205 lines
5.2 KiB
C++
205 lines
5.2 KiB
C++
#include <iostream> // std::cout
|
|
|
|
#include "board.h"
|
|
#include "order.h"
|
|
#include "game.h"
|
|
|
|
const char* tests()
|
|
{
|
|
// Test if we can properly set a unit's visual
|
|
{
|
|
CUnit unit;
|
|
unit.setFromVisual('v');
|
|
if( unit.getVisual() != 'v' )
|
|
return "failed to properly create V unit";
|
|
}
|
|
|
|
// Test unique unit IDs
|
|
{
|
|
CUnit unit;
|
|
CUnit unit2;
|
|
if( unit.getID() == unit2.getID() )
|
|
return "Unit IDs the same";
|
|
}
|
|
|
|
// Test basic invalid unit conversion
|
|
{
|
|
CUnit unit1;
|
|
|
|
std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
|
|
CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
|
|
|
|
if ( unit1 != unit2 )
|
|
return "Failed to convert an empty unit to string and back";
|
|
}
|
|
|
|
// Test custom unit conversion
|
|
{
|
|
CUnit unit1;
|
|
unit1.setFromVisual('v');
|
|
unit1.setTeam(Team::Green);
|
|
unit1.setPos( uvector2(5,10) );
|
|
|
|
std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
|
|
CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
|
|
|
|
if ( unit1 != unit2 )
|
|
return "Failed to convert custom unit to string and back";
|
|
}
|
|
|
|
// Test if we can successfully create a unit from a visual
|
|
{
|
|
CUnit unit = CUnit::GetUnitFromVis('v');
|
|
if( unit.getVisual() != 'v' )
|
|
return "failed to properly create V unit with factory";
|
|
}
|
|
|
|
// Test if we can successfully convert orders back and forth
|
|
{
|
|
COrder order;
|
|
order.command = command_c::F;
|
|
order.unit = 10;
|
|
std::string order_string = GetStringFromOrder(order);
|
|
COrder order2 = GetOrderFromString(order_string);
|
|
|
|
if ( order2 != order )
|
|
return "failed order string conversion test";
|
|
}
|
|
|
|
// Test of the game can logically handle a blank game
|
|
{
|
|
CTTRTSGame game( 15, 10 );
|
|
if( game.SimulateToNextTurn() )
|
|
return "Failed to simulate a blank game";
|
|
|
|
if( game.GetNumUnits() )
|
|
return "Game started with non-zero unit number";
|
|
}
|
|
|
|
// Test if the game correctly rejects units placed ontop of others
|
|
{
|
|
CTTRTSGame game( 5, 5 );
|
|
|
|
{
|
|
CUnit unit = CUnit::GetUnitFromVis('^');
|
|
unit.setPos( {2,2} );
|
|
unit.setTeam(Team::Red);
|
|
|
|
game.AddUnit(std::move(unit));
|
|
}
|
|
|
|
{
|
|
CUnit unit = CUnit::GetUnitFromVis('^');
|
|
unit.setPos( {2,2} );
|
|
unit.setTeam(Team::Red);
|
|
|
|
if( !game.AddUnit(std::move(unit)) )
|
|
return "Game should have rejected unit placed on the same spot";
|
|
|
|
if( game.GetNumUnits() != 1 )
|
|
return "Game ended up with too many units";
|
|
}
|
|
}
|
|
|
|
// Test on a small board if a movement command succeeds correctly
|
|
{
|
|
CTTRTSGame game( 5, 5 );
|
|
|
|
CUnit unit = CUnit::GetUnitFromVis('>');
|
|
const unit_id_t id = unit.getID();
|
|
COrder order;
|
|
|
|
unit.setPos( {2,2} );
|
|
unit.setTeam(Team::Red);
|
|
|
|
if ( game.AddUnit(std::move(unit)) )
|
|
return "Game failed to add valid unit";
|
|
|
|
order.unit = id;
|
|
order.command = command_c::F;
|
|
|
|
if( game.IssueOrder(Team::Red,order) )
|
|
return "Game failed to issue valid order";
|
|
|
|
if (game.SimulateToNextTurn() )
|
|
return "Game failed to simulate valid turn";
|
|
|
|
if( game.GetUnitByIDConst(id).getPos() != uvector2{3,2} )
|
|
return "Simple movement order failed";
|
|
|
|
}
|
|
|
|
// Test on a tiny board, whether a unit can correctly attack another
|
|
{
|
|
CTTRTSGame game( 2, 1 );
|
|
game.SetName("Test_578");
|
|
|
|
unit_id_t id;
|
|
{
|
|
CUnit unit = CUnit::GetUnitFromVis('>');
|
|
id = unit.getID();
|
|
COrder order;
|
|
|
|
unit.setPos( {0,0} );
|
|
unit.setTeam(Team::Blue);
|
|
|
|
if ( game.AddUnit(std::move(unit)) )
|
|
return "Game failed to add valid unit";
|
|
|
|
order.unit = id;
|
|
order.command = command_c::A;
|
|
|
|
if( game.IssueOrder(Team::Blue,order) )
|
|
return "Game failed to issue valid order";
|
|
}
|
|
{
|
|
CUnit unit = CUnit::GetUnitFromVis('<');
|
|
|
|
unit.setPos( {1,0} );
|
|
unit.setTeam(Team::Red);
|
|
|
|
if ( game.AddUnit(std::move(unit)) )
|
|
return "Game failed to add valid unit";
|
|
}
|
|
|
|
game.SimulateToNextTurn();
|
|
|
|
if ( game.GetNumUnits() != 1 )
|
|
return "Game failed to kill a unit when it logically should have";
|
|
|
|
if ( game.GetUnitByIndex(0).getDir() != dir_t::E )
|
|
return "Game killed the wrong unit";
|
|
|
|
if ( game.GetUnitByIndex(0).getID() != id )
|
|
return "Game killed the wrong unit";
|
|
|
|
if ( game.CheckForWin() != Team::Blue )
|
|
return "Game failed to recognise a win for the right Team";
|
|
|
|
std::string game_string = game.GetStateAsString();
|
|
CTTRTSGame game2 = CTTRTSGame::CreateFromString(game_string);
|
|
|
|
std::string game2_string = game2.GetStateAsString();
|
|
|
|
// Try matching up the game descriptors
|
|
if( game_string != game2_string )
|
|
return "Generating new game from string failed";
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Main program entry point
|
|
int main()
|
|
{
|
|
const char* res = tests();
|
|
|
|
if( res )
|
|
{
|
|
std::cout<<"ERROR: "<<res<<std::endl;
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
};
|