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GameObject / GameComponent Unit Test
namespace
{
static int incremental = 0;
}
struct Object
: public core::GameObject
{
};
struct Component
: public core::GameComponent
{
Component(core::GameObject& owner)
: core::GameComponent(owner)
{}
};
static
void
basic()
{
struct Counter
: public core::GameComponent
{
Counter(core::GameObject& owner)
: core::GameComponent(owner)
, counter(++incremental)
{
}
int counter;
};
Object o;
BOOST_CHECK(!o.has<Component>());
BOOST_CHECK_THROW(o.component<Component>(), core::Exception);
o.add<Component>();
BOOST_CHECK(o.has<Component>());
// Yerk...
BOOST_CHECK(&o.component<Component>() != nullptr);
o.remove<Component>();
BOOST_CHECK(!o.has<Component>());
BOOST_CHECK_THROW(o.remove<Component>(), core::Exception);
o.add<Counter>();
o.add<Counter>();
BOOST_CHECK_EQUAL(o.component<Counter>().counter, 2);
BOOST_CHECK_EQUAL(o.component<Counter>().counter, 2);
}
static
void
fight()
{
class NotDamageable:
public core::Exception
{
public:
NotDamageable()
: core::Exception("impossible to damage")
{}
};
struct Armor
: public core::GameComponent
{
Armor(core::GameObject& owner,
int armor = 5)
: core::GameComponent(owner)
, _value(armor)
{}
CORE_ATTRIBUTE_RW(int, value);
};
struct Health
: public core::GameComponent
{
Health(core::GameObject& owner,
int health = 100)
: core::GameComponent(owner)
, _value(health)
{}
int
damage(int value)
{
if (this->_owner.has<Armor>())
{
value = std::max(0, value - this->_owner.component<Armor>().value());
}
this->_value -= value;
return this->_value;
}
int
operator -(int value)
{
return this->damage(value);
}
CORE_ATTRIBUTE_RW(int, value);
};
struct Attack
: public core::GameComponent
{
Attack(core::GameObject& owner,
unsigned int damage = 10)
: core::GameComponent(owner)
, _damage(damage)
{
}
void
operator() (core::GameObject& target)
{
if (!target.has<Health>())
throw NotDamageable();
target.component<Health>().damage(this->_damage);
}
CORE_ATTRIBUTE_RW(unsigned int, damage);
};
struct Character
: public core::GameObject
{
Character(int health = 100,
int armor = 0,
int attack = 3):
core::GameObject()
{
this->add<Health>(health);
this->add<Armor>(armor);
this->add<Attack>(attack);
}
};
struct Invulnerable
: public Character
{
Invulnerable()
: Character()
{
this->remove<Health>();
}
};
/*------,
| Start |
`------*/
int bob_attack = 5;
Character bob(100, 1, bob_attack);
// Exception.
{
Invulnerable terkhil;
BOOST_CHECK_THROW(bob.component<Attack>()(terkhil), NotDamageable);
}
// Attack.
{
int alice_hp = 80;
int alice_armor = 3;
Character alice(alice_hp, alice_armor, 4);
bob.component<Attack>()(alice);
BOOST_CHECK_EQUAL(alice.component<Health>().value(),
alice_hp - (bob_attack - alice_armor));
}
}
CORE_TEST_SUITE()
{
auto& suite = boost::unit_test::framework::master_test_suite();
suite.add(BOOST_TEST_CASE(basic), 0, 3);
suite.add(BOOST_TEST_CASE(fight), 0, 3);
}
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