-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, quest}). -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)}, {"A new player has a quest given to him", ?setup(initial_quest)}, {"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)}]. quest_test_() -> [{"A player who kills enough enemies to complete a quest obtains " "a new, different one", ?setup(quest_change)}, {"A player who kills an enemy sees the quest kill count change", ?setup(quest_kill_count)}, {"A player who completes a quest obtains XP in exchange", ?setup(quest_exp)}]. code_change_test_() -> [{"Updating", update()}, {"Downgrading", downgrade()}]. %%%%%%%%%%%%%%%%%%%%%%% %%% 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). initial_quest(Name) -> {ok, _, S} = pq_player:init({Name, []}), _ = read_event(), ?_assertMatch({_QuestName, _Props}, S#state.quest). 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]}, {time, 1}, {quest, {<<"A">>, [{experience, 1},{kills,1}]}} ]}), _ = 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=[_], time=1, quest={<<"A">>, [_|_]}}, Complete)]. %% Market sell_all(Name) -> Loot = [proplists:get_value(drop, element(2, pq_enemy:fetch())) || _ <- lists:seq(1,5)], [{_, LV1}, {_, LV2}, {_, LV3}, {_, LV4}, {_, LV5}] = Loot, LootVals = [LV1, LV2*2, LV3*3, LV4*4, LV5*5], {[Sum1, Sum2, Sum3, Sum4, Sum5], _} = lists:mapfoldl( fun(X, Sum) -> {X+Sum, X+Sum} end, 0, LootVals ), undefined = read_event(), S0 = #state{name=Name, loot=Loot, money=0}, {next_state, market, S1} = pq_player:market(sell, S0), M1 = read_event(), {next_state, market, S2} = pq_player:market(sell, S1#state{lvl=2}), M2 = read_event(), {next_state, market, S3} = pq_player:market(sell, S2#state{lvl=3}), M3 = read_event(), {next_state, market, S4} = pq_player:market(sell, S3#state{lvl=4}), M4 = read_event(), {next_state, market, S5} = pq_player:market(sell, S4#state{lvl=5}), M5 = read_event(), {next_state, market, S6} = pq_player:market(sell, S5#state{lvl=6}), 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=[], quest={<<1>>,[{experience,0},{kills,10000}]}}, {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, quest={<<1>>,[{experience,0},{kills,10000}]}}, %% 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)]. %% Quests quest_change(Name) -> {ok, _, S0=#state{quest={N, Props}}} = pq_player:init({Name, []}), _ = read_event(), S = S0#state{quest={N, [{kills,1}|Props]}}, States = [element(3, pq_player:killing(kill, S)) || _ <- lists:seq(1,10)], [read_event() || _ <- lists:seq(1,10)], [?_assert(lists:all(fun(#state{quest={QName, _}}) -> QName =/= N end, States))]. quest_kill_count(Name) -> {ok, _, S0=#state{quest={N, Props}}} = pq_player:init({Name, []}), _ = read_event(), S1 = S0#state{quest={N, [{kills,3}|Props]}}, {next_state, _, S2} = pq_player:killing(kill, S1), _ = read_event(), [?_assertEqual(2, proplists:get_value(kills,element(2,S2#state.quest)))]. quest_exp(Name) -> {ok, _, S0=#state{quest={N, _Props}}} = pq_player:init({Name, [{lvl,0},{exp,0}]}), _ = read_event(), S1 = S0#state{quest={N, [{kills,2},{experience, 100000}]}}, {next_state, _, S2 = #state{exp=E1}} = pq_player:killing(kill, S1), _ = read_event(), {next_state, _, #state{exp=E2}} = pq_player:killing(kill, S2), _ = read_event(), [?_assert(E1 < 100000), ?_assert(E2 > 100000)]. %% Update/Downgrade update() -> Stats = [{charisma,1}, {constitution,1}, {dexterity,1}, {intelligence,1}, {strength,1}, {wisdom,1}], OldState = {state, joe, Stats, 1, % exp 2, % lvlexp 3, % lvl [{weapon,{<<"a">>, -1, 1, 2}}], % equip 4, % money [{<<"b">>, 1}], % loot [helmet], % bought 5 % time }, ?_assertMatch({ok, market, #state{name=joe, stats=Stats, exp=1, lvlexp=2, lvl=3, equip=[{weapon,{<<"a">>,-1,1,2}}], money=4, loot=[{<<"b">>,1}], bought=[helmet], quest={_, [_|_]}}}, pq_player:code_change("some version hash", market, OldState, none)). downgrade() -> Stats = [{charisma,1}, {constitution,1}, {dexterity,1}, {intelligence,1}, {strength,1}, {wisdom,1}], State = #state{name=joe, stats=Stats, exp=1, lvlexp=2, lvl=3, equip=[{weapon,{<<"a">>,-1,1,2}}], money=4, loot=[{<<"b">>,1}], bought=[helmet], time=5, quest={<<"this goes">>, []}}, NewState = {state, joe, Stats, 1, 2, 3, [{weapon,{<<"a">>, -1, 1, 2}}], 4, [{<<"b">>, 1}], [helmet], 5}, ?_assertMatch({ok, market, NewState}, pq_player:code_change({down, "old vsn hash"}, market, State, none)). %%%%%%%%%%%%%%%%%%%%%%%% %%% HELPER FUNCTIONS %%% %%%%%%%%%%%%%%%%%%%%%%%% read_event() -> receive {'$gen_event', Msg} -> Msg after 0 -> undefined end.