Files
axyz/src/Tests/ShootEventTest.cpp
T
verysecrethero 2f6261dfbf EShoot: changed to string weaponType to int currentlyEquippedItem
PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
2016-01-11 15:49:33 +01:00

252 lines
7.6 KiB
C++

#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "ShootEventTest.h"
#include "Game/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//dont use the same name as the classname in test cases...
BOOST_AUTO_TEST_CASE(ShootEventTest_PrimaryWeaponFiring)
{
//Test firing primary weapon
ShootEventTest game(1);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_SecondaryWeaponFiring)
{
//Test firing secondary weapon
ShootEventTest game(2);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_NoWeaponFiring)
{
//Test firing with no weapon equipped
ShootEventTest game(3);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_WeaponOnCooldown)
{
//Test firing with weapon on cooldown
ShootEventTest game(4);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
ShootEventTest::ShootEventTest(int runTestNumber)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
m_PlayerID = playerID;
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
//attach 2x weaps
ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
ComponentWrapper& sItem = m_World->AttachComponent(playerID, "SecondaryItem");
m_RunTestNumber = runTestNumber;
switch (runTestNumber)
{
case 1:
TestSetup1(player, pItem, sItem);
break;
case 2:
TestSetup2(player, pItem, sItem);
break;
case 3:
TestSetup3(player, pItem, sItem);
break;
case 4:
TestSetup4(player, pItem, sItem);
break;
default:
break;
}
//fire once = trigger event leftmousedown
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
}
ShootEventTest::~ShootEventTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = 1.0;
//set ammo set cooldown
pItem["Ammo"] = 100.0;
pItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = 2.0;
//set ammo set cooldown
sItem["Ammo"] = 10.0;
sItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
player["EquippedItem"] = 0.0;
pItem["Ammo"] = 100.0;
sItem["Ammo"] = 100.0;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = 1.0;
//set ammo set cooldown
pItem["Ammo"] = 100.0;
pItem["CoolDownTimer"] = 5.0;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSuccess1() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo == 99.0)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess2() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo == 9.0)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess3() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
double currentAmmoSecondary = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo != 100.0 || currentAmmoSecondary != 100.0)
TestSucceeded = false;
}
void ShootEventTest::TestSuccess4() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo != 100.0)
TestSucceeded = false;
}
void ShootEventTest::Tick()
{
glfwPollEvents();
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_EventBroker->Swap();
m_EventBroker->Clear();
switch (m_RunTestNumber)
{
case 1:
TestSuccess1();
break;
case 2:
TestSuccess2();
break;
case 3:
TestSuccess3();
break;
case 4:
TestSuccess4();
break;
default:
break;
}
}