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package game
import (
"testing"
)
func TestParseIntAttack(t *testing.T) {
a := parseAttack(uint64(1))
if a.MaxRange() != 1 {
t.Fatal("unexpected max range (1):", a.MaxRange())
}
if a.DamageInRange(1) != 1 {
t.Fatal("unexpected damage in range 1 (1):", a.DamageInRange(1))
}
}
func TestParseStringAttack(t *testing.T) {
a := parseAttack("1")
if a.MaxRange() != 1 {
t.Fatal("unexpected max range (1):", a.MaxRange())
}
if a.DamageInRange(1) != 1 {
t.Fatal("unexpected damage in range 1 (1):", a.DamageInRange(1))
}
if a.DamageInRange(2) != 0 {
t.Fatal("unexpected damage in range 2 (0):", a.DamageInRange(2))
}
}
func TestParseRangedAttack(t *testing.T) {
a := parseAttack("1 range 2")
if a.MaxRange() != 2 {
t.Fatal("unexpected max range (2):", a.MaxRange())
}
if a.DamageInRange(1) != 1 {
t.Fatal("unexpected damage in range 1 (1):", a.DamageInRange(1))
}
if a.DamageInRange(2) != 1 {
t.Fatal("unexpected damage in range 2 (1):", a.DamageInRange(2))
}
if a.DamageInRange(3) != 0 {
t.Fatal("unexpected damage in range 3 (0):", a.DamageInRange(3))
}
}
func TestAttackString(t *testing.T) {
aStr := "2 range 3"
a := parseAttack(aStr)
if a.String() != aStr {
t.Fatal("unexpected attack string:", a.String())
}
}
func TestAttackCopy(t *testing.T) {
aStr := "2 range 3"
a := parseAttack(aStr)
c := a.Copy()
c.Extend(1)
if a.MaxRange() != 3 {
t.Fatal("changed max range")
}
c.attacks[0] = 1
if a.attacks[0] != 2 {
t.Fatal("changed attack in range 0")
}
}
func TestPikeAttack(t *testing.T) {
a := parseAttack("1")
a.flexAttack = pikeAttack()
o := &Tile{Position: Position{0, 0}}
u := NewUnit(NewCard("base/cavalry"), o, NewMockPlayer())
enterTile(u, o)
tile := &Tile{Position: Position{1, 2}}
enterTile(NewUnitFromPath("base/cavalry", tile, NewMockPlayer()), tile)
house := &Tile{Position: Position{2, 1}, Type: TileTypes.House, Raw: "house"}
enterTile(NewUnitFromPath("base/cavalry", house, NewMockPlayer()), house)
// This test is crooked because the attack of the attacking unit is checked in flexAttack and not a.
d, ok := a.DamageForTile(u, tile)
if !ok {
t.Fatal("cavalry not in range for pike attack")
}
if d != u.Attack.DamageInRange(u.Attack.MaxRange()) {
t.Fatal("unexpected damage: amount", d)
}
d, ok = a.DamageForTile(u, house)
if ok || d != 0 {
t.Fatal("protected cavalry in range for pike attack")
}
}
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