Mercurial > repos > IBDev-IBBoard.WarFoundry.API.Tests
view API/Objects/RaceTests.cs @ 210:649759343da5
Re #379: Fix validation of requirements to check for unit
* Tidy up tests to reduce replication and fix copy-and-paste inconsistencies
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 25 Feb 2012 16:36:20 +0000 |
parents | 2ae80631ec9c |
children | 49480e1a8f90 |
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// This file (RaceTests.cs) is a part of the IBBoard.WarFoundry.API.Tests project and is copyright 2011 IBBoard // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using NUnit.Framework; using IBBoard.WarFoundry.API.Objects.Mock; using NUnit.Framework.SyntaxHelpers; using IBBoard.WarFoundry.API.Objects.Requirement; using System.Collections.Generic; using IBBoard.NUnit; using System.Reflection; using IBBoard.WarFoundry.API.Factories; namespace IBBoard.WarFoundry.API.Objects { [TestFixture()] public class RaceTests : AbstractEqualityTest<Race> { [Test()] public void TestRaceWithNoUnitTypesHasNoRequirements() { Assert.That(new MockRace().GetRequirements(), Has.Count(0)); } [Test()] public void TestRaceWithOneUnitTypeHasNoRequirements() { MockRace race = new MockRace(); race.AddUnitType(new MockUnitType()); Assert.That(race.GetRequirements(), Has.Count(0)); } [Test()] public void TestRaceWithOneUnitTypeWithOneRequirementHasOneRequirement() { MockRace race = new MockRace(); MockUnitType unitType = new MockUnitType(); UnitRequiresAtLeastNUnitsRequirement unitRequirement = new UnitRequiresAtLeastNUnitsRequirement(unitType); unitType.AddRequirement(unitRequirement); race.AddUnitType(unitType); ICollection<IRequirement> raceRequirements = race.GetRequirements(); Assert.That(raceRequirements, Has.Count(1)); Assert.That(raceRequirements, Has.All.EqualTo(unitRequirement)); } [Test()] public void TestRaceWithTwoUnitTypesWithMultipleRequirementsHasMultipleRequirements() { MockRace race = new MockRace(); MockUnitType unitType1 = new MockUnitType("type1", "Type 1"); UnitRequiresAtLeastNUnitsRequirement unitRequirement1 = new UnitRequiresAtLeastNUnitsRequirement(unitType1); unitType1.AddRequirement(unitRequirement1); UnitRequiresNoMoreThanNOfUnitTypeRequirement unitRequirement2 = new UnitRequiresNoMoreThanNOfUnitTypeRequirement(unitType1); unitType1.AddRequirement(unitRequirement2); race.AddUnitType(unitType1); MockUnitType unitType2 = new MockUnitType("type2", "Type 2"); UnitRequiresAtLeastNUnitsRequirement unitRequirement3 = new UnitRequiresAtLeastNUnitsRequirement(unitType2); unitType2.AddRequirement(unitRequirement3); race.AddUnitType(unitType2); ICollection<IRequirement> raceRequirements = race.GetRequirements(); Assert.That(raceRequirements, Has.Count(3)); Assert.That(raceRequirements, Has.Member(unitRequirement1)); Assert.That(raceRequirements, Has.Member(unitRequirement2)); Assert.That(raceRequirements, Has.Member(unitRequirement3)); } public override Race GetObject () { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); GameSystem gameSystem = new GameSystem("system", "system", factory); return new Race("race", "race", gameSystem, factory); } public override Race GetSameObject () { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); GameSystem gameSystem = new GameSystem("system", "system", factory); return new Race("race", "race", gameSystem, factory); } public override Race GetDifferentObject () { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); GameSystem gameSystem = new GameSystem("system2", "another system", factory); return new Race("race2", "other race", gameSystem, factory); } public Race GetOtherDifferentObjectWithSubID() { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); GameSystem gameSystem = new GameSystem("system", "system", factory); return new Race("race", "subid", "race", gameSystem, factory); } public Race GetOtherDifferentObjectWithGameSystem() { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); GameSystem gameSystem = new GameSystem("system2", "system", factory); return new Race("race", "race", gameSystem, factory); } } }