Пример #1
0
	void checkLootGroupEntryRecursive(String& entryName, Vector<String>* parentGroups) {
		if (entryName.isEmpty())
			return;

		//Check for infinite recursion
		for (int i = 0; i < parentGroups->size(); i++) {
			String parentName = parentGroups->get(i);

			EXPECT_FALSE( parentName == entryName ) << "Loot group " << std::string(parentName.toCharArray()) << " failed recursion check.";

			if (parentName == entryName)
				return;
		}

		if (lootGroupMap->lootGroupExists(entryName)) {

			LootGroupTemplate* lootGroupTemplate = lootGroupMap->getLootGroupTemplate(entryName);

			for (int j = 0; j < lootGroupTemplate->size(); j++) {

				String entry = lootGroupTemplate->getLootGroupEntryAt(j);

				parentGroups->add(entryName);

				checkLootGroupEntryRecursive(entry, parentGroups);
			}

		} else {
			Reference<LootItemTemplate*> itemTemplate = lootGroupMap->getLootItemTemplate( entryName );
			EXPECT_TRUE( itemTemplate != NULL ) << "Item template " << std::string(entryName.toCharArray()) << " from " << std::string(parentGroups->get(parentGroups->size() - 1).toCharArray()) << " was not found in LootGroupMap";
		}
	}
Пример #2
0
TEST_F(LuaMobileTest, LuaMobileTemplatesTest) {
	CreatureTemplateManager::DEBUG_MODE = 1;

	// Verify that all mobiles load
	ASSERT_EQ(CreatureTemplateManager::instance()->loadTemplates(), 0);

	// Verify loot group map loads
	LootGroupMap* lootGroupMap = LootGroupMap::instance();
	ASSERT_EQ(lootGroupMap->initialize(), 0);

	HashTableIterator<uint32, Reference<CreatureTemplate*> > iter = CreatureTemplateManager::instance()->iterator();
	while (iter.hasNext()) {
		CreatureTemplate* creature = iter.next();
		std::string templateName( creature->getTemplateName().toCharArray() );

		// Verify loot group percentages
		LootGroupCollection* groupCollection = creature->getLootGroups();
		if( groupCollection->count() > 0 ){


			for( int i = 0; i < groupCollection->count(); i++ ){

				LootGroupCollectionEntry* collectionEntry = groupCollection->get(i);
				LootGroups* groups = collectionEntry->getLootGroups();
				if( groups->count() > 0){

					int totalChance = 0;
					for( int j = 0; j < groups->count(); j++ ){

						LootGroupEntry* lootGroup = groups->get(j);
						totalChance += lootGroup->getLootChance();

						// Verify loot group is configured correctly
						LootGroupTemplate* foundGroup = lootGroupMap->getLootGroupTemplate( lootGroup->getLootGroupName() );
						std::string groupName( lootGroup->getLootGroupName().toCharArray() );
						EXPECT_TRUE( foundGroup != NULL ) << "Loot group " << groupName << " from " << templateName << " was not found in LootGroupMap";

					}

					EXPECT_EQ( 10000000, totalChance ) << "Loot groups total chance is incorrect " << templateName;
				}
			}
		}

		// Verify weapon groups exist
		Vector<String> weapons = creature->getWeapons();
		for (int i = 0; i < weapons.size(); i++) {
			String weaponGroup = weapons.get(i);
			std::string groupName( weaponGroup.toCharArray() );
			Vector<String> group = CreatureTemplateManager::instance()->getWeapons(weaponGroup);
			EXPECT_TRUE( group.size() > 0 ) << "Weapon group " << groupName << " from " << templateName << " was not found in weaponMap";
		}
	}

}