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<?php declare(strict_types=1); |
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namespace SmrTest\lib\DefaultGame; |
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use SmrShip; |
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use AbstractSmrPlayer; |
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use SmrTest\BaseIntegrationSpec; |
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/** |
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* @covers SmrShip |
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*/ |
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class SmrShipIntegrationTest extends BaseIntegrationSpec { |
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private $player; |
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protected function setUp() : void { |
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// Start each test with an empty ship cache |
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SmrShip::clearCache(); |
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// Create mock player that will be needed to create any ship |
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$this->player = $this->createMock(AbstractSmrPlayer::class); |
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$this->player |
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->method('getAccountID') |
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->willReturn(7); |
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$this->player |
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->method('getGameID') |
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->willReturn(3); |
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// Use Demonica because it's the only ship with all special hardware |
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$this->player |
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->method('getShipTypeID') |
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->willReturn(SHIP_TYPE_DEMONICA); |
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} |
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public function test_getShip() { |
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// Get the ship associated with this player |
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$original = SmrShip::getShip($this->player); |
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self::assertSame($this->player->getAccountID(), $original->getAccountID()); |
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self::assertSame($this->player->getGameID(), $original->getGameID()); |
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self::assertSame($this->player->getShipTypeID(), $original->getShipTypeID()); |
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// Check that we get the exact same object if we get it again |
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$forceUpdate = false; |
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$ship = SmrShip::getShip($this->player, $forceUpdate); |
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self::assertSame($original, $ship); |
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// Check that we get a different object if we force update |
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$forceUpdate = true; |
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$ship = SmrShip::getShip($this->player, $forceUpdate); |
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self::assertNotSame($original, $ship); |
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// but it is still the same ship |
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self::assertSame($original->getGameID(), $ship->getGameID()); |
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self::assertSame($original->getAccountID(), $ship->getAccountID()); |
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self::assertSame($original->getShipTypeID(), $ship->getShipTypeID()); |
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} |
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public function test_cloak() { |
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$ship = SmrShip::getShip($this->player); |
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// ships are initially uncloaked |
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self::assertFalse($ship->isCloaked()); |
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// remain uncloaked when enabled without hardware |
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// (note that this doesn't check hardware...) |
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$ship->enableCloak(); |
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self::assertFalse($ship->isCloaked()); |
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// remain uncloaked when disabled without hardware |
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$ship->decloak(); |
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self::assertFalse($ship->isCloaked()); |
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// add cloak hardware |
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$ship->increaseHardware(HARDWARE_CLOAK, 1); |
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self::assertFalse($ship->isCloaked()); |
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// enable |
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$ship->enableCloak(); |
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self::assertTrue($ship->isCloaked()); |
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// disable |
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$ship->decloak(); |
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self::assertFalse($ship->isCloaked()); |
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} |
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public function test_illusion_generator() { |
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$ship = SmrShip::getShip($this->player); |
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// ship has no IG initially |
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self::assertFalse($ship->getIllusionShip()); |
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// still no illusion when set without hardware |
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// (note that this doesn't check hardware...) |
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$ship->setIllusion(SHIP_TYPE_THIEF, 12, 13); |
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self::assertFalse($ship->getIllusionShip()); |
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// remain unset when disabled without hardware |
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$ship->disableIllusion(); |
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self::assertFalse($ship->getIllusionShip()); |
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// add IG hardware |
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$ship->increaseHardware(HARDWARE_ILLUSION, 1); |
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self::assertFalse($ship->getIllusionShip()); |
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// enable |
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$ship->setIllusion(SHIP_TYPE_THIEF, 12, 13); |
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$expected = [ |
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'ID' => SHIP_TYPE_THIEF, |
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'Attack' => 12, |
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'Defense' => 13, |
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'Name' => 'Thief', |
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]; |
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self::assertSame($expected, $ship->getIllusionShip()); |
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// disable |
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$ship->disableIllusion(); |
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self::assertFalse($ship->getIllusionShip()); |
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} |
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} |
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