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* common/Property.cpp: Add some specialisations that are useful to cover in the tests, even though we are not using them in the server yet. * common/inheritance.h: Provide an accessor for the dictionary of class objects for testing purposes. * rulesets/AreaProperty.cpp: Use Map() rather than isMap() once we have already tested it. * rulesets/Entity.cpp: Remove some debug output. * server/CorePropertyManager.cpp: Remove some debug output. * tests/PropertyExerciser.h, tests/PropertyExerciser.cpp: Fill out the functionality of the property tester. Add functions to get random values. Use vector for value storage to make it easier to generate the random values. * tests/AllPropertytest.cpp: Cover all the property classes we can test. * tests/Makefile.am: Add mercator libraries to the property test, as we are now testing the terrain property.
112 lines
3 KiB
C++
112 lines
3 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2004 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id: Property.cpp,v 1.13 2007-01-14 21:55:22 alriddoch Exp $
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#include "Property_impl.h"
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/// \brief Classes that define properties on in world entities
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///
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/// Property classes handle the values of Atlas attributes on in
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/// game entitie, ensuring type safety, and encapsulating certain
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/// behavoirs related to the presence and value of the attribute.
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/// \defgroup PropertyClasses Entity Property Classes
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/// \brief Constructor called from classes which inherit from Property
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/// @param flags default value for the Property flags
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PropertyBase::PropertyBase(unsigned int flags) : m_flags(flags)
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{
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}
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PropertyBase::~PropertyBase()
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{
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}
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void PropertyBase::add(const std::string & s,
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Atlas::Message::MapType & ent) const
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{
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get(ent[s]);
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}
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void PropertyBase::add(const std::string & s,
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const Atlas::Objects::Entity::RootEntity & ent) const
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{
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Atlas::Message::Element val;
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get(val);
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ent->setAttr(s, val);
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}
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template<>
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void Property<int>::set(const Atlas::Message::Element & e)
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{
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if (e.isInt()) {
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m_modData = e.asInt();
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}
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}
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template<>
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void Property<long>::set(const Atlas::Message::Element & e)
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{
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if (e.isInt()) {
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m_modData = e.asInt();
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}
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}
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template<>
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void Property<float>::set(const Atlas::Message::Element & e)
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{
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if (e.isNum()) {
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m_modData = e.asNum();
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}
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}
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template<>
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void Property<double>::set(const Atlas::Message::Element & e)
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{
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if (e.isNum()) {
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m_modData = e.asNum();
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}
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}
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template<>
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void Property<std::string>::set(const Atlas::Message::Element & e)
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{
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if (e.isString()) {
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m_modData = e.String();
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}
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}
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template<>
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void ImmutableProperty<std::string>::add(const std::string & s,
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Atlas::Message::MapType & ent) const
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{
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if (!m_data.empty()) {
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ent[s] = m_data;
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}
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}
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template class Property<int>;
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template class Property<long>;
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template class Property<float>;
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template class Property<double>;
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template class Property<std::string>;
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template class ImmutableProperty<int>;
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template class ImmutableProperty<long>;
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template class ImmutableProperty<float>;
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template class ImmutableProperty<double>;
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template class ImmutableProperty<std::string>;
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