Files
factory-hole-core/tests/Components/test_Resource.cpp
2026-02-15 23:01:19 +09:00

135 lines
3.4 KiB
C++

#include <doctest/doctest.h>
#include "Components/Configs/WorldConfig.hpp"
#include "Core/WorldInstance.h"
#include "Components/Resource.hpp"
#include "Components/Inventory.hpp"
TEST_SUITE("Resource") {
TEST_CASE("basic resource gathering produces item after one tick") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
// Create a resource entity with gatherTicks = 1
auto entity = world.GetEcsWorld().entity();
Resource_Ore_Helper(entity, stoneID, 1);
world.ProcessFrame();
auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(inv.GetItemsAmount(stoneID) >= 1);
}
TEST_CASE("resource with 20 tick gather time produces item after 20 ticks") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Ore_Helper(entity, stoneID, 20);
for (int i = 0; i < 19; ++i)
world.ProcessFrame();
auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(inv.GetItemsAmount(stoneID) == 0);
world.ProcessFrame();
CHECK(inv.GetItemsAmount(stoneID) >= 1);
}
}
TEST_SUITE("Resource - Health & Renewing") {
TEST_CASE("tree resource loses health each gather cycle") {
WorldConfig config{};
uint16_t woodID = config.RegisterItem("Wood");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Tree_Helper(entity, woodID, 1, 3, 5);
world.ProcessFrame();
auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(inv.GetItemsAmount(woodID) == 1);
auto health = entity.get<ResourceHealth>();
CHECK(health.Health == 2);
}
TEST_CASE("tree enters renewing state when health reaches 0") {
WorldConfig config{};
uint16_t woodID = config.RegisterItem("Wood");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Tree_Helper(entity, woodID, 1, 2, 5);
// 2 gather cycles to deplete health
world.ProcessFrame();
world.ProcessFrame();
auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(inv.GetItemsAmount(woodID) == 2);
CHECK(entity.has<Renewing>());
// one more tick should not produce items while renewing
world.ProcessFrame();
CHECK(inv.GetItemsAmount(woodID) == 2);
}
TEST_CASE("tree restores health after renewal period") {
WorldConfig config{};
uint16_t woodID = config.RegisterItem("Wood");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Tree_Helper(entity, woodID, 1, 1, 5);
// 1 gather cycle depletes health
world.ProcessFrame();
CHECK(entity.has<Renewing>());
// 5 ticks for renewal
for (int i = 0; i < 5; ++i)
world.ProcessFrame();
CHECK_FALSE(entity.has<Renewing>());
CHECK(entity.has<FullyGrown>());
auto health = entity.get<ResourceHealth>();
CHECK(health.Health == health.MaxHealth);
}
TEST_CASE("tree resumes gathering after renewal") {
WorldConfig config{};
uint16_t woodID = config.RegisterItem("Wood");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Tree_Helper(entity, woodID, 1, 1, 5);
// deplete
world.ProcessFrame();
auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(inv.GetItemsAmount(woodID) == 1);
// renew (5 ticks)
for (int i = 0; i < 5; ++i)
world.ProcessFrame();
CHECK_FALSE(entity.has<Renewing>());
// should gather again
world.ProcessFrame();
CHECK(inv.GetItemsAmount(woodID) == 2);
}
}