Files
mod_rpg/tests/RpgRulesTests.cs

122 lines
5.9 KiB
C#

namespace Cthangover.Mods.Rpg.Tests
{
using System;
using System.Collections.Generic;
using Cthangover.Core.Mods.Testing;
/// <summary>Walking rules and random battles: the terrain decisions the world makes on every step.</summary>
public class RpgRulesTests
{
private static RpgTileset Tileset() => new()
{
ID = "test",
Tiles = new List<RpgTileInfo>
{
new() { Index = 5, Solid = true },
new() { Index = 9, Solid = false },
},
};
[ModTest("rules/solid_tile_blocks_on_back_and_main_only")]
static void SolidTileBlocksOnBackAndMainOnly(ModTestContext ctx)
{
var grid = new RpgMapGrid(3, 1);
grid.SetTile(RpgLayer.Back, 0, 0, 5);
grid.SetTile(RpgLayer.Main, 1, 0, 5);
grid.SetTile(RpgLayer.Front, 2, 0, 5);
ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 0, 0), "solid on back");
ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 1, 0), "solid on main");
ModAssert.True(RpgPassability.IsWalkable(grid, Tileset(), 2, 0), "front tiles are walked under");
ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 3, 0), "outside the map");
}
[ModTest("rules/collision_layer_overrides_tiles")]
static void CollisionLayerOverridesTiles(ModTestContext ctx)
{
var grid = new RpgMapGrid(2, 1);
grid.SetTile(RpgLayer.Main, 0, 0, 5);
grid.SetCollision(0, 0, RpgCollision.Open);
grid.SetCollision(1, 0, RpgCollision.Block);
ModAssert.True(RpgPassability.IsWalkable(grid, Tileset(), 0, 0), "open beats a solid tile");
ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 1, 0), "block on empty ground");
}
[ModTest("rules/tileset_solid_lookup")]
static void TilesetSolidLookup(ModTestContext ctx)
{
var tileset = Tileset();
ModAssert.True(tileset.IsSolid(5), "listed solid");
ModAssert.False(tileset.IsSolid(9), "listed walkable");
ModAssert.False(tileset.IsSolid(1), "unlisted");
ModAssert.False(tileset.IsSolid(-1), "empty cell");
}
[ModTest("rules/tileset_light_and_autotile_lookup_round_trip")]
static void TilesetLightAndAutotileLookup(ModTestContext ctx)
{
var tileset = System.Text.Json.JsonSerializer.Deserialize<RpgTileset>(@"{
""Id"": ""lit"", ""Tiles"": [
{ ""Index"": 29, ""Tag"": ""lamp_top"", ""Light"": { ""Radius"": 4, ""Color"": ""#ffcf80"" } },
{ ""Index"": 40, ""Solid"": true, ""Tag"": ""water"", ""Autotile"": ""village/water_auto"" }
] }", Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
tileset = System.Text.Json.JsonSerializer.Deserialize<RpgTileset>(System.Text.Json.JsonSerializer.Serialize(tileset), Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
ModAssert.CloseTo(4, tileset.LightOf(29).Radius, what: "the lamp's light survives the round trip");
ModAssert.Equal("#ffcf80", tileset.LightOf(29).Color, "with its colour");
ModAssert.Null(tileset.LightOf(40), "the water gives no light");
ModAssert.Null(tileset.LightOf(-1), "an empty cell gives no light");
ModAssert.Equal("village/water_auto", tileset.AutotileOf(40)?.Autotile, "the autotile entry and its block");
ModAssert.Null(tileset.AutotileOf(29), "a plain tile is no autotile");
ModAssert.Null(tileset.AutotileOf(-1), "nor an empty cell");
ModAssert.True(tileset.IsSolid(40), "an autotile is solid like any tile");
}
[ModTest("rules/encounter_off_without_table")]
static void EncounterOffWithoutTable(ModTestContext ctx)
{
var random = new Random(1);
ModAssert.Null(RpgEncounterRoller.Roll(null, random), "no table");
ModAssert.Null(RpgEncounterRoller.Roll(new RpgEncounterTable { Steps = 0, Groups = new() { "a" } }, random), "steps 0");
ModAssert.Null(RpgEncounterRoller.Roll(new RpgEncounterTable { Steps = 1 }, random), "no groups");
}
[ModTest("rules/encounter_every_step_picks_a_group")]
static void EncounterEveryStepPicksAGroup(ModTestContext ctx)
{
var table = new RpgEncounterTable { Steps = 1, Groups = new() { "slime", "wolf,slime" } };
var random = new Random(7);
var seen = new HashSet<string>();
for (var i = 0; i < 50; i++)
seen.Add(RpgEncounterRoller.Roll(table, random));
ModAssert.Equal(2, seen.Count, "both groups are picked, never null");
ModAssert.True(seen.Contains("wolf,slime"), "groups come back as written");
}
[ModTest("rules/encounter_rate_follows_steps")]
static void EncounterRateFollowsSteps(ModTestContext ctx)
{
var table = new RpgEncounterTable { Steps = 10, Groups = new() { "slime" } };
var random = new Random(3);
var battles = 0;
for (var i = 0; i < 10000; i++)
{
if (RpgEncounterRoller.Roll(table, random) != null)
battles++;
}
ModAssert.True(battles > 800 && battles < 1200, $"about one battle in ten steps, got {battles}");
}
[ModTest("rules/directions")]
static void Directions(ModTestContext ctx)
{
ModAssert.Equal(-1, RpgDirections.Delta(RpgDirection.Up).Y, "up is y-1");
ModAssert.Equal(1, RpgDirections.Delta(RpgDirection.Right).X, "right is x+1");
ModAssert.Equal("Up", RpgDirections.Opposite(RpgDirection.Down).ToString(), "opposite of down");
ModAssert.Equal("Left", RpgDirections.Opposite(RpgDirection.Right).ToString(), "opposite of right");
}
}
}