed";
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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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game.SetName("Test_578");
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unit_id_t id;
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{
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CUnit unit = CUnit::GetUnitFromVis('>');
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id = unit.getID();
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COrder order;
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unit.setPos( {0,0} );
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unit.setPlayer(1);
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unit.setTeam(Team::Blue);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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order.unit = id;
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order.command = command_c::A;
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if( game.IssueOrder(0,order) )
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return "Game failed to issue valid order";
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}
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{
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CUnit unit = CUnit::GetUnitFromVis('<');
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unit.setPos( {1,0} );
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unit.setPlayer(2);
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unit.setTeam(Team::Red);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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}
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game.SimulateToNextTurn();
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if ( game.GetNumUnits() != 1 )
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return "Game failed to kill a unit when it logically should have";
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if ( game.GetUnitByIndex(0).getDir() != dir_t::E )
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return "Game killed the wrong unit";
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if ( game.GetUnitByIndex(0).getID() != id )
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return "Game killed the wrong unit";
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if ( game.CheckForWin() != Team::Blue )
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return "Game failed to recognise a win for the right Team";
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std::string game_string = game.GetStateAsString();
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CTTRTSGame game2 = CTTRTSGame::CreateFromString(game_string);
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std::string game2_string = game2.GetStateAsString();
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// Try matching up the game descriptors
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if( game_string != game2_string )
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return "Generating new game from string failed";
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}
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return 0;
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}
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// Main program entry point
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int main()
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{
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std::cout<<"Running tests"<<std::endl;
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const char* res = tests();
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if( res )
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{
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std::cout<<"Tests failed - "<<res<<std::endl;
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return -1;
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}
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std::cout<<"Tests succeeded"<<std::endl;
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return 0;
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};
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