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https://github.com/kikito/middleclass.git
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removed unused test
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parent
13800a3c4c
commit
1e2d31ae77
@ -1,315 +0,0 @@
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require('MiddleClass')
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require('MindState')
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context( 'StatefulObject', function()
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context('A State', function()
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test('should require 3 parameters when subclassed', function()
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assert_error(function() State:subclass() end)
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assert_error(function() State:subclass('meh') end)
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end)
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test('Super calls should work correctly', function()
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local SuperClass = class('SuperClass', StatefulObject)
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function SuperClass:foo() return 'foo' end
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local RootClass = class('RootClass', SuperClass)
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local State1 = RootClass:addState('State1')
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function State1:foo() return(super.foo(self) .. 'state1') end
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local State2 = RootClass:addState('State2', State1)
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function State2:foo() return(super.foo(self) .. 'state2') end
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local obj = RootClass:new()
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obj:gotoState('State1')
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assert_equal(obj:foo(), 'foostate1')
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obj:gotoState('State2')
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assert_equal(obj:foo(), 'foostate1state2')
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end)
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end)
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context('A stateful class', function()
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local Warrior = class('Warrior', StatefulObject)
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local WarriorIddle, WarriorWalking
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context('When adding a new state', function()
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test('should not throw errors', function()
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assert_not_error(function() WarriorIddle = Warrior:addState('Iddle') end)
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function WarriorIddle:speak() return 'iddle' end
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end)
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test('should return the existing state if it already exists', function()
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assert_equal(Warrior:addState('Iddle'), WarriorIddle)
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assert_equal(Warrior:addState('Iddle'), Warrior.states.Iddle)
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end)
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test('should work with superstates', function()
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assert_not_error(function()
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WarriorWalking = Warrior:addState('Walking', WarriorIddle)
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end)
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function WarriorWalking:walk() return 'tap tap tap' end
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local novita = Warrior:new()
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novita:gotoState('Walking')
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assert_equal(novita:speak(), 'iddle') -- inherited from Warrioriddle
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assert_equal(novita:walk(), 'tap tap tap')
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assert_true(subclassOf(WarriorIddle, WarriorWalking))
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end)
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end)
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context('When subclassing', function()
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local Vehicle = class('Vehicle', StatefulObject)
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Vehicle:addState('Parked')
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function Vehicle.states.Parked:getStatus() return 'stopped' end
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local Tank = class('Tank', Vehicle)
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test('The subclass should inherit the superclass states', function()
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assert_true(subclassOf(Vehicle.states.Parked, Tank.states.Parked))
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panzer = Tank:new()
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panzer:gotoState('Parked')
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assert_equal(panzer:getStatus(), 'stopped')
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end)
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end)
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context('When including a mixin', function()
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local Class1 = class('Class1', StatefulObject)
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local State1 = Class1:addState('State1')
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function State1:foo() return 'state1' end
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local Mixin = {
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included = function(mixin, theClass) theClass.includesMixin = true end,
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foo = function() return 'mixin' end,
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states = {
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State1 = {
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bar = function() return 'bar' end
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},
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State2 = {
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foo = function() return 'state2' end
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}
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}
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}
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Class1:include(Mixin)
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local obj = Class1:new()
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test('should invoke the "included" method when included', function()
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assert_true(Class1.includesMixin)
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end)
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test('should have all its functions (except "included") copied to its target class', function()
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assert_equal(Class1:foo(), 'mixin')
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assert_equal(Class1.included, nil)
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end)
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test('should have new states', function()
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assert_true(subclassOf(State, Class1.states.State2))
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obj:gotoState('State2')
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assert_equal(obj:foo(), 'state2')
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end)
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test('existing states should be modified', function()
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assert_true(includes(Mixin.states.State1, Class1.states.State1))
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obj:gotoState('State1')
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assert_equal(obj:foo(), 'state1')
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assert_equal(obj:bar(), 'bar')
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end)
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end)
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end)
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context('A stateful instance', function()
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local Enemy = class('Enemy', StatefulObject)
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function Enemy:getStatus() return 'none' end
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local EnemyIddle = Enemy:addState('Iddle')
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function EnemyIddle:enterState() self.enteredIddle = true end
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function EnemyIddle:getStatus() return 'iddling' end
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local Goblin = class('Goblin', Enemy)
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local GoblinIddle = Goblin:addState('Iddle')
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function GoblinIddle:getStatus() return 'me bored boss' end
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function GoblinIddle:exitState() self.exitedIddle = true end
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function GoblinIddle:pausedState() self.pausedIddle = true end
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function GoblinIddle:poppedState() self.poppedIddle = true end
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function GoblinIddle:continuedState() self.continuedIddle = true end
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local GoblinAttacking = Goblin:addState('Attacking')
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function GoblinAttacking:pushedState() self.pushedAttacking = true end
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function GoblinAttacking:enterState() self.enteredAttacking = true end
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function GoblinAttacking:shout() return 'gnaaa!' end
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function GoblinAttacking:poppedState() self.poppedAttacking = true end
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context('When it goes from one state to another', function()
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local albert = Enemy:new()
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albert:gotoState('Iddle')
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local chester = Goblin:new()
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chester:gotoState('Iddle')
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test('should not throw an error for a valid state name', function()
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assert_not_error(function() chester:gotoState('Attacking') end)
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assert_equal(chester:shout(), 'gnaaa!')
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end)
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test('should throw an error for an invalid state name', function()
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assert_error(function() albert:gotoState('Sleeping') end)
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end)
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test('should be able to go to the nil-state', function()
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assert_not_error(function() albert:gotoState(nil) end)
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assert_equal(albert:getStatus(), 'none')
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end)
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test('enterState callbacks should be called, if existing', function()
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assert_true(albert.enteredIddle)
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assert_true(chester.enteredIddle)
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end)
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test('exitState callbacks should be called, if existing', function()
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assert_nil(albert.exitedIddle)
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assert_true(chester.exitedIddle)
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end)
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end)
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context('When pushing states', function()
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local andrew = Enemy:new()
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local ian = Goblin:new()
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test('should error if the statename is invalid', function()
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assert_error(function() andrew:pushState(nil) end)
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assert_error(function() andrew:pushState('Sleeping') end)
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end)
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test('should correctly push valid states, without errors', function()
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assert_not_error(function() ian:pushState('Iddle') end)
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assert_not_error(function() ian:pushState('Attacking') end)
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assert_equal(ian:shout(), 'gnaaa!')
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assert_equal(ian:getStatus(), 'me bored boss')
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end)
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test('pushing the same state several times should not throw errors', function()
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assert_not_error(function() andrew:pushState('Iddle') end)
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assert_not_error(function() andrew:pushState('Iddle') end)
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end)
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test('enterState callbacks should be called, if existing', function()
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assert_true(andrew.enteredIddle)
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assert_true(ian.enteredIddle)
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end)
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test('pushedState callbacks should be called, if existing', function()
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assert_nil(andrew.pushedAttacking)
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assert_true(ian.pushedAttacking)
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end)
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test('pausedState callbacks should be called, if existing', function()
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assert_nil(andrew.pausedIddle)
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assert_true(ian.pausedIddle)
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end)
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end)
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context('When popping states', function()
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local renfield = Goblin:new()
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-- reset vlad and renfield before each test
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before(function()
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renfield = Goblin:new()
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end)
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test('should be able to pop states by name, calling callbacks', function()
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renfield:pushState('Iddle')
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renfield:pushState('Attacking')
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assert_not_error(function() renfield:popState('Iddle') end)
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assert_equal(renfield:getStatus(), 'none')
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assert_equal(renfield:shout(), 'gnaaa!')
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assert_true(renfield.poppedIddle)
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assert_true(renfield.exitedIddle)
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end)
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test('should be able to pop the top state, with appropiate callbacks', function()
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renfield:pushState('Iddle')
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renfield:pushState('Attacking')
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assert_not_error(function() renfield:popState() end)
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assert_equal(renfield:getStatus(), 'me bored boss')
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assert_error(function() renfield:shout() end)
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assert_true(renfield.poppedAttacking)
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assert_true(renfield.continuedIddle)
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end)
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test('popping the same state several times should not throw errors, and call no callbacks', function()
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renfield:pushState('Iddle')
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renfield:popState('Iddle')
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renfield.poppedIddle = nil
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assert_not_error(function() renfield:popState('Iddle') end)
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assert_nil(renfield.poppedIddle)
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end)
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test('popping inexistant states should not throw errors', function()
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assert_not_error(function() renfield:popState('Foo') end)
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end)
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test('popAllStates should work correctly and invoke all required callbacks', function()
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renfield:pushState('Iddle')
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renfield:pushState('Attacking')
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assert_not_error(function() renfield:popAllStates() end)
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assert_true(renfield.poppedAttacking)
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assert_true(renfield.continuedIddle)
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assert_true(renfield.poppedIddle)
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assert_true(renfield.exitedIddle)
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end)
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end)
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context('When testing whether it is on one state', function()
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local igor = Goblin:new()
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test('should return true if the state is on the top of the stack', function()
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igor:gotoState('Iddle')
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assert_true(igor:isInState('Iddle'))
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end)
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test('should return true if the state is on the stack and "testStateStack" is true', function()
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igor:pushState('Attacking')
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assert_true(igor:isInState('Attacking'))
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assert_true(igor:isInState('Iddle', true))
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end)
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test('should return false otherwise', function()
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assert_false(igor:isInState(nil))
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assert_false(igor:isInState('Foo', true))
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end)
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end)
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context('When getting the current state name', function()
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local peppy = Goblin:new()
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test('should return nil when on nil-state', function()
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assert_nil(peppy:getCurrentStateName())
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end)
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test('should return the top-of-the-stack statename otherwise', function()
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peppy:pushState('Iddle')
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assert_equal(peppy:getCurrentStateName(), 'Iddle')
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peppy:pushState('Attacking')
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assert_equal(peppy:getCurrentStateName(), 'Attacking')
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end)
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end)
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end) -- context 'An Instance'
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end)
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