ObjectInteractionMenu: Added unit test

liquid_container
Mark 2016-04-06 06:55:06 +02:00
parent dfbeec20f8
commit 7293c23cf5
2 changed files with 287 additions and 0 deletions

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[Head]
Title=Object interaction menu
[Landscape]
NoScan=1

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/**
Object interaction menu
Unit tests for the inventory and object actions GUI.
Invokes tests by calling the global function Test*_OnStart(int plr)
and iterate through all tests.
The test is completed once Test*_Completed() returns true.
Then Test*_OnFinished() is called, to be able to reset the scenario
for the next test.
@author Maikel (test logic), Marky (test)
*/
protected func Initialize()
{
return;
}
protected func InitializePlayer(int plr)
{
// Set zoom and move player to the middle of the scenario.
SetPlayerZoomByViewRange(plr, LandscapeWidth(), nil, PLRZOOM_Direct);
SetFoW(false, plr);
GetCrew(plr)->SetPosition(120, 190);
GetCrew(plr)->MakeInvincible();
// Add test control effect.
var effect = AddEffect("IntTestControl", nil, 100, 2);
effect.testnr = 1;
effect.launched = false;
effect.plr = plr;
return true;
}
/*-- Test Control --*/
// Aborts the current test and launches the specified test instead.
global func LaunchTest(int nr)
{
// Get the control effect.
var effect = GetEffect("IntTestControl", nil);
if (!effect)
{
// Create a new control effect and launch the test.
effect = AddEffect("IntTestControl", nil, 100, 2);
effect.testnr = nr;
effect.launched = false;
effect.plr = GetPlayerByIndex(0, C4PT_User);
return;
}
// Finish the currently running test.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Start the requested test by just setting the test number and setting
// effect.launched to false, effect will handle the rest.
effect.testnr = nr;
effect.launched = false;
return;
}
// Calling this function skips the current test, does not work if last test has been ran already.
global func SkipTest()
{
// Get the control effect.
var effect = GetEffect("IntTestControl", nil);
if (!effect)
return;
// Finish the previous test.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Start the next test by just increasing the test number and setting
// effect.launched to false, effect will handle the rest.
effect.testnr++;
effect.launched = false;
return;
}
/*-- Tests --*/
global func FxIntTestControlStart(object target, proplist effect, int temporary)
{
if (temporary)
return FX_OK;
// Set default interval.
effect.Interval = 2;
effect.result = true;
return FX_OK;
}
global func FxIntTestControlTimer(object target, proplist effect)
{
// Launch new test if needed.
if (!effect.launched)
{
// Log test start.
Log("=====================================");
Log("Test %d started:", effect.testnr);
// Start the test if available, otherwise finish test sequence.
if (!Call(Format("~Test%d_OnStart", effect.testnr), effect.plr))
{
Log("Test %d not available, this was the last test.", effect.testnr);
Log("=====================================");
if (effect.result)
Log("All tests have passed!");
else
Log("At least one test has failed!");
return -1;
}
effect.launched = true;
}
else
{
effect.launched = false;
var result = Call(Format("Test%d_Execute", effect.testnr));
effect.result &= result;
// Call the test on finished function.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Log result and increase test number.
if (result)
Log(">> Test %d passed.", effect.testnr);
else
Log (">> Test %d failed.", effect.testnr);
effect.testnr++;
}
return FX_OK;
}
// Setups:
// Object with QueryRejectDeparture(source)=true is not transferred
// Object with QueryRejectDeparture(destination)=true is transferred
// Transfer 200 stacks of 1 arrow each
// Transfer an object with extra slot
// Transfer items to the same object
// Transfer into an object that removes itself, such as a construction site
global func Test1_OnStart(int plr){ return true;}
global func Test1_OnFinished(){ return; }
global func Test1_Execute()
{
// setup
var menu = CreateObject(GUI_ObjectInteractionMenu);
var source = CreateObjectAbove(Armory, 150, 100);
var container_structure = CreateObjectAbove(Armory, 50, 100);
var container_living = CreateObjectAbove(Clonk, 50, 100);
var container_vehicle = CreateObjectAbove(Lorry, 50, 100);
var container_surrounding = CreateObjectAbove(Helper_Surrounding, 50, 100);
container_surrounding->InitFor(container_living, menu);
var passed = true;
// actual test
Log("Test transfer of simple objects metal and wood from a structure (Armory)");
Log("****** Transfer from source to structure");
Log("*** Function TransferObjectsFromToSimple()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromToSimple, source, container_structure, container_structure);
Log("*** Function TransferObjectsFromTo()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromTo, source, container_structure, container_structure);
Log("****** Transfer from source to living (Clonk)");
Log("*** Function TransferObjectsFromToSimple()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromToSimple, source, container_living, container_living);
Log("*** Function TransferObjectsFromTo()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromTo, source, container_living, container_living);
Log("****** Transfer from source to vehicle (Lorry)");
Log("*** Function TransferObjectsFromToSimple()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromToSimple, source, container_vehicle, container_vehicle);
Log("*** Function TransferObjectsFromTo()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromTo, source, container_vehicle, container_vehicle);
Log("****** Transfer from source to surrounding");
Log("*** Function TransferObjectsFromToSimple()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromToSimple, source, container_surrounding, nil);
Log("*** Function TransferObjectsFromTo()");
passed &= Test1_Transfer(menu, menu.TransferObjectsFromTo, source, container_surrounding, nil);
if (container_structure) container_structure->RemoveObject();
if (container_living) container_living->RemoveObject();
if (container_vehicle) container_vehicle->RemoveObject();
if (container_surrounding) container_surrounding->RemoveObject();
if (source) source->RemoveObject();
if (menu) menu->RemoveObject();
return passed;
}
global func Test1_Transfer(object menu, tested_function, object source, object destination, object expected_container)
{
var passed = true;
var wood = source->CreateContents(Wood);
var metal = source->CreateContents(Metal);
var to_transfer = [wood, metal];
menu->Call(tested_function, to_transfer, source, destination);
passed &= doTest("Wood is in the destination object. Container is %v, expected %v.", wood->Contained(), expected_container);
passed &= doTest("Metal is in the destination object. Container is %v, expected %v.", metal->Contained(), expected_container);
if (wood) wood->RemoveObject();
if (metal) metal->RemoveObject();
return passed;
}
global func TestX_OnStart(int plr){ return true;}
global func TestX_OnFinished(){ return; }
global func TestX_Execute()
{
// setup
var menu = CreateObject(GUI_ObjectInteractionMenu);
var source = CreateObject(Dummy);
var container_structure = CreateObjectAbove(Armory, 50, 100);
var container_living = CreateObjectAbove(Clonk, 50, 100);
var container_vehicle = CreateObjectAbove(Lorry, 50, 100);
var container_surrounding = CreateObjectAbove(Helper_Surrounding, 50, 100);
container_surrounding->InitFor(container_living, menu);
var passed = true;
var to_transfer;
// actual test
Log("Test ");
Log("****** Transfer from source to structure");
Log("*** Function TransferObjectsFromToSimple()");
Log("*** Function TransferObjectsFromTo()");
Log("****** Transfer from source to living (Clonk)");
Log("*** Function TransferObjectsFromToSimple()");
Log("*** Function TransferObjectsFromTo()");
Log("****** Transfer from source to vehicle (Lorry)");
Log("*** Function TransferObjectsFromToSimple()");
Log("*** Function TransferObjectsFromTo()");
Log("****** Transfer from source to surrounding");
Log("*** Function TransferObjectsFromToSimple()");
Log("*** Function TransferObjectsFromTo()");
if (container_structure) container_structure->RemoveObject();
if (container_living) container_living->RemoveObject();
if (container_vehicle) container_vehicle->RemoveObject();
if (container_surrounding) container_surrounding->RemoveObject();
if (source) source->RemoveObject();
if (menu) menu->RemoveObject();
return passed;
}
global func doTest(description, returned, expected)
{
var test = (returned == expected);
var predicate = "[Fail]";
if (test) predicate = "[Pass]";
Log(Format("%s %s", predicate, description), returned, expected);
return test;
}