#include "game_actors.h" #include "game_message.h" #include "game_party.h" #include "options.h" #include "data.h" #include "game_variables.h" #include "main_data.h" #include #include "doctest.h" TEST_SUITE_BEGIN("Parse"); constexpr char escape = '\\'; struct DataInit { DataInit() { Main_Data::game_data = RPG::Save(); auto& actors = Main_Data::game_data.actors; for (auto id : {1,2,3,4}) { Main_Data::game_data.actors.push_back({}); Main_Data::game_data.actors.back().ID = id; Main_Data::game_data.actors.back().level = 1; } for (const auto& actor : actors) { Data::actors.push_back({}); Data::actors.back().ID = actor.ID; Data::actors.back().Setup(); } Main_Data::game_data.inventory.party.push_back(3); Game_Actors::Init(); Main_Data::game_party = std::make_unique(); Main_Data::game_party->SetupFromSave(Main_Data::game_data.inventory); Main_Data::game_variables = std::make_unique(Game_Variables::min_2k3, Game_Variables::max_2k3); Main_Data::game_variables->SetWarning(0); } ~DataInit() { Main_Data::game_data = RPG::Save(); Data::actors.clear(); Main_Data::game_party.reset(); Main_Data::game_variables.reset(); } }; TEST_CASE("Actors") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\n[0]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[1]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[2]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[3]HelloWorld"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, msg.data() + 5); msg = u8"\\n[55]HelloWorld"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 55); REQUIRE_EQ(ret.next, msg.data() + 6); msg = u8"\\N[55]HelloWorld"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 55); REQUIRE_EQ(ret.next, msg.data() + 6); msg = u8"\\C[55]HelloWorld"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); } TEST_CASE("BadActors") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\n[A]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[2A]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[A2]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[2A2]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n["; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[2"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[01]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[02]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[000]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); } TEST_CASE("ActorVars") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\n[\\v[0]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 0); msg = u8"\\n[\\v[1]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 1); msg = u8"\\n[\\v[1]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 5); msg = u8"\\n[\\v[1]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 5); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 3); msg = u8"\\n[\\v[2]\\v[1]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 32); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 3); msg = u8"\\n[\\v[1]\\v[0]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 20); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\n[\\v[0]\\v[0]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); } TEST_CASE("ActorVarsRecurse") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\n[\\v[\\v[1]]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::easyrpg_default_max_recursion); REQUIRE_EQ(ret.value, 50); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\n[\\v[\\v[1]]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::rpg_rt_default_max_recursion); REQUIRE_EQ(ret.value, 3); REQUIRE_EQ(ret.next, (msg.data() + msg.size()) - 1); } TEST_CASE("ActorsUnicode") { DataInit init; // Hack for MSVC. Complains with error C2015 when we try to use U'σ' const uint32_t esc = U"σ"[0]; std::string msg; Game_Message::ParseParamResult ret; msg = u8"σn[1]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), esc); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 25); msg = u8"σn[σv[1]]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), esc); REQUIRE_EQ(ret.value, 25); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); } TEST_CASE("Variables") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\v[0]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\v[1]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\v[A]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\v[999]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 999); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\v[1]HelloWorld"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, &*msg.data() + 5); } TEST_CASE("VarsRecurse") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; Main_Data::game_variables->Set(1, 2); msg = u8"\\v[\\v[1]]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::easyrpg_default_max_recursion); REQUIRE_EQ(ret.value, 2); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); msg = u8"\\v[\\v[1]]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::rpg_rt_default_max_recursion); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size()) - 1); } TEST_CASE("Colors") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\c[0]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\c[1]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\c[A]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\c[999]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 999); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\c[1]HelloWorld"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, &*msg.data() + 5); } TEST_CASE("ColorVarsRecurse") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\c[\\v[\\v[1]]]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::easyrpg_default_max_recursion); REQUIRE_EQ(ret.value, 50); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\c[\\v[\\v[1]]]"; ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::rpg_rt_default_max_recursion); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size()) - 1); } TEST_CASE("Speed") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\s[0]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\s[1]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\s[A]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\s[999]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 999); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); msg = u8"\\s[1]HelloWorld"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 1); REQUIRE_EQ(ret.next, &*msg.data() + 5); } TEST_CASE("SpeedVarsRecurse") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\s[\\v[\\v[1]]]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::easyrpg_default_max_recursion); REQUIRE_EQ(ret.value, 50); REQUIRE_EQ(ret.next, (msg.data() + msg.size())); Main_Data::game_variables->Set(1, 2); Main_Data::game_variables->Set(2, 50); msg = u8"\\s[\\v[\\v[1]]]"; ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape, false, Game_Message::rpg_rt_default_max_recursion); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, (msg.data() + msg.size()) - 1); } TEST_CASE("BadActor") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\n[3]"; ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); } TEST_CASE("BadVariable") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\v[3]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); } TEST_CASE("BadColor") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\c[3]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseSpeed(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); } TEST_CASE("BadSpeed") { DataInit init; std::string msg; Game_Message::ParseParamResult ret; msg = u8"\\s[3]"; ret = Game_Message::ParseActor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseVariable(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); ret = Game_Message::ParseColor(msg.data(), (msg.data() + msg.size()), escape); REQUIRE_EQ(ret.value, 0); REQUIRE_EQ(ret.next, msg.data()); } TEST_SUITE_END();