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182 lines
5.5 KiB
C++
182 lines
5.5 KiB
C++
// CombatFSM unit tests
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#include <catch_amalgamated.hpp>
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#include "rendering/animation/combat_fsm.hpp"
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#include "rendering/animation/animation_ids.hpp"
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#include "game/inventory.hpp"
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using namespace wowee::rendering;
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namespace anim = wowee::rendering::anim;
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static AnimCapabilitySet makeCombatCaps() {
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AnimCapabilitySet caps;
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caps.resolvedStand = anim::STAND;
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caps.resolvedCombatIdle = anim::READY_UNARMED;
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caps.resolvedMelee1H = anim::ATTACK_1H;
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caps.resolvedMelee2H = anim::ATTACK_2H;
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caps.resolvedMeleeUnarmed = anim::ATTACK_UNARMED;
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caps.resolvedReadyUnarmed = anim::READY_UNARMED;
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caps.resolvedStun = anim::STUN;
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caps.resolvedUnsheathe = anim::UNSHEATHE;
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caps.resolvedSheathe = anim::SHEATHE;
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caps.hasMelee = true;
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return caps;
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}
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static CombatFSM::Input combatInput() {
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CombatFSM::Input in;
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in.inCombat = true;
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in.grounded = true;
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return in;
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}
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static WeaponLoadout unarmedLoadout() {
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return WeaponLoadout{}; // Default is unarmed (inventoryType=0)
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}
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TEST_CASE("CombatFSM: INACTIVE by default", "[combat]") {
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CombatFSM fsm;
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CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
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CHECK_FALSE(fsm.isActive());
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}
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TEST_CASE("CombatFSM: unarmed combat uses fist-ready and fist-swing animations", "[combat][unarmed]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto loadout = unarmedLoadout();
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auto in = combatInput();
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in.hasUnsheathe = false;
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auto ready = fsm.resolve(in, caps, loadout);
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REQUIRE(ready.valid);
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CHECK(fsm.getState() == CombatFSM::State::COMBAT_IDLE);
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CHECK(ready.animId == anim::READY_UNARMED);
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in.meleeSwingTimer = 0.5f;
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auto swing = fsm.resolve(in, caps, loadout);
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REQUIRE(swing.valid);
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CHECK(fsm.getState() == CombatFSM::State::MELEE_SWING);
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CHECK(swing.animId == anim::ATTACK_UNARMED);
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}
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TEST_CASE("CombatFSM: equipped fist weapons retain fist-weapon animations", "[combat][fist-weapon]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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caps.resolvedReadyFist = anim::READY_FIST;
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caps.resolvedMeleeFist = anim::ATTACK_FIST_1H;
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WeaponLoadout loadout;
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loadout.inventoryType = wowee::game::InvType::ONE_HAND;
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loadout.isFist = true;
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auto in = combatInput();
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fsm.setState(CombatFSM::State::COMBAT_IDLE);
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CHECK(fsm.resolve(in, caps, loadout).animId == anim::READY_FIST);
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in.meleeSwingTimer = 0.5f;
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CHECK(fsm.resolve(in, caps, loadout).animId == anim::ATTACK_FIST_1H);
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}
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TEST_CASE("CombatFSM: INACTIVE → UNSHEATHE on COMBAT_ENTER event", "[combat]") {
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CombatFSM fsm;
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fsm.onEvent(AnimEvent::COMBAT_ENTER);
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CHECK(fsm.getState() == CombatFSM::State::UNSHEATHE);
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CHECK(fsm.isActive());
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}
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TEST_CASE("CombatFSM: stun overrides active combat", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto wl = unarmedLoadout();
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// Enter combat
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fsm.onEvent(AnimEvent::COMBAT_ENTER);
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// Stun
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fsm.setStunned(true);
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auto in = combatInput();
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auto out = fsm.resolve(in, caps, wl);
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CHECK(fsm.isStunned());
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REQUIRE(out.valid);
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CHECK(out.animId == anim::STUN);
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}
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TEST_CASE("CombatFSM: stun does not override swimming", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto wl = unarmedLoadout();
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fsm.setStunned(true);
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auto in = combatInput();
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in.swimming = true;
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auto out = fsm.resolve(in, caps, wl);
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// Swimming overrides combat entirely — FSM should go inactive
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// The exact behavior depends on implementation, but stun should not
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// force an animation while swimming
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CHECK(fsm.getState() != CombatFSM::State::STUNNED);
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}
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TEST_CASE("CombatFSM: spell cast sequence", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto wl = unarmedLoadout();
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fsm.startSpellCast(anim::SPELL_PRECAST, anim::SPELL, true, anim::SPELL_CAST);
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CHECK(fsm.getState() == CombatFSM::State::SPELL_PRECAST);
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auto in = combatInput();
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auto out = fsm.resolve(in, caps, wl);
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REQUIRE(out.valid);
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CHECK(out.animId == anim::SPELL_PRECAST);
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}
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TEST_CASE("CombatFSM: stopSpellCast transitions to finalize", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto wl = unarmedLoadout();
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fsm.startSpellCast(0, anim::SPELL, true, anim::SPELL_CAST);
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// Skip precast (animId=0), go to casting
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fsm.setState(CombatFSM::State::SPELL_CASTING);
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fsm.stopSpellCast();
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CHECK(fsm.getState() == CombatFSM::State::SPELL_FINALIZE);
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}
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TEST_CASE("CombatFSM: hit reaction", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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auto wl = unarmedLoadout();
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fsm.triggerHitReaction(anim::COMBAT_WOUND);
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CHECK(fsm.getState() == CombatFSM::State::HIT_REACTION);
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}
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TEST_CASE("CombatFSM: reset clears all state", "[combat]") {
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CombatFSM fsm;
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fsm.onEvent(AnimEvent::COMBAT_ENTER);
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fsm.setStunned(true);
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fsm.reset();
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CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
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CHECK_FALSE(fsm.isStunned());
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}
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TEST_CASE("CombatFSM: equipped thrown weapon does not replace melee ready stance", "[combat]") {
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CombatFSM fsm;
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auto caps = makeCombatCaps();
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caps.resolvedReady1H = anim::READY_1H;
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caps.resolvedReadyThrown = anim::READY_THROWN;
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WeaponLoadout loadout;
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loadout.inventoryType = wowee::game::InvType::ONE_HAND;
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loadout.rangedType = RangedWeaponType::THROWN;
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fsm.setState(CombatFSM::State::COMBAT_IDLE);
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auto in = combatInput();
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in.rangedWeaponActive = false;
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CHECK(fsm.resolve(in, caps, loadout).animId == anim::READY_1H);
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in.rangedWeaponActive = true;
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CHECK(fsm.resolve(in, caps, loadout).animId == anim::READY_THROWN);
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}
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