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- Connect aMoveToCommandZone to cmMoveToCommandZone; the menu item was
added, shown, and shortcut-bound but never wired, so it did nothing
- Extract evaluateModifyCounter() and route cmdIncCounter/cmdSetCounter
through it, replacing isCommandZoneCounterBlocked; reject inc/set on
an inactive tax counter so a hidden counter cannot accumulate value
- Reject reserved tax counter names in cmdCreateCounter to prevent a
client from spoofing a system tax counter via a user-created counter
- Route AbstractCounter::valueChanged through the virtual setValue() so
CommanderTaxCounter clamps and refreshes its tooltip on value changes
- Deduplicate actPlayAndIncreaseTax/actPlayAndIncreasePartnerTax into a
single playAndIncreaseTax(counterId) helper
- Move MINIMUM_STACKING_HEIGHT from CommandZone to the PlayerGraphicsItem
layout code, its only consumer
- Remove unused AbstractCounter forward declaration from player_logic.h
- Add EvaluateModifyCounter tests and PartnerTax cases for
evaluateSetCounterActive
- Pin the FirstUserId floor in new_counter_id_test using ids 3 and 5 so
a naive "highest id + 1" regression fails the test
78 lines
2.9 KiB
C++
78 lines
2.9 KiB
C++
#include "../movecard_tests/server_test_helpers.h"
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#include "game/server_counter.h"
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#include "game/server_game.h"
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#include "game/server_player.h"
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#include "server_room.h"
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#include <gtest/gtest.h>
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#include <libcockatrice/protocol/pb/color.pb.h>
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#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
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#include <libcockatrice/rng/rng_abstract.h>
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#include <libcockatrice/utility/counter_ids.h>
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RNG_Abstract *rng = nullptr; // required by linked server code
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namespace
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{
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// Wires up a Server_Player backed by a minimal fake game so that counters can be
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// added directly via addCounter() to exercise newCounterId() in isolation.
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// newCounterId() depends only on the player's counter map, not on game state,
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// so the game never needs to be started.
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struct PlayerFixture
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{
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ServerInfo_User user;
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FakeServer server;
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Server_Room room{0, 0, "", "", "", "", false, "", {}, &server};
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Server_Game game{user, 1, "", "", 2, QList<int>(), false, false,
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false, false, false, false, 20, false, false, &room};
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Server_Player player{&game, 1, user, false, nullptr};
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~PlayerFixture()
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{
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player.clearZones(); // owns and deletes any counters added during the test
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}
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};
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} // namespace
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// With no counters at all, the first allocated id must be FirstUserId, never 0.
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TEST(NewCounterId, ReturnsFirstUserIdWhenNoCounters)
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{
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PlayerFixture f;
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EXPECT_EQ(f.player.newCounterId(), CounterIds::FirstUserId);
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}
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// Reserved ids must not drag a new user counter down into the reserved range. The
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// ids here (3 and 5) are chosen so a naive "highest id + 1" implementation would
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// return 6 (inside the reserved range) and fail this test; only the FirstUserId
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// floor yields the correct 10, so this pins the floor against regression.
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TEST(NewCounterId, SkipsReservedRangeWhenOnlyReservedCountersExist)
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{
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PlayerFixture f;
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f.player.addCounter(new Server_Counter(3, "g", color(), 20, 0));
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f.player.addCounter(new Server_Counter(5, "h", color(), 20, 0));
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EXPECT_EQ(f.player.newCounterId(), CounterIds::FirstUserId);
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}
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// Once user counters exist, the next id is one above the highest of them.
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TEST(NewCounterId, ReturnsNextIdAboveHighestUserCounter)
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{
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PlayerFixture f;
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f.player.addCounter(new Server_Counter(CounterIds::FirstUserId, "a", color(), 20, 0)); // 10
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f.player.addCounter(new Server_Counter(15, "b", color(), 20, 0));
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EXPECT_EQ(f.player.newCounterId(), 16);
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}
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// A reserved counter present alongside user counters must not affect the result.
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TEST(NewCounterId, IgnoresReservedCountersWhenUserCountersPresent)
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{
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PlayerFixture f;
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f.player.addCounter(new Server_Counter(5, "r", color(), 20, 0)); // reserved range
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f.player.addCounter(new Server_Counter(11, "user", color(), 20, 0)); // user range
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EXPECT_EQ(f.player.newCounterId(), 12);
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}
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int main(int argc, char **argv)
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{
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::testing::InitGoogleTest(&argc, argv);
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return RUN_ALL_TESTS();
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}
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