middleclass/spec/StatefulObject_spec.lua

159 lines
5.7 KiB
Lua

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)