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OpenDiablo2/OpenDiablo2.Core.UT/UT_MobManager.cs
nicholasdechiara 55f8f3ef34 Mob and Playerstate (#31)
* Filled out eLevelId enum
- Added OpenDiablo2.Core.UT unit test project
- Added ELevelIdHelper class which contains code that generates the enum from the mpq data
- Added a unit test that verifies EngineDataManager works
- Added a unit test that runs the ELevelIdHelper generate function
- Renamed some enum values for constistency (e.g. Act1_Town -> Act1_Town1, as it is in the mpq)
* Retargeted OpenDiablo2.Core.UT to .net Framework 4.6.1
* Added TestConsole
TestConsole currently only supports writing the elevelids enum to a file
Also, removed elevelids generation unit test
* PlayerState and MobState
2018-11-29 21:20:29 -05:00

73 lines
2.8 KiB
C#

using Microsoft.VisualStudio.TestTools.UnitTesting;
using OpenDiablo2.Common.Enums.Mobs;
using OpenDiablo2.Common.Models.Mobs;
using OpenDiablo2.Core.GameState_;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Core.UT
{
[TestClass]
public class UT_MobManager
{
[TestMethod]
public void FindMobsTest()
{
MobManager mobman = new MobManager();
MobState mob1 = new MobState("test1", mobman.GetNextAvailableMobId(), 1, 100, 0, 0);
MobState mob2 = new MobState("test2", mobman.GetNextAvailableMobId(), 1, 100, 0, 0);
MobState mob3 = new MobState("test3", mobman.GetNextAvailableMobId(), 1, 100, 0, 0);
mob1.AddFlag(eMobFlags.ENEMY);
mob2.AddFlag(eMobFlags.ENEMY);
mob2.AddFlag(eMobFlags.INVULNERABLE);
mobman.AddMob(mob1);
mobman.AddMob(mob2);
mobman.AddMob(mob3);
Assert.IsTrue(mobman.FindMobs(new MobConditionFlags(
new Dictionary<eMobFlags, bool> {
{ eMobFlags.ENEMY, true }
})).Count == 2);
Assert.IsTrue(mobman.FindMobs(new MobConditionFlags(
new Dictionary<eMobFlags, bool> {
{ eMobFlags.INVULNERABLE, true }
})).Count == 1);
Assert.IsTrue(mobman.FindMobs(new MobConditionFlags(
new Dictionary<eMobFlags, bool> {
{ eMobFlags.PLAYER, true }
})).Count == 0);
Assert.IsTrue(mobman.FindMobs(new MobConditionFlags(
new Dictionary<eMobFlags, bool> {
{ eMobFlags.PLAYER, false }
})).Count == 3);
}
[TestMethod]
public void FindMobsInRadiusTest()
{
MobManager mobman = new MobManager();
MobState mob1 = new MobState("test1", mobman.GetNextAvailableMobId(), 1, 100, 0, 0);
MobState mob2 = new MobState("test2", mobman.GetNextAvailableMobId(), 1, 100, 10, 10);
MobState mob3 = new MobState("test3", mobman.GetNextAvailableMobId(), 1, 100, 3, 1);
mob1.AddFlag(eMobFlags.ENEMY);
mob2.AddFlag(eMobFlags.ENEMY);
mob2.AddFlag(eMobFlags.INVULNERABLE);
mobman.AddMob(mob1);
mobman.AddMob(mob2);
mobman.AddMob(mob3);
Assert.IsTrue(mobman.FindMobsInRadius(0, 0, 1, null).Count == 1);
Assert.IsTrue(mobman.FindMobsInRadius(0, 0, 7, null).Count == 2);
Assert.IsTrue(mobman.FindMobsInRadius(0, 0, 20, null).Count == 3);
Assert.IsTrue(mobman.FindMobsInRadius(10, 10, 1, null).Count == 1);
}
}
}