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Diffstat (limited to 'learn-you-some-erlang/processquest/apps/processquest-1.0.0/test/pq_player_tests.erl')
-rw-r--r-- | learn-you-some-erlang/processquest/apps/processquest-1.0.0/test/pq_player_tests.erl | 303 |
1 files changed, 303 insertions, 0 deletions
diff --git a/learn-you-some-erlang/processquest/apps/processquest-1.0.0/test/pq_player_tests.erl b/learn-you-some-erlang/processquest/apps/processquest-1.0.0/test/pq_player_tests.erl new file mode 100644 index 0000000..bbdbf3d --- /dev/null +++ b/learn-you-some-erlang/processquest/apps/processquest-1.0.0/test/pq_player_tests.erl @@ -0,0 +1,303 @@ +-module(pq_player_tests). +-include_lib("eunit/include/eunit.hrl"). +-record(state, {name, stats, exp=0, lvlexp=1000, lvl=1, % copied from pq_player.erl + equip=[], money=0, loot=[], bought=[], time=0}). + +-define(setup(Name, T), {setup, fun() -> start(Name) end, fun stop/1, fun T/1}). +-define(setup(T), ?setup(make_ref(), T)). + +%%%%%%%%%%%%%%%%%%%%%%%%%% +%%% TESTS DESCRIPTIONS %%% +%%%%%%%%%%%%%%%%%%%%%%%%%% +new_player_test_() -> + [{"A player holds its own name in its state", + ?setup(initial_name)}, + {"A new player has stats randomly rolled", + ?setup(initial_roll)}, + {"A new player becomes a registered process", + ?setup(initial_register)}, + {"A player has a counter for experience and a counter for " + "the next level (which is higher than the current exp)", + ?setup(initial_lvl)}, + {"A player has a basic equipment (empty) when first going", + ?setup(initial_equipment)}, + {"A new player has no money", + ?setup(initial_money)}, + {"A new player has no loot", + ?setup(initial_loot)}, + {"The state of a player can be overriden using the info " + "arguments to the init function", + ?setup(override_init)}]. + +market_test_() -> + [{"A player with N items will sell all of them to the market " + "and end with equivalent money, before switching to the " + "buying state", + ?setup(sell_all)}, + {"A player with nearly infinite money will buy items available " + "for his money, higher than his level", + ?setup(buy_items)}, + {"A player with no money or no items available for the price " + "range leaves for the killing fields.", + ?setup(buy_none)}, + {"Receiving the kill message just forwards to the killing state", + ?setup(to_killing)}]. + +killing_fields_test_() -> + [{"Kill enemies until the loot limit is hit. Loot is 2x Strength", + ?setup(loot_limit)}, + {"Killing enemies raises XP until someone levels up", + ?setup(kill_xp)}, + {"Leveling up boosts stats. The sum is higher by at least as " + "many points as there are fields, but not more than 6 times. " + "Moreover, the rolling is random.", + ?setup(lvl_stats)}, + {"receiving the market message just forwards to the market state", + ?setup(to_market)}]. + +%%%%%%%%%%%%%%%%%%%%%%% +%%% SETUP FUNCTIONS %%% +%%%%%%%%%%%%%%%%%%%%%%% +start(Name) -> + application:start(crypto), + application:start(regis), + Pid = spawn(fun() -> timer:sleep(infinity) end), + regis:register({events, Name}, Pid), + Name. + +stop(Name) -> + exit(regis:whereis({events, Name}), kill), + application:stop(regis), + application:stop(crypto). + +%%%%%%%%%%%%%%%%%%%% +%%% ACTUAL TESTS %%% +%%%%%%%%%%%%%%%%%%%% + +%% Initial State +initial_name(Name) -> + {ok, market, S} = pq_player:init({Name, []}), + M = read_event(), + [?_assertEqual(Name, S#state.name), + ?_assertEqual(M, kill)]. + +initial_roll(Name) -> + {ok, _, S} = pq_player:init({Name, []}), + _ = read_event(), + ?_assertMatch([{charisma,_}, {constitution, _}, {dexterity, _}, + {intelligence, _}, {strength, _}, {wisdom, _}], + lists:sort(S#state.stats)). + +initial_register(Ref) -> + {ok, _, _} = pq_player:init({Ref, []}), + _ = read_event(), + Pid = regis:whereis(Ref), + Ret = pq_player:init({Ref, []}), + _ = read_event(), + [?_assert(undefined =/= Pid), + ?_assert(is_pid(Pid)), + ?_assertEqual({stop, name_taken}, Ret)]. + +initial_lvl(Name) -> + {ok, _, S} = pq_player:init({Name, []}), + _ = read_event(), + [?_assert(is_integer(S#state.lvlexp)), + ?_assert(S#state.lvlexp > 0), + ?_assert(S#state.exp =:= 0)]. % start at 0 exp + +initial_equipment(Name) -> + {ok, _, S} = pq_player:init({Name, []}), + _ = read_event(), + [?_assert(is_list(S#state.equip)), + ?_assertEqual(undefined, proplists:get_value(armor, S#state.equip)), + ?_assertEqual(undefined, proplists:get_value(helmet, S#state.equip)), + ?_assertEqual(undefined, proplists:get_value(weapon, S#state.equip)), + ?_assertEqual(undefined, proplists:get_value(shield, S#state.equip))]. + +initial_money(Name) -> + {ok, _, S} = pq_player:init({Name, []}), + _ = read_event(), + ?_assertEqual(0, S#state.money). + +initial_loot(Name) -> + {ok, _, S} = pq_player:init({Name, []}), + _ = read_event(), + ?_assertEqual([], S#state.loot). + +override_init(Name) -> + {ok, _, Partial} = pq_player:init({Name, [ + {stats, [{charisma,1}, {constitution,1}, {dexterity,1}, + {intelligence,1}, {strength,1}, {wisdom,1}]}, + {lvlexp,1}]}), + regis:unregister(Name), + _ = read_event(), + {ok, _, Complete} = pq_player:init({Name, [ + {stats, [{charisma,1}, {constitution,1}, {dexterity,1}, + {intelligence,1}, {strength,1}, {wisdom,1}]}, + {exp, 1}, {lvlexp,1}, {lvl,9}, + {equip, [{weapon,{<<"plastic knife">>, -1, 1, 2}}]}, + {money,1}, {loot, [{<<"Bacon">>, 1}]}, {bought, [helmet]} + ]}), + _ = read_event(), + [?_assertMatch(#state{stats=[{_,1},{_,1},{_,1},{_,1},{_,1},{_,1}], + lvlexp=1, lvl=1, exp=0}, + Partial), + ?_assertMatch(#state{stats=[{_,1},{_,1},{_,1},{_,1},{_,1},{_,1}], + exp=1, lvlexp=1, lvl=9, equip=[{weapon,_}], + money=1, loot=[{_,_}], bought=[_]}, + Complete)]. + +%% Market +sell_all(Name) -> + undefined = read_event(), + Loot = [proplists:get_value(drop, element(2, pq_enemy:fetch())) + || _ <- lists:seq(1,5)], + {[Sum1, Sum2, Sum3, Sum4, Sum5], _} = lists:mapfoldl( + fun(X, Sum) -> {X+Sum, X+Sum} end, + 0, + [Val || {_, Val} <- Loot] + ), + %undefined = read_event(), + S0 = #state{name=Name, loot=Loot, money=0, lvl=1}, + {next_state, market, S1} = pq_player:market(sell, S0), + M1 = read_event(), + {next_state, market, S2} = pq_player:market(sell, S1), + M2 = read_event(), + {next_state, market, S3} = pq_player:market(sell, S2), + M3 = read_event(), + {next_state, market, S4} = pq_player:market(sell, S3), + M4 = read_event(), + {next_state, market, S5} = pq_player:market(sell, S4), + M5 = read_event(), + {next_state, market, S6} = pq_player:market(sell, S5), + M6 = read_event(), + [?_assertMatch(#state{money=Sum1, loot=[_,_,_,_]}, S1), + ?_assertMatch(#state{money=Sum2, loot=[_,_,_]}, S2), + ?_assertMatch(#state{money=Sum3, loot=[_,_]}, S3), + ?_assertMatch(#state{money=Sum4, loot=[_]}, S4), + ?_assertMatch(#state{money=Sum5, loot=[]}, S5), + ?_assertMatch(#state{money=Sum5, loot=[]}, S6), + ?_assertEqual([sell, sell, sell, sell, sell, buy], + [M1,M2,M3,M4,M5,M6])]. + +buy_items(Name) -> + %% 4 different pieces of equipment to buy + S0 = #state{name=Name, equip=[], money=999999999999}, + {next_state, market, S1} = pq_player:market(buy, S0), + M1 = read_event(), + {next_state, market, S2} = pq_player:market(buy, S1), + M2 = read_event(), + {next_state, market, S3} = pq_player:market(buy, S2), + M3 = read_event(), + {next_state, market, S4} = pq_player:market(buy, S3), + M4 = read_event(), + %% All slots bought. Implicit requirement: not buying for the + %% same slot twice. + {next_state, market, S5} = pq_player:market(buy, S4), + M5 = read_event(), + [?_assertEqual([S5#state.money, S4#state.money, S3#state.money, + S2#state.money, S1#state.money, S0#state.money], + lists:sort([S5#state.money, S4#state.money, S3#state.money, + S2#state.money, S1#state.money, S0#state.money])), + ?_assertEqual([1,2,3,4,4], + [length(L) || L <- [S1#state.equip, S2#state.equip, + S3#state.equip, S4#state.equip, + S5#state.equip]]), + ?_assertEqual([buy, buy, buy, buy, kill], + [M1, M2, M3, M4, M5])]. + +buy_none(Name) -> + S0 = #state{name=Name, equip=[], money=0}, + %% one try per part of the equipment + {next_state, market, S1} = pq_player:market(buy, S0), + _ = read_event(), + {next_state, market, S2} = pq_player:market(buy, S1), + _ = read_event(), + {next_state, market, S3} = pq_player:market(buy, S2), + _ = read_event(), + {next_state, market, S4} = pq_player:market(buy, S3), + M = read_event(), + [?_assertEqual(S0, S4), + ?_assertEqual(kill, M)]. + +to_killing(Name) -> + S = #state{name=Name}, + Res = pq_player:market(kill, S), + M = read_event(), + [?_assertMatch({next_state, killing, S}, Res), + ?_assertEqual(kill, M)]. + +%% Killing fields tests +loot_limit(Name) -> + S0 = #state{name=Name, stats=[{strength, 2}], loot=[]}, + {next_state, killing, S1 = #state{loot=L1}} = pq_player:killing(kill, S0), + M1 = read_event(), + {next_state, killing, S2 = #state{loot=L2}} = pq_player:killing(kill, S1), + M2 = read_event(), + {next_state, killing, S3 = #state{loot=L3}} = pq_player:killing(kill, S2), + M3 = read_event(), + {next_state, killing, #state{loot=L4}} = pq_player:killing(kill, S3), + M4 = read_event(), + %% Group identical drops with a counter? + [?_assertEqual([1,2,3,4], [length(L) || L <- [L1, L2, L3, L4]]), + ?_assertEqual([kill, kill, kill, market], [M1, M2, M3, M4])]. + +kill_xp(Name) -> + S0 = #state{name=Name, stats=[{strength, 999}|pq_stats:initial_roll()], + lvl=1, exp=0, lvlexp=5}, + %% between 1 and 5 kills required to lvl up. + {next_state, NS1, S1} = pq_player:killing(kill, S0), + M1 = read_event(), + {next_state, NS2, S2} = pq_player:NS1(M1, S1), + M2 = read_event(), + {next_state, NS3, S3} = pq_player:NS2(M2, S2), + M3 = read_event(), + {next_state, NS4, S4} = pq_player:NS3(M3, S3), + M4 = read_event(), + {next_state, NS5, S5} = pq_player:NS4(M4, S4), + M5 = read_event(), + {next_state, NS6, S6} = pq_player:NS5(M5, S5), + M6 = read_event(), + [?_assert(lists:any(fun(#state{lvl=L}) -> L > 1 end, [S1,S2,S3,S4,S5,S6])), + ?_assert(lists:any(fun(#state{lvlexp=L}) -> L >= 10 end, [S1,S2,S3,S4,S5,S6])), + ?_assert(lists:any(fun(#state{exp=E}) -> E >= 5 end, [S1,S2,S3,S4,S5,S6])), + ?_assert(lists:any(fun(FSMState) -> FSMState =:= killing end, + [NS1, NS2, NS3, NS4, NS5, NS6])), + ?_assert(lists:any(fun(Msg) -> Msg =:= kill end, + [M1, M2, M3, M4, M5, M6])), + ?_assert(lists:any(fun(Msg) -> Msg =:= lvl_up end, + [M1, M2, M3, M4, M5, M6]))]. + +lvl_stats(Name) -> + {ok, _, S0} = pq_player:init({Name, []}), + _ = read_event(), + TotalStats = length(S0#state.stats), + {next_state, killing, S1} = pq_player:killing(lvl_up, S0), + _ = read_event(), + {next_state, killing, S2} = pq_player:killing(lvl_up, S0), + _ = read_event(), + SumInit = lists:sum([Pts || {_,Pts} <- S0#state.stats]), + SumS1 = lists:sum([Pts || {_,Pts} <- S1#state.stats]), + SumS2 = lists:sum([Pts || {_,Pts} <- S2#state.stats]), + [?_assert(SumS1 >= TotalStats+SumInit), + ?_assert(SumS2 >= TotalStats+SumInit), + ?_assert(SumS1 =< TotalStats*6 + SumInit), + ?_assert(SumS2 =< TotalStats*6 + SumInit), + ?_assert(S1#state.stats =/= S2#state.stats)]. + +to_market(Name) -> + S = #state{name=Name}, + Res = pq_player:killing(market, S), + M = read_event(), + [?_assertMatch({next_state, market, S}, Res), + ?_assertEqual(sell, M)]. + +%%%%%%%%%%%%%%%%%%%%%%%% +%%% HELPER FUNCTIONS %%% +%%%%%%%%%%%%%%%%%%%%%%%% +read_event() -> + receive + {'$gen_event', Msg} -> Msg + after 0 -> + undefined + end. |