/** * @file game_smoke_test.cpp * * Links the game logic library into a target that contains no graphics code at all, and drives * the two seams the graphics layer used to own: the attachment graph on CardState and the * card-creation request a zone makes so the graphics side can build the matching card item. */ #include "gtest/gtest.h" #include #include #include #include #include #include #include namespace { CardRef cardRefFor(const QString &name) { CardRef cardRef; cardRef.name = name; return cardRef; } } // namespace TEST(CardStateTest, AttachmentGraphKeepsBothEndsConsistent) { CardState host(nullptr, nullptr, cardRefFor(QStringLiteral("Host")), 1); CardState guest(nullptr, nullptr, cardRefFor(QStringLiteral("Guest")), 2); guest.setAttachedTo(&host); host.addAttachedCard(&guest); EXPECT_EQ(guest.getAttachedTo(), &host); ASSERT_EQ(host.getAttachedCards().size(), 1); EXPECT_EQ(host.getAttachedCards().first(), &guest); host.removeAttachedCard(&guest); guest.setAttachedTo(nullptr); EXPECT_TRUE(host.getAttachedCards().isEmpty()); EXPECT_EQ(guest.getAttachedTo(), nullptr); } TEST(CardZoneLogicTest, AddsAndTakesCardsWithoutAGraphicsSide) { HandZoneLogic zone(nullptr, QStringLiteral("hand"), false, false, true); CardState card(nullptr, nullptr, cardRefFor(QStringLiteral("Lightning Bolt")), 7); QSignalSpy cardAddedSpy(&zone, &CardZoneLogic::cardAdded); QSignalSpy cardCountSpy(&zone, &CardZoneLogic::cardCountChanged); zone.addCard(&card, false, 0); ASSERT_EQ(zone.getCards().size(), 1); EXPECT_EQ(zone.getCards().first(), &card); EXPECT_EQ(card.getZone(), &zone); EXPECT_EQ(cardAddedSpy.count(), 1); EXPECT_GE(cardCountSpy.count(), 1); EXPECT_EQ(zone.takeCard(0, 7), &card); EXPECT_TRUE(zone.getCards().isEmpty()); EXPECT_EQ(card.getId(), 7); } TEST(CardZoneLogicTest, AsksTheGraphicsSideToCreateCards) { HandZoneLogic zone(nullptr, QStringLiteral("library"), false, true, true); QSignalSpy requestSpy(&zone, &CardZoneLogic::createCardRequested); ServerInfo_Card cardInfo; cardInfo.set_name("Lightning Bolt"); cardInfo.set_id(7); cardInfo.set_x(0); cardInfo.set_y(1); zone.createCardRequested(cardInfo, true); ASSERT_EQ(requestSpy.count(), 1); const QList arguments = requestSpy.takeFirst(); EXPECT_EQ(arguments.at(0).value().id(), 7); EXPECT_TRUE(arguments.at(1).toBool()); } int main(int argc, char **argv) { // Keep SettingsCache reads and writes away from the real user profile: the game logic still // reaches for a handful of settings, and the client settings sources linked into this test // would otherwise touch the developer's own configuration. QStandardPaths::setTestModeEnabled(true); QTemporaryDir home; if (home.isValid()) { qputenv("HOME", home.path().toLocal8Bit()); } QCoreApplication app(argc, argv); QLoggingCategory::setFilterRules("settings_cache.*=false"); ::testing::InitGoogleTest(&argc, argv); return RUN_ALL_TESTS(); }