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test.ml
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open OUnit2
open Ship
open Event
open Galaxy
open Store
open State
let test_galaxy = [{id = 10; event = End; reachable = []};
{id = 9; event = Store; reachable = [0; 3; 4; 10]};
{id = 8; event = Combat; reachable = [7; 9]};
{id = 7; event = Event; reachable = [2; 5; 8]};
{id = 6; event = Combat; reachable = [0; 3; 7]};
{id = 5; event = Nothing; reachable = [3; 6]};
{id = 4; event = Store; reachable = [5; 6; 8; 9]};
{id = 3; event = Event; reachable = [4; 5; 8; 9]};
{id = 2; event = Combat; reachable = [0; 1; 3; 4]};
{id = 1; event = Store; reachable = [2]}]
let random_galaxy = Galaxy.init () |> fst
let galaxy_tests = [
"init" >:: (fun _ -> assert_equal 10 (List.length random_galaxy));
"start_star" >:: (fun _ -> assert_equal 1 (snd (Galaxy.init ())));
"reachable" >:: (fun _ -> assert_equal [(Some Store, 4); (None, 5);
(None, 8); (Some Store, 9)]
(reachable test_galaxy 3));
"reachable_none" >:: (fun _ -> assert_equal [] (reachable test_galaxy 10));
"get_event_store" >:: (fun _ -> assert_equal Store (get_event test_galaxy 9));
"get_event_combat" >:: (fun _ -> assert_equal Combat
(get_event test_galaxy 2));
"get_event_event" >:: (fun _ -> assert_equal Event (get_event test_galaxy 7));
"get_event_nothing" >:: (fun _ -> assert_equal Nothing
(get_event test_galaxy 5));
"get_event_end" >:: (fun _ -> assert_equal End (get_event test_galaxy 10));
"get_event_end_random" >:: (fun _ -> assert_equal End (get_event
random_galaxy 10));
"get_end" >:: (fun _ -> assert_equal 10 (get_end test_galaxy));
"get_end_random" >:: (fun _ -> assert_equal 10 (get_end random_galaxy));
]
let store = Store.init Ship.init
let test_weapon =
{
name = "Test Weapon";
cost = 0;
damage = 1;
capacity = 10;
charge = 10;
wtype = Laser;
}
let test_aug =
{
name = "Test Augmentation";
cost = 0;
aug_type = Damage;
stat = 1;
description = "Increase damage of all weapons by 1";
}
let new_store : store = {
weapons = test_weapon::store.weapons;
augmentations = test_aug::store.augmentations;
fuel = 5;
missiles = 5;
}
let ship_with_no_scrap =
{Ship.init with resources={fuel = 0; missiles = 0; scrap = 0}}
let ship_with_weap = (buy new_store (Ship.init) "Test Weapon")
let ship_with_aug = (buy new_store ship_with_weap "Test Augmentation")
let store_tests = [
"init_weapons" >:: (fun _ -> assert_equal 3 (List.length store.weapons));
"init_aug" >:: (fun _ -> assert_equal 3 (List.length store.augmentations));
"init_fuel" >:: (fun _ -> assert_equal 5 store.fuel);
"init_missiles" >:: (fun _ -> assert_equal 5 store.missiles);
"parse_weapon" >:: (fun _ -> assert_equal test_weapon
(parse_weapon "Test Weapon;0;1;10;10;Laser"));
"parse_augmentation" >:: (fun _ -> assert_equal test_aug (parse_augmentation
"Test Augmentation;0;Damage;1;Increase damage of all weapons by 1"));
"get_augmentations" >::
(fun _ -> assert_equal 3 (List.length (get_augmentations store)));
"get_weapons" >::
(fun _ -> assert_equal 3 (List.length (get_weapons store)));
"apply_augmentation" >::
(fun _ -> assert_equal ((List.hd Ship.init.inventory).damage + 1)
(List.hd (apply_augmentation Ship.init test_aug).inventory).damage);
"buy_weap_no_scrap" >::
(fun _ -> assert_equal 1
((buy store (ship_with_no_scrap) (List.hd store.weapons).name).inventory
|> List.length));
"buy_aug_no_scrap" >::
(fun _ -> assert_equal 0
((buy store (ship_with_no_scrap)
(List.hd store.augmentations).name).augmentations
|> List.length));
"buy_weap" >::
(fun _ -> assert_equal 2 (ship_with_weap.inventory |> List.length));
"before_aug" >::
(fun _ -> assert_equal 2 (List.fold_left (fun acc w -> acc + w.damage) 0
ship_with_weap.inventory));
"buy_aug" >::
(fun _ -> assert_equal 4 (List.fold_left (fun acc w -> acc + w.damage) 0
ship_with_aug.inventory));
"can_buy_false" >:: (fun _ -> assert_equal false (can_buy store
ship_with_no_scrap (List.hd store.weapons).name));
"can_buy_true" >:: (fun _ -> assert_equal true (can_buy new_store
ship_with_no_scrap "Test Weapon"));
]
let e = Event.init ()
let event_tests = [
"init_name" >:: (fun _ -> assert_equal true (e.name<>""));
"init_fst_choice_des" >::
(fun _ -> assert_equal true (e.fst_choice.description<>""));
"init_snd_choice_des" >::
(fun _ -> assert_equal true (e.snd_choice.description<>""));
"init_choice_fuel" >::
(fun _ -> assert_equal true
((string_of_int e.fst_choice.delta_resources.fuel)<>""));
"init_snd_choice_missiles" >::
(fun _ -> assert_equal true
((string_of_int e.fst_choice.delta_resources.missiles)<>""));
"init_snd_choice_scrap" >::
(fun _ -> assert_equal true
((string_of_int e.fst_choice.delta_resources.scrap)<>""));
"init_get_description" >::
(fun _ -> assert_equal
e.fst_choice.description (get_description e true));
"init_get_name" >:: (fun _ -> assert_equal e.name (get_name e));
]
let ship = Ship.init
let shield0 = {
layers = 0;
charge = 5;
capacity = 5;
}
let shield1 = {
layers = 1;
charge = 5;
capacity = 5;
}
let init_rcs = {fuel = 5; missiles = 1; scrap = 100;}
let new_rcs = {fuel = 4; missiles = 3; scrap = 103;}
let new_rcs1 = {fuel = 6; missiles = 1; scrap = 100;}
let new_rcs2 = {fuel = 5; missiles = 2; scrap = 100;}
let new_rcs3 = {fuel = 5; missiles = 1; scrap = 3;}
let ion = {
name = "Ion cannon";
cost = 10;
damage = 1;
capacity = 2;
charge = 0;
wtype = Ion;
}
let weap = {
name = "Ion cannon2";
cost = 20;
damage = 3;
capacity = 3;
charge = 0;
wtype = Ion;
}
let damaged_ship = {ship with systems = {
shield_level = 1;
shield_power = 0;
engine_level = 1;
engine_power = 0;
weapons_level = 1;
weapons_power = 0;
}
}
let dude = {
name = "O Camel";
skills = (1,1,1);
hp = 5
}
let ship_tests = [
"evade" >:: (fun _ -> assert_equal 20 (evade ship));
"get_hull" >:: (fun _ -> assert_equal 30 (get_hull ship));
"charge_shield0" >:: (fun _ -> assert_equal ship (charge_shield ship));
"charge_shield1" >:: (fun _ -> assert_equal ship
(charge_shield {ship with shield = shield0}));
"charge_shield2" >:: (fun _ -> assert_equal {ship with shield = shield1}
(charge_shield {ship with shield = shield1}));
(*----------------------resources get/set functions----------------*)
"get_resources" >:: (fun _ -> assert_equal init_rcs
(Ship.get_resources ship));
"set_resources" >:: (fun _ -> assert_equal {ship with resources = new_rcs}
(set_resources ship (-1,2,3)));
"get_fuel" >:: (fun _ -> assert_equal 5 (get_fuel ship));
"set_fuel" >:: (fun _ -> assert_equal {ship with resources = new_rcs1}
(set_fuel ship 6));
"get_missiles" >:: (fun _ -> assert_equal 1 (get_missiles ship));
"set_missiles" >:: (fun _ -> assert_equal {ship with resources = new_rcs2}
(set_missiles ship 2));
"get_scrap" >:: (fun _ -> assert_equal 100 (get_scrap ship));
"set_scrap" >:: (fun _ -> assert_equal {ship with resources = new_rcs3}
(set_scrap ship 3));
(*----------------------weapon/hull functions----------------------*)
"damage0" >:: (fun _ -> assert_equal
{ship with shield = {ship.shield with layers = 0}}
(damage ship 1 Laser));
"damage1" >:: (fun _ -> assert_equal
{ship with shield = {ship.shield with layers = 0}; hull = 28}
(damage ship 3 Laser));
"damage2" >:: (fun _ -> assert_equal {ship with hull = 29}
(damage ship 1 Missile));
"damage3" >:: (fun _ -> assert_equal 0
(damage ship 100 Laser).hull);
"repair" >:: (fun _ -> assert_equal 31 (repair_hull ship 1).hull);
"get_weapon0" >:: (fun _ -> assert_equal (Some ion)
(get_weapon ship 0));
"get_weapon1" >:: (fun _ -> assert_equal None
(get_weapon ship 2));
"add_weapon" >:: (fun _ -> assert_equal
{ship with inventory = weap::ship.inventory}
(add_weapon ship weap));
"equip" >:: (fun _ -> assert_equal
{ship with inventory = weap::ship.inventory; equipped =weap::ship.equipped}
(equip (add_weapon ship weap) 0 0));
"unequip" >:: (fun _ -> assert_equal
{ship with equipped = []} (unequip ship 0));
"charge_weapons" >:: (fun _ -> assert_equal
{ship with equipped = [{ion with charge = 1}]} (charge_weapons ship));
"weapon_ready0" >:: (fun _ -> assert_equal false (weapon_ready ship 0));
"weapon_ready1" >:: (fun _ -> assert_equal true
(weapon_ready (charge_weapons ship |> charge_weapons) 0));
"fire_weapon0" >:: (fun _ -> assert_equal ship (fire_weapon ship 0));
"fire_weapon1" >:: (fun _ -> assert_equal ship
(fire_weapon (charge_weapons ship |> charge_weapons) 0));
(*----------------------system functions---------------------------*)
"set_shield_power" >:: (fun _ -> assert_equal 2
(set_shield_power ship 2).systems.shield_power);
"set_engine_power" >:: (fun _ -> assert_equal 2
(set_engine_power ship 2).systems.engine_power);
"set_weapons_power" >:: (fun _ -> assert_equal 2
(set_weapons_power ship 2).systems.weapons_power);
"set_shield_level" >:: (fun _ -> assert_equal 2
(set_shield_level ship 2).systems.shield_level);
"set_engine_level" >:: (fun _ -> assert_equal 2
(set_engine_level ship 2).systems.engine_level);
"set_weapons_level" >:: (fun _ -> assert_equal 2
(set_weapons_level ship 2).systems.weapons_level);
"repair_systems" >:: (fun _ -> assert_equal ship
(repair_systems damaged_ship));
(*----------------------augmentation functions---------------------*)
"add_augmentation" >:: (fun _ -> assert_equal
{ship with augmentations = test_aug::[]}
(add_augmentation ship test_aug));
"get_augmentation0" >:: (fun _ -> assert_equal (Some test_aug)
(get_augmentation (add_augmentation ship test_aug) 0));
"get_augmentation1" >:: (fun _ -> assert_equal None
(get_augmentation ship 0));
(*----------------------crew functions-----------------------------*)
"get_person0" >:: (fun _ -> assert_equal (Some dude)
(get_person ship 0));
"get_person1" >:: (fun _ -> assert_equal None
(Ship.get_person ship 1));
]
let tests = "test suite" >::: List.flatten [
galaxy_tests;
store_tests;
event_tests;
ship_tests;
]
let _ = run_test_tt_main tests