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https://github.com/jorenchik/testing-spring-2024.git
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feat: white box tests
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0563475e29
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455105351c
@ -4,6 +4,8 @@
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#include <string>
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Player::Player() {}
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Player::Player(uint32_t id, std::string username, Role role, PlayerStatus status):
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id(id),
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username(username),
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@ -18,5 +18,6 @@ struct Player {
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PlayerStatus status;
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Player(uint32_t id, std::string username, Role role, PlayerStatus status);
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Player();
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bool operator==(const Player &other) const;
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};
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@ -3,6 +3,9 @@
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#include <initializer_list>
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#include <vector>
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Role::Role(){
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}
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Role::Role(std::initializer_list<Action> actions): Role(std::vector<Action>(actions)) {
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}
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@ -9,4 +9,5 @@ struct Role {
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std::vector<Action> actions;
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explicit Role(std::vector<Action> actions);
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Role(std::initializer_list<Action> actions);
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Role();
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};
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@ -1,9 +1,118 @@
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#include "gtest/gtest.h"
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#include "modules/role.hh"
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#include "modules/room.hh"
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#include "validation.hh"
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TEST(ExampleTest, Example) {
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EXPECT_EQ(1, 1);
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#include "gtest/gtest.h"
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#include <string>
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struct TestFixtures {
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static const Action kill;
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static const Action heal;
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static const Action vote;
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static Role role1;
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static Event event1;
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static Event event2;
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static Event event3;
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static std::vector<Event> relatedEvents;
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static Player player1;
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static Player player2;
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static Room room1;
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};
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const Action TestFixtures::kill = Action("kill", true);
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const Action TestFixtures::heal = Action("heal", true);
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const Action TestFixtures::vote = Action("vote", true);
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Role TestFixtures::role1 = Role({vote, kill, heal});
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Event TestFixtures::event1 = Event("Event 1", 1710087355, 1, true, {}, {});
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Event TestFixtures::event2 = Event("Event 2", 1710087363, 1, true, {kill}, {});
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Event TestFixtures::event3 = Event("Event 3", 1710087369, 1, true, {}, {kill});
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std::vector<Event> TestFixtures::relatedEvents = std::vector<Event>({event2, event3});
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Player TestFixtures::player1 = Player(69, "player1", role1, PlayerStatus::Alive);
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Player TestFixtures::player2 = Player(420, "player2", role1, PlayerStatus::Alive);
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Room TestFixtures::room1 =
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Room(1, "Room 1", 1710087364, RoomStatus::InProgress, std::vector<Player> {player1, player2});
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TEST(ValidateActionBranchDecisionTests, ReachesNoActorReturn) {
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ValidationStatus status = validate_action(
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nullptr, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::NoActor, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNoActionReturn) {
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ValidationStatus status = validate_action(
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&TestFixtures::player1, nullptr, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::NoAction, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNoRoomReturn) {
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ValidationStatus status = validate_action(
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&TestFixtures::player1, &TestFixtures::kill, nullptr, &TestFixtures::relatedEvents, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::NoRoom, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNoRelatedEventsReturn) {
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ValidationStatus status = validate_action(
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&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, nullptr, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::NoRelatedEvents, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNotInTheRoomReturn) {
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Room emptyRoom = Room(2, "Room 4", 1710087394, RoomStatus::InProgress, {});
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ValidationStatus status = validate_action(
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&TestFixtures::player1, &TestFixtures::kill, &emptyRoom, &TestFixtures::relatedEvents, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::PlayerNotInRoom, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNoTargetReturn) {
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ValidationStatus status = validate_action(
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&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, nullptr);
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ASSERT_EQ(ValidationStatus::NoTargetPlayerSpecified, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesGameNotInProgressReturn) {
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Room roomNotInProgress =
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Room(2, "Room 5", 1710087394, RoomStatus::Ended, {TestFixtures::player1, TestFixtures::player2});
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ValidationStatus status = validate_action(&TestFixtures::player1,
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&TestFixtures::kill,
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&roomNotInProgress,
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&TestFixtures::relatedEvents,
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&TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::RoomNotInProgress, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesActionProhibitedReturn) {
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std::vector<Event> noAllowingEvent = std::vector<Event>();
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ValidationStatus status = validate_action(
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&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, &noAllowingEvent, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::ActionProhibited, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesActionDoesntBelongToTheRoleReturn) {
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Role roleWithNoMatchingAction = Role({TestFixtures::vote, TestFixtures::heal});
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Player player1 = Player(69, "player1", roleWithNoMatchingAction, PlayerStatus::Alive);
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ValidationStatus status = validate_action(
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&player1, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::ActionDoesNotBelongToRole, status);
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}
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TEST(ValidateActionBranchDecisionTests, ReachesNoTopLevelReturn) {
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ValidationStatus status = validate_action(&TestFixtures::player1,
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&TestFixtures::kill,
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&TestFixtures::room1,
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&TestFixtures::relatedEvents,
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&TestFixtures::player2);
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ASSERT_EQ(ValidationStatus::ActionValid, status);
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}
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// TEST(ValidateActionBranchDecisionTests, ReachesNoRoleReturn) {
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// TestFixtures &fixtures = TestFixtures::getInstance();
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// Role role = Role();
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// ValidationStatus status s validate_action(
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// &fixtures.player1, &fixtures.kill, &fixtures.room1, &fixtures.relatedEvents, &fixtures.player2);
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// std::cout << ValidationStatusUtils::to_string(status) << std::endl;
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// ASSERT_EQ(ValidationStatus::NoRole, status);
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// }
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int main(int argc, char *argv[]) {
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testing::InitGoogleTest(&argc, argv);
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return RUN_ALL_TESTS();
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