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WoWee/tests/test_combat_fsm.cpp
2026-07-16 21:47:40 -07:00

182 lines
5.5 KiB
C++

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