// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2009 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id$ #ifdef NDEBUG #undef NDEBUG #endif #ifndef DEBUG #define DEBUG #endif #include "TestBase.h" #include "server/EntityFactory.h" #include "rulesets/Creator.h" #include "rulesets/Plant.h" #include "rulesets/Stackable.h" #include "rulesets/World.h" #include "common/ScriptKit.h" #include "common/TypeNode.h" #include class TestScriptFactory : public ScriptKit { protected: std::string m_package; public: virtual const std::string & package() const { return m_package; } virtual int addScript(LocatedEntity * entity) const { return 0; } virtual int refreshClass() { return 0; } }; class EntityFactorytest : public Cyphesis::TestBase { private: EntityKit * m_ek; public: EntityFactorytest(); void setup(); void teardown(); void test_newEntity(); void test_destructor(); void test_updateProperties(); }; EntityFactorytest::EntityFactorytest() { ADD_TEST(EntityFactorytest::test_newEntity); ADD_TEST(EntityFactorytest::test_destructor); ADD_TEST(EntityFactorytest::test_updateProperties); } void EntityFactorytest::setup() { m_ek = new EntityFactory; m_ek->m_type = new TypeNode("foo"); } void EntityFactorytest::teardown() { delete m_ek->m_type; delete m_ek; } void EntityFactorytest::test_newEntity() { LocatedEntity * e = m_ek->newEntity("1", 1); ASSERT_NOT_NULL(e); } void EntityFactorytest::test_destructor() { m_ek->m_scriptFactory = new TestScriptFactory; } void EntityFactorytest::test_updateProperties() { m_ek->updateProperties(); } int main() { EntityFactorytest t; return t.run(); } // stubs Stackable::Stackable(const std::string & id, long intId) : Thing(id, intId), m_num(1) { // m_properties["num"] = new Property(m_num, 0); } Stackable::~Stackable() { } void Stackable::CombineOperation(const Operation & op, OpVector & res) { } void Stackable::DivideOperation(const Operation & op, OpVector & res) { } Plant::Plant(const std::string & id, long intId) : Thing(id, intId), m_nourishment(0) { } Plant::~Plant() { } void Plant::NourishOperation(const Operation & op, OpVector & res) { } void Plant::TickOperation(const Operation & op, OpVector & res) { } void Plant::TouchOperation(const Operation & op, OpVector & res) { } Creator::Creator(const std::string & id, long intId) : Character(id, intId) { } Creator::~Creator() { } void Creator::operation(const Operation & op, OpVector & res) { } void Creator::externalOperation(const Operation & op, Link &) { } void Creator::mindLookOperation(const Operation & op, OpVector & res) { } Character::Character(const std::string & id, long intId) : Thing(id, intId), m_movement(*(Movement*)0), m_mind(0), m_externalMind(0) { } Character::~Character() { } void Character::operation(const Operation & op, OpVector &) { } void Character::externalOperation(const Operation & op, Link &) { } void Character::ImaginaryOperation(const Operation & op, OpVector &) { } void Character::InfoOperation(const Operation & op, OpVector &) { } void Character::TickOperation(const Operation & op, OpVector &) { } void Character::TalkOperation(const Operation & op, OpVector &) { } void Character::NourishOperation(const Operation & op, OpVector &) { } void Character::UseOperation(const Operation & op, OpVector &) { } void Character::WieldOperation(const Operation & op, OpVector &) { } void Character::AttackOperation(const Operation & op, OpVector &) { } void Character::ActuateOperation(const Operation & op, OpVector &) { } void Character::mindActuateOperation(const Operation &, OpVector &) { } void Character::mindAttackOperation(const Operation &, OpVector &) { } void Character::mindCombineOperation(const Operation &, OpVector &) { } void Character::mindCreateOperation(const Operation &, OpVector &) { } void Character::mindDeleteOperation(const Operation &, OpVector &) { } void Character::mindDivideOperation(const Operation &, OpVector &) { } void Character::mindEatOperation(const Operation &, OpVector &) { } void Character::mindGoalInfoOperation(const Operation &, OpVector &) { } void Character::mindImaginaryOperation(const Operation &, OpVector &) { } void Character::mindLookOperation(const Operation &, OpVector &) { } void Character::mindMoveOperation(const Operation &, OpVector &) { } void Character::mindSetOperation(const Operation &, OpVector &) { } void Character::mindSetupOperation(const Operation &, OpVector &) { } void Character::mindTalkOperation(const Operation &, OpVector &) { } void Character::mindThoughtOperation(const Operation &, OpVector &) { } void Character::mindTickOperation(const Operation &, OpVector &) { } void Character::mindTouchOperation(const Operation &, OpVector &) { } void Character::mindUpdateOperation(const Operation &, OpVector &) { } void Character::mindUseOperation(const Operation &, OpVector &) { } void Character::mindWieldOperation(const Operation &, OpVector &) { } void Character::mindOtherOperation(const Operation &, OpVector &) { } Thing::Thing(const std::string & id, long intId) : Entity(id, intId) { } Thing::~Thing() { } void Thing::DeleteOperation(const Operation & op, OpVector & res) { } void Thing::MoveOperation(const Operation & op, OpVector & res) { } void Thing::SetOperation(const Operation & op, OpVector & res) { } void Thing::LookOperation(const Operation & op, OpVector & res) { } void Thing::CreateOperation(const Operation & op, OpVector & res) { } void Thing::UpdateOperation(const Operation & op, OpVector & res) { } Entity::Entity(const std::string & id, long intId) : LocatedEntity(id, intId), m_motion(0) { } Entity::~Entity() { } void Entity::destroy() { destroyed.emit(); } void Entity::ActuateOperation(const Operation &, OpVector &) { } void Entity::AppearanceOperation(const Operation &, OpVector &) { } void Entity::AttackOperation(const Operation &, OpVector &) { } void Entity::CombineOperation(const Operation &, OpVector &) { } void Entity::CreateOperation(const Operation &, OpVector &) { } void Entity::DeleteOperation(const Operation &, OpVector &) { } void Entity::DisappearanceOperation(const Operation &, OpVector &) { } void Entity::DivideOperation(const Operation &, OpVector &) { } void Entity::EatOperation(const Operation &, OpVector &) { } void Entity::GetOperation(const Operation &, OpVector &) { } void Entity::InfoOperation(const Operation &, OpVector &) { } void Entity::ImaginaryOperation(const Operation &, OpVector &) { } void Entity::LookOperation(const Operation &, OpVector &) { } void Entity::MoveOperation(const Operation &, OpVector &) { } void Entity::NourishOperation(const Operation &, OpVector &) { } void Entity::SetOperation(const Operation &, OpVector &) { } void Entity::SightOperation(const Operation &, OpVector &) { } void Entity::SoundOperation(const Operation &, OpVector &) { } void Entity::TalkOperation(const Operation &, OpVector &) { } void Entity::TickOperation(const Operation &, OpVector &) { } void Entity::TouchOperation(const Operation &, OpVector &) { } void Entity::UpdateOperation(const Operation &, OpVector &) { } void Entity::UseOperation(const Operation &, OpVector &) { } void Entity::WieldOperation(const Operation &, OpVector &) { } void Entity::externalOperation(const Operation & op, Link &) { } void Entity::operation(const Operation & op, OpVector & res) { } void Entity::addToMessage(Atlas::Message::MapType & omap) const { } void Entity::addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const { } PropertyBase * Entity::setAttr(const std::string & name, const Atlas::Message::Element & attr) { return 0; } const PropertyBase * Entity::getProperty(const std::string & name) const { return 0; } PropertyBase * Entity::setProperty(const std::string & name, PropertyBase * prop) { return m_properties[name] = prop; } PropertyBase * Entity::modProperty(const std::string & name) { return 0; } void Entity::installDelegate(int class_no, const std::string & delegate) { } Domain * Entity::getMovementDomain() { return 0; } void Entity::sendWorld(const Operation & op) { } void Entity::onContainered() { } void Entity::onUpdated() { } LocatedEntity::LocatedEntity(const std::string & id, long intId) : Router(id, intId), m_refCount(0), m_seq(0), m_script(0), m_type(0), m_flags(0), m_contains(0) { } LocatedEntity::~LocatedEntity() { } bool LocatedEntity::hasAttr(const std::string & name) const { return false; } int LocatedEntity::getAttr(const std::string & name, Atlas::Message::Element & attr) const { return -1; } int LocatedEntity::getAttrType(const std::string & name, Atlas::Message::Element & attr, int type) const { return -1; } PropertyBase * LocatedEntity::setAttr(const std::string & name, const Atlas::Message::Element & attr) { return 0; } const PropertyBase * LocatedEntity::getProperty(const std::string & name) const { return 0; } PropertyBase * LocatedEntity::modProperty(const std::string & name) { return 0; } PropertyBase * LocatedEntity::setProperty(const std::string & name, PropertyBase * prop) { return 0; } void LocatedEntity::installDelegate(int, const std::string &) { } void LocatedEntity::destroy() { } Domain * LocatedEntity::getMovementDomain() { return 0; } void LocatedEntity::sendWorld(const Operation & op) { } void LocatedEntity::onContainered() { } void LocatedEntity::onUpdated() { } Router::Router(const std::string & id, long intId) : m_id(id), m_intId(intId) { } Router::~Router() { } void Router::addToMessage(Atlas::Message::MapType & omap) const { } void Router::addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const { } void Router::error(const Operation & op, const std::string & errstring, OpVector & res, const std::string & to) const { } void Router::clientError(const Operation & op, const std::string & errstring, OpVector & res, const std::string & to) const { } Location::Location() : m_loc(0) { } TypeNode::TypeNode(const std::string & name) : m_name(name), m_parent(0) { } TypeNode::~TypeNode() { } void TypeNode::addProperties(const Atlas::Message::MapType &) { } void TypeNode::updateProperties(const Atlas::Message::MapType &) { }