refactor: create proper game logic test
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import net.jqwik.api.*;
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import net.jqwik.api.*;
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import org.junit.jupiter.api.BeforeAll;
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import org.junit.jupiter.api.Test;
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import org.junit.jupiter.api.Test;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.entities.*;
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import uulm.teamname.marvelous.gamelibrary.entities.*;
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import uulm.teamname.marvelous.gamelibrary.entities.Character;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.json.config.CharacterConfig;
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import uulm.teamname.marvelous.gamelibrary.json.config.*;
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import uulm.teamname.marvelous.gamelibrary.json.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.json.config.ScenarioConfig;
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import uulm.teamname.marvelous.gamelibrary.requests.*;
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import uulm.teamname.marvelous.gamelibrary.requests.*;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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import java.util.List;
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import java.util.concurrent.ThreadLocalRandom;
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import static org.junit.jupiter.api.Assertions.*;
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class GameLogicTest {
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class GameLogicTest {
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private static final Iterator<Integer> randomIntegers = ThreadLocalRandom.current().ints().iterator();
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private static PartyConfig partyConfig;
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private static CharacterConfig characterConfig;
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private static ScenarioConfig scenarioConfig;
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@BeforeAll
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static void setUp() {
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partyConfig = new PartyConfig();
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partyConfig.maxRounds = 100;
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partyConfig.mindStoneCD = 2;
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partyConfig.powerStoneCD = 3;
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partyConfig.realityStoneCD = 4;
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partyConfig.soulStoneCD = 5;
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partyConfig.spaceStoneCD = 6;
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partyConfig.timeStoneCD = 7;
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partyConfig.mindStoneDMG = 3;
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characterConfig = new CharacterConfig();
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characterConfig.characters = new CharacterProperties[] {
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generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter(),
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generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter(), generateCharacter()
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};
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scenarioConfig = new ScenarioConfig();
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scenarioConfig.name = generateName(20);
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scenarioConfig.author = generateName(20);
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scenarioConfig.scenario = new FieldType[30][30];
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for(int x = 0; x < scenarioConfig.scenario[0].length; x++) {
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for(int y = 0; y < scenarioConfig.scenario.length; y++) {
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if(Math.abs(randomIntegers.next() % 100) < 10) {
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scenarioConfig.scenario[y][x] = FieldType.ROCK;
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}else {
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scenarioConfig.scenario[y][x] = FieldType.GRASS;
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}
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}
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}
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}
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private static String generateName(int length) {
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StringBuilder name = new StringBuilder();
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for (int j = 0; j < length; j++) {
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name.append((char) (
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65 + Math.abs(randomIntegers.next() % 26) + 32 * Math.abs(randomIntegers.next() % 2)
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));
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}
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return name.toString();
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}
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private static CharacterProperties generateCharacter() {
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CharacterProperties props = new CharacterProperties();
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props.name = generateName(10);
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props.HP = Math.abs(randomIntegers.next() % 20);
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props.MP = Math.abs(randomIntegers.next() % 7);
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props.AP = Math.abs(randomIntegers.next() % 7);
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props.meleeDamage = Math.abs(randomIntegers.next() % 7);
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props.rangedDamage = Math.abs(randomIntegers.next() % 7);
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props.attackRange = Math.abs(randomIntegers.next() % 7);
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return props;
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}
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@Test
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@Test
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void executeRequest() {
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void testGeneration() {
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GameState state = new GameState(new PartyConfig(), new CharacterConfig(), new ScenarioConfig());
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GameInstance game = new GameInstance(partyConfig, characterConfig, scenarioConfig);
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//build a nice state (add entities and stuff)
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ArrayList<Event> result = GameLogic.executeRequest(state, new RequestBuilder(RequestType.MeleeAttackRequest)
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ArrayList<Integer> selected1 = new ArrayList<>();
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//build a nice request to check
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for(int i = 0; i < 6; i++) {
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//.withOriginEntity()
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selected1.add(i);
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.buildCharacterRequest());
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}
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//check if result contains the right events
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ArrayList<Integer> selected2 = new ArrayList<>();
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for(int i = 6; i < 12; i++) {
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selected2.add(i);
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}
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game.startGame(selected1, selected2);
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int n = 0;
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for(int x = 0; x < scenarioConfig.scenario[0].length; x++) {
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for(int y = 0; y < scenarioConfig.scenario.length; y++) {
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if(scenarioConfig.scenario[y][x] == FieldType.ROCK) {
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ArrayList<Entity> found = game.state.getEntities().findByPosition(new IntVector2(x, y));
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assertEquals(1, found.size(), "Rock Entity "+n+" should exist");
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assertEquals(EntityType.Rocks, found.get(0).id.type, "Rock Entity "+n+" should be of type Rock");
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assertEquals(100, ((Rock)found.get(0)).getHp(), "Rock Entity "+n+" should have 100 HP");
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n++;
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}
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}
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}
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n = 0;
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for(Integer i: selected1) {
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Entity found = game.state.getEntities().findEntity(new EntityID(EntityType.P1, n));
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assertNotEquals(null, found, "Character Entity "+n+" for Player 1 should exist");
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Character c = (Character)found;
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assertEquals(characterConfig.characters[i].HP, c.hp.getMax(), "Character "+n+" should have the right amount of HP");
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assertEquals(characterConfig.characters[i].MP, c.mp.getMax(), "Character "+n+" should have the right amount of MP");
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assertEquals(characterConfig.characters[i].AP, c.ap.getMax(), "Character "+n+" should have the right amount of AP");
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assertEquals(characterConfig.characters[i].meleeDamage, c.meleeDamage, "Character "+n+" should have the right amount of meleeDamage");
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assertEquals(characterConfig.characters[i].rangedDamage, c.rangedDamage, "Character "+n+" should have the right amount of rangedDamage");
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assertEquals(characterConfig.characters[i].attackRange, c.attackRange, "Character "+n+" should have the right amount of attackRange");
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n++;
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}
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n = 0;
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for(Integer i: selected2) {
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Entity found = game.state.getEntities().findEntity(new EntityID(EntityType.P2, n));
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assertNotEquals(null, found, "Character Entity "+n+" for Player 2 should exist");
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Character c = (Character)found;
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assertEquals(characterConfig.characters[i].HP, c.hp.getMax(), "Character "+n+" should have the right amount of HP");
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assertEquals(characterConfig.characters[i].MP, c.mp.getMax(), "Character "+n+" should have the right amount of MP");
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assertEquals(characterConfig.characters[i].AP, c.ap.getMax(), "Character "+n+" should have the right amount of AP");
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assertEquals(characterConfig.characters[i].meleeDamage, c.meleeDamage, "Character "+n+" should have the right amount of meleeDamage");
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assertEquals(characterConfig.characters[i].rangedDamage, c.rangedDamage, "Character "+n+" should have the right amount of rangedDamage");
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assertEquals(characterConfig.characters[i].attackRange, c.attackRange, "Character "+n+" should have the right amount of attackRange");
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n++;
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}
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}
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}
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@Test
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@Test
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void buildGameStateEvent() {
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void testSnapshot() {
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GameState state = new GameState(partyConfig, characterConfig, scenarioConfig);
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state.entities.addEntity(new Rock(new EntityID(EntityType.Rocks, 0), new IntVector2(0, 0), 100));
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GameState snapshot = state.snapshot();
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snapshot.turnNumber = 10;
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assertEquals(0, state.turnNumber, "Original's turn number should remain unchanged");
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assertTrue(snapshot.entities.getEntities().hasNext(), "Snapshot should contain cloned entities");
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((Rock)snapshot.entities.getEntities().next()).decreaseHp(5);
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assertEquals(100, ((Rock)state.entities.getEntities().next()).getHp(), "Original's rock entity hp should remain unchanged");
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}
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}
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@Test
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void checkRequest() {
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}
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@Test
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void applyEvent() {
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}
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@Test
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void checkWinConditions() {
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}
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// @Provide("gamestate")
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// @Provide("gamestate")
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// Arbitrary<GameState> gamestate() {
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// Arbitrary<GameState> gamestate() {
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@ -1,42 +0,0 @@
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import org.junit.jupiter.api.Test;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityType;
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import uulm.teamname.marvelous.gamelibrary.entities.Rock;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.json.config.CharacterConfig;
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import uulm.teamname.marvelous.gamelibrary.json.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.json.config.ScenarioConfig;
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import uulm.teamname.marvelous.gamelibrary.requests.CharacterRequest;
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import java.util.ArrayList;
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import static org.junit.jupiter.api.Assertions.*;
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class GameStateTest {
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@Test
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void testSnapshot() {
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//TODO: test all properties in GameStateTest.testSnapshot
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//base state
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GameState state = new GameState(new PartyConfig(), new CharacterConfig(), new ScenarioConfig());
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//set up game
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state.entities.addEntity(new Rock(new EntityID(EntityType.Rocks, 0), new IntVector2(0, 0), 100));
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//snapshot state
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GameState snapshot = state.snapshot();
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//modify snapshot and test for disconnection
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snapshot.turnNumber = 10;
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assertEquals(0, state.turnNumber, "Original's turn number should remain unchanged");
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assertTrue(snapshot.entities.getEntities().hasNext(), "Snapshot should contain cloned entities");
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((Rock)snapshot.entities.getEntities().next()).decreaseHp(5);
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assertEquals(100, ((Rock)state.entities.getEntities().next()).getHp(), "Original's rock entity hp should remain unchanged");
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}
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}
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