require('MiddleClass') require('MindState') context( 'StatefulObject', function() local Enemy = class('Enemy', StatefulObject) function Enemy:getStatus() return 'none' end local EnemyIddle = Enemy:addState('Iddle') function EnemyIddle:enterState() self.enteredIddle = true end function EnemyIddle:getStatus() return 'iddling' end local Goblin = class('Goblin', Enemy) local GoblinIddle = Goblin:addState('Iddle') function GoblinIddle:getStatus() return 'me bored boss' end function GoblinIddle:exitState() self.exitedIddle = true end function GoblinIddle:pausedState() self.pausedIddle = true end function GoblinIddle:poppedState() self.poppedIddle = true end function GoblinIddle:continuedState() self.continuedIddle = true end local GoblinAttacking = Goblin:addState('Attacking') function GoblinAttacking:pushedState() self.pushedAttacking = true end function GoblinAttacking:enterState() self.enteredAttacking = true end function GoblinAttacking:shout() return 'gnaaa!' end function GoblinAttacking:poppedState() self.poppedAttacking = true end context('An instance', function() context('When it goes from one state to another', function() local albert = Enemy:new() albert:gotoState('Iddle') local chester = Goblin:new() chester:gotoState('Iddle') test('it should not throw an error for a valid state name', function() assert_not_error(function() chester:gotoState('Attacking') end) assert_equal(chester:shout(), 'gnaaa!') end) test('it should throw an error for an invalid state name', function() assert_error(function() albert:gotoState('Sleeping') end) end) test('it should be able to go to the nil-state', function() assert_not_error(function() albert:gotoState(nil) end) assert_equal(albert:getStatus(), 'none') end) test('enterState callbacks should be called, if existing', function() assert_true(albert.enteredIddle) assert_true(chester.enteredIddle) end) test('exitState callbacks should be called, if existing', function() assert_nil(albert.exitedIddle) assert_true(chester.exitedIddle) end) end) context('When pushing states', function() local andrew = Enemy:new() local ian = Goblin:new() test('it should error if the statename is invalid', function() assert_error(function() andrew:pushState(nil) end) assert_error(function() andrew:pushState('Sleeping') end) end) test('it should correctly push valid states, without errors', function() assert_not_error(function() ian:pushState('Iddle') end) assert_not_error(function() ian:pushState('Attacking') end) assert_equal(ian:shout(), 'gnaaa!') assert_equal(ian:getStatus(), 'me bored boss') end) test('pushing the same state several times should not throw errors', function() assert_not_error(function() andrew:pushState('Iddle') end) assert_not_error(function() andrew:pushState('Iddle') end) end) test('enterState callbacks should be called, if existing', function() assert_true(andrew.enteredIddle) assert_true(ian.enteredIddle) end) test('pushedState callbacks should be called, if existing', function() assert_nil(andrew.pushedAttacking) assert_true(ian.pushedAttacking) end) test('pausedState callbacks should be called, if existing', function() assert_nil(andrew.pausedIddle) assert_true(ian.pausedIddle) end) end) context('When popping states', function() local renfield = Goblin:new() -- reset vlad and renfield before each test before(function() renfield = Goblin:new() end) test('it should be able to pop states by name, calling callbacks', function() renfield:pushState('Iddle') renfield:pushState('Attacking') assert_not_error(function() renfield:popState('Iddle') end) assert_equal(renfield:getStatus(), 'none') assert_equal(renfield:shout(), 'gnaaa!') assert_true(renfield.poppedIddle) assert_true(renfield.exitedIddle) end) test('it should be able to pop the top state, with appropiate callbacks', function() renfield:pushState('Iddle') renfield:pushState('Attacking') assert_not_error(function() renfield:popState() end) assert_equal(renfield:getStatus(), 'me bored boss') assert_error(function() renfield:shout() end) assert_true(renfield.poppedAttacking) assert_true(renfield.continuedIddle) end) test('popping the same state several times should not throw errors, and call no callbacks', function() renfield:pushState('Iddle') renfield:popState('Iddle') renfield.poppedIddle = nil assert_not_error(function() renfield:popState('Iddle') end) assert_nil(renfield.poppedIddle) end) test('popping inexistant states should not throw errors', function() assert_not_error(function() renfield:popState('Foo') end) end) test('popAllStates should work correctly and invoke all required callbacks', function() renfield:pushState('Iddle') renfield:pushState('Attacking') assert_not_error(function() renfield:popAllStates() end) assert_true(renfield.poppedAttacking) assert_true(renfield.continuedIddle) assert_true(renfield.poppedIddle) assert_true(renfield.exitedIddle) end) end) context('When testing whether it is on one state', function() local igor = Goblin:new() test('This is pending', function() end) end) end) -- context 'An Instance' end)