Mod unit tests: map grid, walking rules, encounters, save round trip
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namespace Cthangover.Mods.Rpg.Tests
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{
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using System.Collections.Generic;
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using Cthangover.Core.Mods.Testing;
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/// <summary>
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/// Map layers are hand-edited text: parsing must be forgiving and give a
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/// grid of exactly the declared size, and writing must read back the same.
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/// </summary>
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public class RpgMapGridTests
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{
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[ModTest("grid/parse_reads_rows_and_collision")]
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static void ParseReadsRowsAndCollision(ModTestContext ctx)
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{
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var map = new RpgMap
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{
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Width = 3,
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Height = 2,
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Layers = new RpgMapLayers
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{
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Back = new List<string> { "0 1 2", "3 . 5" },
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Main = new List<string> { ". 8" },
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Front = new List<string>(),
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},
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Collision = new List<string> { "#o.", ".x" },
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};
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var grid = RpgMapGrid.Parse(map);
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ModAssert.Equal(1, grid.GetTile(RpgLayer.Back, 1, 0), "back (1,0)");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 1), "a dot is empty");
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ModAssert.Equal(8, grid.GetTile(RpgLayer.Main, 1, 0), "main (1,0)");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Main, 2, 1), "a missing row is empty");
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ModAssert.Equal("#", grid.GetCollision(0, 0).ToString(), "block code");
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ModAssert.Equal("o", grid.GetCollision(1, 0).ToString(), "open code");
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ModAssert.Equal(".", grid.GetCollision(1, 1).ToString(), "an unknown code is auto");
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ModAssert.Equal("#", grid.GetCollision(5, 5).ToString(), "outside the map is blocked");
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}
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[ModTest("grid/parse_is_forgiving")]
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static void ParseIsForgiving(ModTestContext ctx)
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{
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var map = new RpgMap
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{
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Width = 2,
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Height = 1,
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Layers = new RpgMapLayers { Back = new List<string> { "7 abc 9 9" } },
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};
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var grid = RpgMapGrid.Parse(map);
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ModAssert.Equal(2, grid.Width, "width stays declared");
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ModAssert.Equal(7, grid.GetTile(RpgLayer.Back, 0, 0), "first cell");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 0), "an unreadable token is empty");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 2, 0), "extra cells are cut off");
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}
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[ModTest("grid/write_reads_back")]
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static void WriteReadsBack(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(3, 2);
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grid.SetTile(RpgLayer.Back, 0, 0, 12);
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grid.SetTile(RpgLayer.Main, 2, 1, 3);
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grid.SetTile(RpgLayer.Front, 1, 0, 0);
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grid.SetCollision(1, 1, RpgCollision.Block);
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var map = new RpgMap();
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grid.WriteTo(map);
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var back = RpgMapGrid.Parse(map);
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ModAssert.Equal(3, map.Width, "width written");
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ModAssert.Equal(2, map.Height, "height written");
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ModAssert.Equal("12 . .", map.Layers.Back[0], "indices are aligned to one width");
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ModAssert.Equal(12, back.GetTile(RpgLayer.Back, 0, 0), "back");
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ModAssert.Equal(3, back.GetTile(RpgLayer.Main, 2, 1), "main");
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ModAssert.Equal(0, back.GetTile(RpgLayer.Front, 1, 0), "front tile 0 is not empty");
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ModAssert.Equal("#", back.GetCollision(1, 1).ToString(), "collision");
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}
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[ModTest("grid/all_auto_collision_writes_no_rows")]
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static void AllAutoCollisionWritesNoRows(ModTestContext ctx)
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{
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var map = new RpgMap();
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new RpgMapGrid(4, 4).WriteTo(map);
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ModAssert.Equal(0, map.Collision.Count, "no collision rows");
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ModAssert.Equal(4, map.Layers.Main.Count, "layer rows are always written");
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}
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[ModTest("grid/resize_keeps_top_left")]
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static void ResizeKeepsTopLeft(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(2, 2);
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grid.SetTile(RpgLayer.Back, 1, 1, 5);
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grid.SetCollision(0, 1, RpgCollision.Open);
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grid.Resize(4, 1);
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ModAssert.Equal(4, grid.Width, "new width");
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ModAssert.Equal(1, grid.Height, "new height");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 1), "a cut row is gone");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 3, 0), "new cells are empty");
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grid.Resize(2, 2);
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ModAssert.Equal(".", grid.GetCollision(0, 1).ToString(), "a row cut once does not come back");
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}
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[ModTest("grid/clone_is_independent")]
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static void CloneIsIndependent(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(2, 2);
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grid.SetTile(RpgLayer.Main, 0, 0, 4);
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var copy = grid.Clone();
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copy.SetTile(RpgLayer.Main, 0, 0, 9);
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copy.SetCollision(1, 1, RpgCollision.Block);
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ModAssert.Equal(4, grid.GetTile(RpgLayer.Main, 0, 0), "original tile");
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ModAssert.Equal(".", grid.GetCollision(1, 1).ToString(), "original collision");
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}
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}
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}
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