mirror of
https://github.com/jorenchik/testing-spring-2024.git
synced 2025-10-21 20:10:36 +00:00
111 lines
5.0 KiB
C++
111 lines
5.0 KiB
C++
#include "modules/role.hh"
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#include "modules/room.hh"
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#include "validation.hh"
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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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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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}
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