middleclass/spec/StatefulObject_spec.lua

315 lines
11 KiB
Lua

require('MiddleClass')
require('MindState')
context( 'StatefulObject', function()
context('A State', function()
test('should require 3 parameters when subclassed', function()
assert_error(function() State:subclass() end)
assert_error(function() State:subclass('meh') end)
end)
test('Super calls should work correctly', function()
local SuperClass = class('SuperClass', StatefulObject)
function SuperClass:foo() return 'foo' end
local RootClass = class('RootClass', SuperClass)
local State1 = RootClass:addState('State1')
function State1:foo() return(super.foo(self) .. 'state1') end
local State2 = RootClass:addState('State2', State1)
function State2:foo() return(super.foo(self) .. 'state2') end
local obj = RootClass:new()
obj:gotoState('State1')
assert_equal(obj:foo(), 'foostate1')
obj:gotoState('State2')
assert_equal(obj:foo(), 'foostate1state2')
end)
end)
context('A stateful class', function()
local Warrior = class('Warrior', StatefulObject)
local WarriorIddle, WarriorWalking
context('When adding a new state', function()
test('should not throw errors', function()
assert_not_error(function() WarriorIddle = Warrior:addState('Iddle') end)
function WarriorIddle:speak() return 'iddle' end
end)
test('should return the existing state if it already exists', function()
assert_equal(Warrior:addState('Iddle'), WarriorIddle)
assert_equal(Warrior:addState('Iddle'), Warrior.states.Iddle)
end)
test('should work with superstates', function()
assert_not_error(function()
WarriorWalking = Warrior:addState('Walking', WarriorIddle)
end)
function WarriorWalking:walk() return 'tap tap tap' end
local novita = Warrior:new()
novita:gotoState('Walking')
assert_equal(novita:speak(), 'iddle') -- inherited from Warrioriddle
assert_equal(novita:walk(), 'tap tap tap')
assert_true(subclassOf(WarriorIddle, WarriorWalking))
end)
end)
context('When subclassing', function()
local Vehicle = class('Vehicle', StatefulObject)
Vehicle:addState('Parked')
function Vehicle.states.Parked:getStatus() return 'stopped' end
local Tank = class('Tank', Vehicle)
test('The subclass should inherit the superclass states', function()
assert_true(subclassOf(Vehicle.states.Parked, Tank.states.Parked))
panzer = Tank:new()
panzer:gotoState('Parked')
assert_equal(panzer:getStatus(), 'stopped')
end)
end)
context('When including a mixin', function()
local Class1 = class('Class1', StatefulObject)
local State1 = Class1:addState('State1')
function State1:foo() return 'state1' end
local Mixin = {
included = function(mixin, theClass) theClass.includesMixin = true end,
foo = function() return 'mixin' end,
states = {
State1 = {
bar = function() return 'bar' end
},
State2 = {
foo = function() return 'state2' end
}
}
}
Class1:include(Mixin)
local obj = Class1:new()
test('should invoke the "included" method when included', function()
assert_true(Class1.includesMixin)
end)
test('should have all its functions (except "included") copied to its target class', function()
assert_equal(Class1:foo(), 'mixin')
assert_equal(Class1.included, nil)
end)
test('should have new states', function()
assert_true(subclassOf(State, Class1.states.State2))
obj:gotoState('State2')
assert_equal(obj:foo(), 'state2')
end)
test('existing states should be modified', function()
assert_true(includes(Mixin.states.State1, Class1.states.State1))
obj:gotoState('State1')
assert_equal(obj:foo(), 'state1')
assert_equal(obj:bar(), 'bar')
end)
end)
end)
context('A stateful instance', 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('When it goes from one state to another', function()
local albert = Enemy:new()
albert:gotoState('Iddle')
local chester = Goblin:new()
chester:gotoState('Iddle')
test('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('should throw an error for an invalid state name', function()
assert_error(function() albert:gotoState('Sleeping') end)
end)
test('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('should error if the statename is invalid', function()
assert_error(function() andrew:pushState(nil) end)
assert_error(function() andrew:pushState('Sleeping') end)
end)
test('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('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('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('should return true if the state is on the top of the stack', function()
igor:gotoState('Iddle')
assert_true(igor:isInState('Iddle'))
end)
test('should return true if the state is on the stack and "testStateStack" is true', function()
igor:pushState('Attacking')
assert_true(igor:isInState('Attacking'))
assert_true(igor:isInState('Iddle', true))
end)
test('should return false otherwise', function()
assert_false(igor:isInState(nil))
assert_false(igor:isInState('Foo', true))
end)
end)
context('When getting the current state name', function()
local peppy = Goblin:new()
test('should return nil when on nil-state', function()
assert_nil(peppy:getCurrentStateName())
end)
test('should return the top-of-the-stack statename otherwise', function()
peppy:pushState('Iddle')
assert_equal(peppy:getCurrentStateName(), 'Iddle')
peppy:pushState('Attacking')
assert_equal(peppy:getCurrentStateName(), 'Attacking')
end)
end)
end) -- context 'An Instance'
end)