cyphesis/tests/PropertyFlagTest.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

202 lines
5.2 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2008 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 "TestWorld.h"
#include "TestPropertyManager.h"
#include "common/Property.h"
#include "rulesets/World.h"
#include "rulesets/Python_API.h"
#include "server/EntityBuilder.h"
int main(int argc, char ** argv)
{
TestPropertyManager tpm;
// database_flag = false;
Entity * thing = new Thing("1", 1);
// Check no flags are set
assert(thing->getFlags() == 0);
// Check test attribute is not there
assert(!thing->hasAttr("test_attr1"));
// Check test property not there
assert(thing->getProperty("test_attr1") == 0);
assert(thing->modProperty("test_attr1") == 0);
// Set the flag that this entity is clean
thing->setFlags(entity_clean);
// Check the flags are no longer clear
assert(thing->getFlags() != 0);
// Check the entity_clean flag is set
assert(thing->getFlags() & entity_clean);
// Check entity_clean is the only flag set
assert((thing->getFlags() & ~entity_clean) == 0);
// Set the flag that this entity is queued
thing->setFlags(entity_queued);
// Check the entity_queued flag is set
assert(thing->getFlags() & entity_queued);
// Check the entity_clean flag is still set
assert(thing->getFlags() & entity_clean);
thing->setAttr("test_attr1", 1);
// Check entity_clean is no longer set
assert((thing->getFlags() & entity_clean) == 0);
// Check the attribute is there
assert(thing->hasAttr("test_attr1"));
// Check it is there as a property
assert(thing->getProperty("test_attr1") != 0);
assert(thing->modProperty("test_attr1") != 0);
// Check it is there as an integer property
assert(thing->modPropertyType<int>("test_attr1") != 0);
// Check it is not available as any other type.
assert(thing->modPropertyType<double>("test_attr1") == 0);
assert(thing->modPropertyType<std::string>("test_attr1") == 0);
Property<int> * int_prop = thing->modPropertyType<int>("test_attr1");
assert(int_prop != 0);
// assert(int_prop->flags() & flag_unsent);
// TODO(alriddoch) make sure flags behave fully correctly, and signals
// are emitted as required.
// TODO(alriddoch) add coverage for calling requirePropertyClass() when
// a property of the wrong type already exists.
}
// stubs
void TestWorld::message(const Operation & op, LocatedEntity & ent)
{
}
LocatedEntity * TestWorld::addNewEntity(const std::string &,
const Atlas::Objects::Entity::RootEntity &)
{
return 0;
}
#include "rulesets/AtlasProperties.h"
#include "rulesets/Domain.h"
#include "rulesets/DomainProperty.h"
#include "rulesets/Motion.h"
#include "common/const.h"
#include "common/log.h"
using Atlas::Objects::Entity::RootEntity;
#include "stubs/common/stubCustom.h"
#include "stubs/rulesets/stubContainsProperty.h"
#include "stubs/rulesets/stubIdProperty.h"
#include "stubs/rulesets/stubDomainProperty.h"
#include "stubs/common/stubMonitors.h"
#include "stubs/common/stubVariable.h"
#include "stubs/rulesets/stubTransformsProperty.h"
Motion::Motion(LocatedEntity & body) : m_entity(body), m_serialno(0),
m_collision(false), m_collEntity(0),
m_collisionTime(0.f)
{
}
Motion::~Motion()
{
}
float Motion::checkCollisions(Domain&)
{
return consts::move_tick;
}
bool Motion::resolveCollision()
{
return false;
}
void Motion::setMode(const std::string & mode)
{
m_mode = mode;
// FIXME Re-configure stuff, and possible schedule an update?
}
void Motion::adjustPosition()
{
}
Operation * Motion::genUpdateOperation()
{
return 0;
}
Operation * Motion::genMoveOperation()
{
return 0;
}
#include "stubs/common/stubRouter.h"
#include "stubs/modules/stubLocation.h"
#include "stubs/common/stubBaseWorld.h"
#include "stubs/common/stubPropertyManager.h"
void addToEntity(const Point3D & p, std::vector<double> & vd)
{
}
WFMath::CoordType squareDistance(const Point3D & u, const Point3D & v)
{
return 1.f;
}
template <typename FloatT>
int fromStdVector(Point3D & p, const std::vector<FloatT> & vf)
{
if (vf.size() != 3) {
return -1;
}
p[0] = vf[0];
p[1] = vf[1];
p[2] = vf[2];
p.setValid();
return 0;
}
template <>
int fromStdVector<double>(Point3D & p, const std::vector<double> & vf)
{
return 0;
}
template <>
int fromStdVector<double>(Vector3D & v, const std::vector<double> & vf)
{
return 0;
}
void log(LogLevel lvl, const std::string & msg)
{
}