cyphesis/tests/AllPropertyTest.cpp
Erik Ogenvik cd33df2d75 Use camel casing for tests.
This makes it much easier to find them in various editors.
2016-01-20 15:34:49 +01:00

231 lines
5.9 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2007 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
#ifdef NDEBUG
#undef NDEBUG
#endif
#ifndef DEBUG
#define DEBUG
#endif
#include "PropertyExerciser.h"
#include "rulesets/AreaProperty.h"
#include "rulesets/AtlasProperties.h"
#include "rulesets/CalendarProperty.h"
#include "rulesets/EntityProperty.h"
#include "rulesets/LineProperty.h"
#include "rulesets/OutfitProperty.h"
#include "rulesets/StatisticsProperty.h"
#include "rulesets/TerrainProperty.h"
#include "rulesets/ArithmeticFactory.h"
#include "common/BaseWorld.h"
#include "common/log.h"
#include "common/Property_impl.h"
#include "common/TypeNode.h"
#include "stubs/modules/stubLocation.h"
#include <Mercator/Terrain.h>
#include <cassert>
using Atlas::Message::Element;
static const Element::Type TYPE_INT = Element::TYPE_INT;
static const Element::Type TYPE_FLOAT = Element::TYPE_FLOAT;
static const Element::Type TYPE_STRING = Element::TYPE_STRING;
static const Element::Type TYPE_PTR = Element::TYPE_PTR;
static const Element::Type TYPE_LIST = Element::TYPE_LIST;
static const Element::Type TYPE_MAP = Element::TYPE_MAP;
int main()
{
PropertyExerciser exerciser;
{
Property<int> test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_INT) == 0);
}
{
Property<long> test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_INT) == 0);
}
{
Property<float> test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_FLOAT) == 0);
}
{
Property<double> test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_FLOAT) == 0);
}
{
Property<std::string> test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
{
AreaProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
}
{
std::string test_string_val;
IdProperty test_property(test_string_val);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
{
std::string test_string_val("1");
IdProperty test_property(test_string_val);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
{
NameProperty test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
{
NameProperty test_property(0);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
{
LocatedEntitySet test_entityset_val;
ContainsProperty test_property(test_entityset_val);
assert(exerciser.exerciseProperty(test_property, TYPE_LIST) == 0);
}
{
CalendarProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
}
#if 0
// FIXME This currently segfaults, as we give it pointers that are not
// pointers to entities. This highlights the fact that we need to
// protect property code from getting given pointers from outside.
// Atlas-C++ must not allow pointers to come in from the network.
{
EntityRef test_entityref_data;
EntityProperty test_property(test_entityref_data);
assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
}
#endif
// FIXME Yay this throws!!! I found a bug with my foolish tests
{
LineProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_LIST) == 0);
}
#if 0
// FIXME THis segfaults, probably the same reason as why EntityRef
// does
{
OutfitProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
}
#endif
{
StatisticsProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
}
{
TerrainProperty test_property;
assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
}
return 0;
}
// stubs
BaseWorld * BaseWorld::m_instance = 0;
BaseWorld::BaseWorld(LocatedEntity & gw) : m_gameWorld(gw)
{
m_instance = this;
}
BaseWorld::~BaseWorld()
{
m_instance = 0;
}
LocatedEntity * BaseWorld::getEntity(const std::string & id) const
{
return 0;
}
LocatedEntity * BaseWorld::getEntity(long id) const
{
return 0;
}
TypeNode::TypeNode(const std::string & name) : m_name(name), m_parent(0)
{
}
TypeNode::TypeNode(const std::string & name,
const Atlas::Objects::Root & d) : m_name(name),
m_description(d),
m_parent(0)
{
}
TypeNode::~TypeNode()
{
}
bool TypeNode::isTypeOf(const std::string & base_type) const
{
const TypeNode * node = this;
do {
if (node->name() == base_type) {
return true;
}
node = node->parent();
} while (node != 0);
return false;
}
bool TypeNode::isTypeOf(const TypeNode * base_type) const
{
const TypeNode * node = this;
do {
if (node == base_type) {
return true;
}
node = node->parent();
} while (node != 0);
return false;
}
void log(LogLevel lvl, const std::string & msg)
{
}