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No commits in common. "main" and "v0.1.1" have entirely different histories.
main ... v0.1.1

7 changed files with 3 additions and 112 deletions

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@ -23,8 +23,6 @@ target_link_libraries(validation PRIVATE modules)
target_include_directories(main PUBLIC "${PROJECT_BINARY_DIR}"
"${PROJECT_SOURCE_DIR}/modules")
target_link_libraries(test_validation PRIVATE validation)
target_link_libraries(test_validation PRIVATE modules)
target_include_directories(
test_validation PUBLIC "${PROJECT_BINARY_DIR}"
"${PROJECT_SOURCE_DIR}/modules")

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@ -38,7 +38,7 @@ You know what to do.
### ninja
```bash
cmake -G Ninja -B buld
cmake -G Ninja -B
# or
# cmake -G Ninja -B build -D CMAKE_CXX_COMPILER=g++-13 # MacOS
cd build

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@ -4,8 +4,6 @@
#include <string>
Player::Player() {}
Player::Player(uint32_t id, std::string username, Role role, PlayerStatus status):
id(id),
username(username),

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@ -18,6 +18,5 @@ struct Player {
PlayerStatus status;
Player(uint32_t id, std::string username, Role role, PlayerStatus status);
Player();
bool operator==(const Player &other) const;
};

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@ -3,9 +3,6 @@
#include <initializer_list>
#include <vector>
Role::Role(){
}
Role::Role(std::initializer_list<Action> actions): Role(std::vector<Action>(actions)) {
}

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@ -9,5 +9,4 @@ struct Role {
std::vector<Action> actions;
explicit Role(std::vector<Action> actions);
Role(std::initializer_list<Action> actions);
Role();
};

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@ -1,107 +1,7 @@
#include "modules/role.hh"
#include "modules/room.hh"
#include "validation.hh"
#include "gtest/gtest.h"
#include <string>
struct TestFixtures {
static const Action kill;
static const Action heal;
static const Action vote;
static Role role1;
static Event event1;
static Event event2;
static Event event3;
static std::vector<Event> relatedEvents;
static Player player1;
static Player player2;
static Room room1;
};
const Action TestFixtures::kill = Action("kill", true);
const Action TestFixtures::heal = Action("heal", true);
const Action TestFixtures::vote = Action("vote", true);
Role TestFixtures::role1 = Role({vote, kill, heal});
Event TestFixtures::event1 = Event("Event 1", 1710087355, 1, true, {}, {});
Event TestFixtures::event2 = Event("Event 2", 1710087363, 1, true, {kill}, {});
Event TestFixtures::event3 = Event("Event 3", 1710087369, 1, true, {}, {kill});
std::vector<Event> TestFixtures::relatedEvents = std::vector<Event>({event2, event3});
Player TestFixtures::player1 = Player(69, "player1", role1, PlayerStatus::Alive);
Player TestFixtures::player2 = Player(420, "player2", role1, PlayerStatus::Alive);
Room TestFixtures::room1 =
Room(1, "Room 1", 1710087364, RoomStatus::InProgress, std::vector<Player> {player1, player2});
TEST(ValidateActionBranchDecisionTests, ReachesNoActorReturn) {
ValidationStatus status = validate_action(
nullptr, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::NoActor, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNoActionReturn) {
ValidationStatus status = validate_action(
&TestFixtures::player1, nullptr, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::NoAction, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNoRoomReturn) {
ValidationStatus status = validate_action(
&TestFixtures::player1, &TestFixtures::kill, nullptr, &TestFixtures::relatedEvents, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::NoRoom, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNoRelatedEventsReturn) {
ValidationStatus status = validate_action(
&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, nullptr, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::NoRelatedEvents, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNotInTheRoomReturn) {
Room emptyRoom = Room(2, "Room 4", 1710087394, RoomStatus::InProgress, {});
ValidationStatus status = validate_action(
&TestFixtures::player1, &TestFixtures::kill, &emptyRoom, &TestFixtures::relatedEvents, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::PlayerNotInRoom, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNoTargetReturn) {
ValidationStatus status = validate_action(
&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, nullptr);
ASSERT_EQ(ValidationStatus::NoTargetPlayerSpecified, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesGameNotInProgressReturn) {
Room roomNotInProgress =
Room(2, "Room 5", 1710087394, RoomStatus::Ended, {TestFixtures::player1, TestFixtures::player2});
ValidationStatus status = validate_action(&TestFixtures::player1,
&TestFixtures::kill,
&roomNotInProgress,
&TestFixtures::relatedEvents,
&TestFixtures::player2);
ASSERT_EQ(ValidationStatus::RoomNotInProgress, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesActionProhibitedReturn) {
std::vector<Event> noAllowingEvent = std::vector<Event>();
ValidationStatus status = validate_action(
&TestFixtures::player1, &TestFixtures::kill, &TestFixtures::room1, &noAllowingEvent, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::ActionProhibited, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesActionDoesntBelongToTheRoleReturn) {
Role roleWithNoMatchingAction = Role({TestFixtures::vote, TestFixtures::heal});
Player player1 = Player(69, "player1", roleWithNoMatchingAction, PlayerStatus::Alive);
ValidationStatus status = validate_action(
&player1, &TestFixtures::kill, &TestFixtures::room1, &TestFixtures::relatedEvents, &TestFixtures::player2);
ASSERT_EQ(ValidationStatus::ActionDoesNotBelongToRole, status);
}
TEST(ValidateActionBranchDecisionTests, ReachesNoTopLevelReturn) {
ValidationStatus status = validate_action(&TestFixtures::player1,
&TestFixtures::kill,
&TestFixtures::room1,
&TestFixtures::relatedEvents,
&TestFixtures::player2);
ASSERT_EQ(ValidationStatus::ActionValid, status);
TEST(ExampleTest, Example) {
EXPECT_EQ(1, 1);
}
int main(int argc, char *argv[]) {