// Scenario 11 -- Player is editing loadout when level changes --> TEST NOT COMPLETE!!!!
static void doScenario11(GamePair &gamePair)
{
   ClientGame *clientGame = gamePair.getClient(0);
   ServerGame *serverGame = gamePair.server;
   serverGame->setGameTime(.5);     // 30 seconds

   GameUserInterface *gameUI = clientGame->getUIManager()->getUI<GameUserInterface>();
   ASSERT_FALSE(gameUI->isHelperActive(HelperMenu::LoadoutHelperType));

   gameUI->activateHelper(HelperMenu::LoadoutHelperType);
   ASSERT_TRUE(gameUI->isHelperActive(HelperMenu::LoadoutHelperType));
   ASSERT_EQ("", serverGame->getClientInfo(0)->getOnDeckLoadout().toString(true));   // Prove there's no on deck loadout

   // See static const OverlayMenuItem loadoutModuleMenuItems[] in loadoutHelper.cpp
   // Feed the UI some keys... like we're configuring a loadout!  
   gameUI->onKeyDown(KEY_1);     gameUI->onKeyDown(KEY_3);                                // First 2 modules...
   gameUI->onKeyDown(KEY_1);     gameUI->onKeyDown(KEY_2);     gameUI->onKeyDown(KEY_3);  // ...then 3 weapons
   ASSERT_FALSE(gameUI->isHelperActive(HelperMenu::LoadoutHelperType));

   gamePair.idle(10, 10);
   // Check the on deck loadout on server -- does not get set on the client
   ASSERT_EQ("Turbo,Repair,Phaser,Bouncer,Triple", serverGame->getClientInfo(0)->getOnDeckLoadout().toString(true));

   gameUI->activateHelper(HelperMenu::LoadoutHelperType);
   ASSERT_TRUE(gameUI->isHelperActive(HelperMenu::LoadoutHelperType));
   gamePair.idle(100, 350);        // Idle until game ends

   gameUI->onKeyDown(KEY_1);     gameUI->onKeyDown(KEY_4);
   gameUI->onKeyDown(KEY_1);     gameUI->onKeyDown(KEY_2);     gameUI->onKeyDown(KEY_3);

   ASSERT_FALSE(gameUI->isHelperActive(HelperMenu::LoadoutHelperType));

   gamePair.idle(10, 10);   
   ASSERT_EQ("Turbo,Sensor,Phaser,Bouncer,Triple", serverGame->getClientInfo(0)->getOnDeckLoadout().toString(true));
}
Beispiel #2
0
GameUserInterface *GamePair::getGameUI(S32 clientIndex)
{
   EXPECT_TRUE(clientIndex >= 0 && clientIndex < getClientCount()) << "Index out of bounds!";
   ClientGame *client = getClient(clientIndex);
   GameUserInterface *ui = dynamic_cast<GameUserInterface *>(client->getUIManager()->getCurrentUI());
   EXPECT_TRUE(ui != NULL) << "Are we in the game?";

   return ui;
}
Beispiel #3
0
TEST(EditorTest, findSnapVertexTest)
{
    GamePair pair;
    ClientGame *clientGame = pair.getClient(0);
    ASSERT_TRUE(clientGame)  << "Shouldn't be NULL here...";
    EditorUserInterface *editorUi = clientGame->getUIManager()->getUI<EditorUserInterface>();
    editorUi->setLevel(boost::shared_ptr<Level>(new Level()));

    ASSERT_EQ(0, editorUi->getLevel()->getObjectCount());     // Confirm level starts empty

    // 5 vertex wall in stair-step pattern, with middle vertex on 0,0
    editorUi->getLevel()->parseLevelLine("BarrierMaker 10 -100 -100  0 -100  0 0  100 0  100 100", "NoFile");

    ASSERT_EQ(1, editorUi->getLevel()->getObjectCount());     // Confirm object was added properly

    // Mark first 3 vertices as being selected
    WallItem *wall = static_cast<WallItem *>(editorUi->getLevel()->getObjectByIndex(0));
    wall->aselectVert(0);
    wall->aselectVert(1);
    wall->aselectVert(2);

    ASSERT_TRUE(wall->vertSelected(0));
    ASSERT_TRUE(wall->vertSelected(1));
    ASSERT_TRUE(wall->vertSelected(2));
    ASSERT_FALSE(wall->vertSelected(3));
    ASSERT_FALSE(wall->vertSelected(4));

    editorUi->mMousePos.set(3,3);          // In canvas coords; near vertex 2
    editorUi->findSnapVertex();
    EXPECT_EQ(2, editorUi->mSnapVertexIndex);

    editorUi->mMousePos.set(95,105);       // Near vertex 4, which is not selected --> closest selected is 2
    editorUi->findSnapVertex();
    EXPECT_EQ(2, editorUi->mSnapVertexIndex);

    editorUi->mMousePos.set(-88,-106);     // Near vertex 0, which is selected
    editorUi->findSnapVertex();
    EXPECT_EQ(0, editorUi->mSnapVertexIndex);

    wall->unselectVert(0);
    ASSERT_FALSE(wall->vertSelected(0));
    ASSERT_TRUE(wall->vertSelected(1));
    ASSERT_TRUE(wall->vertSelected(2));
    ASSERT_FALSE(wall->vertSelected(3));
    ASSERT_FALSE(wall->vertSelected(4));

    editorUi->mMousePos.set(-88, -106);    // Near vertex 0, which is not selected   --> closest selected is 1
    editorUi->findSnapVertex();
    EXPECT_EQ(1, editorUi->mSnapVertexIndex);

    editorUi->mMousePos.set(3, 3);         // In canvas coords; near vertex 2
    editorUi->findSnapVertex();
    EXPECT_EQ(2, editorUi->mSnapVertexIndex);

    // Cleanup
    delete newClientGame();
}
   // This one is a little more involved, as we will be simulating an entire editor session, including level testing
   TEST(ObjectCleanupTests, TestEditorObjectManagement)
   {
      GameSettingsPtr settings = GameSettingsPtr(new GameSettings());
      settings->setSetting(IniKey::Nickname, string("Alfonso"));     // Set this to bypass startup screen
      settings->getFolderManager()->setLevelDir("levels");           // Need something for hosting to work
      settings->updatePlayerName("Alfonso");

      Address addr;
      ClientGame *clientGame = new ClientGame(addr, settings, new UIManager());    // ClientGame destructor will clean up UIManager


      GameManager::addClientGame(clientGame);
      UIManager *uiMgr = clientGame->getUIManager();

      uiMgr->activate<MainMenuUserInterface>();
      ASSERT_TRUE(uiMgr->isCurrentUI<MainMenuUserInterface>());
      // Cheat a little; go directly to editor
      uiMgr->getUI<EditorUserInterface>()->setLevelFileName("xyzzy");      // Reset this so we get the level entry screen
      uiMgr->activate<EditorUserInterface>();

      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>());
      EditorUserInterface *editor = uiMgr->getUI<EditorUserInterface>();
      ///// Test basic object deletion, undo system not activated
      SafePtr<TestItem> testItem = new TestItem();    // To track deletion... see "Basics" test above
      ASSERT_FALSE(testItem.isNull()) << "Just created this!";
      editor->addToEditor(testItem.getPointer());
      editor->deleteItem(0, false);                   // Low level method doesn't save undo state; object should be deleted
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";

      ///// Check deleting object with undo system -- do things get deleted as expected?
      testItem = new TestItem();
      ASSERT_FALSE(testItem.isNull()) << "Just created this -- shouldn't be gone yet!";
      editor->addToEditor(testItem.getPointer());
      testItem->setSelected(true);
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Started with one object";
      editor->handleKeyPress(KEY_Z, "Del");     // Triggers deleteSelection(false)
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "All objects deleted... none should be present";
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_UNDO_ACTION));  // Undo
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Undeleted one object";
      ASSERT_FALSE(testItem.isValid());
      testItem = dynamic_cast<TestItem *>(editor->getLevel()->findObjects_fast()->get(0));
      ASSERT_TRUE(testItem.isValid());
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_REDO_ACTION));
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "Redid delete... none should be present";
      ASSERT_FALSE(testItem.isValid());

      ///// Test level
      Level *level = editor->getLevel();     // Keep track of the level we were editing
      editor->testLevelStart();
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Still in editor";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Have valid GameType";
      GameType *gt = editor->getLevel()->getGameType();

      GameManager::getServerGame()->loadNextLevelInfo();
      ASSERT_EQ(GameManager::DoneLoadingLevels, GameManager::getHostingModePhase()) << "Only loading one level here...";
      ASSERT_TRUE(GameManager::hostGame()) << "Failure to host game!";
      ASSERT_TRUE(uiMgr->isCurrentUI<GameUserInterface>()) << "In game UI";
      GameManager::localClientQuits(GameManager::getClientGames()->get(0));
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Back to the editor";
      ASSERT_EQ(editor, uiMgr->getCurrentUI()) << "Expect same object";
      ASSERT_EQ(level, editor->getLevel()) << "Level should not have changed";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Expect valid GameType";
      ASSERT_EQ(gt, editor->getLevel()->getGameType()) << "GameType should not have changed";
   }
TEST(LevelMenuSelectUserInterfaceTests, GetIndexOfNext)
{
   ClientGame *game = newClientGame();

   // Want to test getIndexOfNext(), which is a slightly complex function.  Need to start by setting up a menu.
   LevelMenuSelectUserInterface *ui = game->getUIManager()->getUI<LevelMenuSelectUserInterface>();      // Cleaned up when game goes out of scope

   // These should be alphabetically sorted
   ui->addMenuItem(new MenuItem("Aardvark"));    //  0
   ui->addMenuItem(new MenuItem("Assinine"));    //  1
   ui->addMenuItem(new MenuItem("Bouy"));        //  2
   ui->addMenuItem(new MenuItem("Boy"));         //  3
   ui->addMenuItem(new MenuItem("C"));           //  4
   ui->addMenuItem(new MenuItem("Cat"));         //  5
   ui->addMenuItem(new MenuItem("Cc"));          //  6
   ui->addMenuItem(new MenuItem("Chop"));        //  7
   ui->addMenuItem(new MenuItem("Chump"));       //  8
   ui->addMenuItem(new MenuItem("Dog"));         //  9
   ui->addMenuItem(new MenuItem("Doug"));        // 10
   ui->addMenuItem(new MenuItem("Eat"));         // 11
   ui->addMenuItem(new MenuItem("Eating"));      // 12
   ui->addMenuItem(new MenuItem("Eel"));         // 13
   ui->addMenuItem(new MenuItem("Eels"));        // 14
   ui->addMenuItem(new MenuItem("Eggs"));        // 15


   // Some random checks
   ui->selectedIndex = 1;
   ASSERT_EQ(ui->getIndexOfNext("a"), 0);
   ASSERT_EQ(ui->getIndexOfNext("boy"), 3);
   ASSERT_EQ(ui->getIndexOfNext("c"), 4);
   ASSERT_EQ(ui->getIndexOfNext("ch"), 7);
   ASSERT_EQ(ui->getIndexOfNext("cho"), 7);
   ASSERT_EQ(ui->getIndexOfNext("chop"), 7);

   // Check cycling of the Cs
   ui->selectedIndex = 3;
   ASSERT_EQ(ui->getIndexOfNext("c"), 4);
   ui->selectedIndex = 4;
   ASSERT_EQ(ui->getIndexOfNext("c"), 5);
   ui->selectedIndex = 5;
   ASSERT_EQ(ui->getIndexOfNext("c"), 6);
   ui->selectedIndex = 6;
   ASSERT_EQ(ui->getIndexOfNext("c"), 7);
   ui->selectedIndex = 7;
   ASSERT_EQ(ui->getIndexOfNext("c"), 8);
   ui->selectedIndex = 8;
   ASSERT_EQ(ui->getIndexOfNext("c"), 4);

   // Check wrapping
   ui->selectedIndex = 9;
   ASSERT_EQ(ui->getIndexOfNext("a"), 0);
   ui->selectedIndex = 15;     // last item
   ASSERT_EQ(ui->getIndexOfNext("a"), 0);

   // Check repeated hammering on current item
   ui->selectedIndex = 12;
   ASSERT_EQ(ui->getIndexOfNext("e"), 13);    // Single letter advances to next of that letter
   ASSERT_EQ(ui->getIndexOfNext("ea"), 12);
   ASSERT_EQ(ui->getIndexOfNext("eat"), 12);
   ASSERT_EQ(ui->getIndexOfNext("eati"), 12);
   ASSERT_EQ(ui->getIndexOfNext("eatin"), 12);
   ASSERT_EQ(ui->getIndexOfNext("eating"), 12);

   // Check for not found items -- should return current index
   ASSERT_EQ(ui->getIndexOfNext("eatingx"), 12); 
   ASSERT_EQ(ui->getIndexOfNext("flummoxed"), 12); 

   ui->selectedIndex = 8;
   ASSERT_EQ(ui->getIndexOfNext("chop"), 7);

   delete game;
}