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RedMew/features/landfill_remover_tests.lua

702 lines
27 KiB
Lua

local Declare = require 'utils.test.declare'
local EventFactory = require 'utils.test.event_factory'
local Assert = require 'utils.test.assert'
local Helper = require 'utils.test.helper'
local main_inventory = defines.inventory.character_main
local config = global.config.landfill_remover
local tile_items = {
'stone-brick',
'concrete',
'hazard-concrete',
'refined-concrete',
'refined-hazard-concrete'
}
Declare.module(
{'features', 'landfill remover'},
function()
local teardown
Declare.module_startup(
function(context)
teardown = Helper.startup_test_surface(context)
end
)
Declare.module_teardown(
function()
teardown()
end
)
local function setup_player_with_default_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_valid_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_selection_mode = defines.deconstruction_item.tile_selection_mode.only
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_tile_filter_whitelist_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_filter_mode = defines.deconstruction_item.tile_filter_mode.whitelist
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_tile_filter_blacklist_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_filter_mode = defines.deconstruction_item.tile_filter_mode.blacklist
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_normal_selection_mode_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_selection_mode = defines.deconstruction_item.tile_selection_mode.normal
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_never_selection_mode_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_selection_mode = defines.deconstruction_item.tile_selection_mode.never
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_always_selection_mode_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.tile_selection_mode = defines.deconstruction_item.tile_selection_mode.always
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_no_landfill_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.tile_selection_mode = defines.deconstruction_item.tile_selection_mode.only
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_trees_and_rocks_only_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.trees_and_rocks_only = true
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_entity_filter_whitelist_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.set_entity_filter(1, 'iron-chest')
stack.entity_filter_mode = defines.deconstruction_item.entity_filter_mode.whitelist
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
local function setup_player_with_entity_filter_blacklist_deconstruction_planner(player)
local inventory = player.get_inventory(main_inventory)
inventory.clear()
inventory.insert('deconstruction-planner')
local stack = inventory.find_item_stack('deconstruction-planner')
stack.set_tile_filter(1, 'landfill')
stack.set_entity_filter(1, 'iron-chest')
stack.entity_filter_mode = defines.deconstruction_item.entity_filter_mode.blacklist
local cursor = player.cursor_stack
cursor.set_stack(stack)
return cursor
end
Declare.test(
'can remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local cursor = setup_player_with_valid_deconstruction_planner(player)
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(config.revert_tile, tile.name)
end
)
for _, item_name in pairs(tile_items) do
Declare.test(
'can remove landfill when covered by ' .. item_name,
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
-- Place covering tile.
local cursor = player.cursor_stack
cursor.set_stack(item_name)
player.build_from_cursor({position = position, terrain_building_size = 1})
cursor = setup_player_with_valid_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(config.revert_tile, tile.name)
end
)
end
Declare.test(
'does not remove landfill when entity present',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
-- Place entity.
local cursor = player.cursor_stack
cursor.set_stack('iron-chest')
player.build_from_cursor({position = position})
cursor = setup_player_with_valid_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal('landfill', tile.name)
local entities = surface.find_entities(area)
local entity = entities[1]
Assert.is_lua_object_with_name(entity, 'iron-chest', 'iron-chest was not valid.')
entity.destroy()
end
)
for _, item_name in pairs(tile_items) do
Declare.test(
'does not remove covered by ' .. item_name .. ' landfill when entity present',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
-- Place covering tile.
local cursor = player.cursor_stack
cursor.set_stack(item_name)
player.build_from_cursor({position = position, terrain_building_size = 1})
local before_tile = surface.get_tile(position[1], position[2])
-- Place entity.
cursor.set_stack('iron-chest')
player.build_from_cursor({position = position})
cursor = setup_player_with_valid_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(before_tile.name, tile.name)
local entities = surface.find_entities(area)
local entity = entities[1]
Assert.is_lua_object_with_name(entity, 'iron-chest', 'iron-chest was not valid.')
entity.destroy()
end
)
end
Declare.test(
'does not remove landfill when out of reach',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local build_distance = player.build_distance + 5
local position = {build_distance, build_distance}
local area = {
{build_distance + 0.1, build_distance + 0.1},
{build_distance + 0.9, build_distance + 0.9}
}
surface.set_tiles({{name = 'landfill', position = position}})
local cursor = setup_player_with_valid_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal('landfill', tile.name)
end
)
for _, item_name in pairs(tile_items) do
Declare.test(
'does not remove landfill when out of reach and covered by ' .. item_name,
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local build_distance = player.build_distance + 5
local position = {build_distance, build_distance}
local area = {
{build_distance + 0.1, build_distance + 0.1},
{build_distance + 0.9, build_distance + 0.9}
}
surface.set_tiles({{name = 'landfill', position = position}})
-- Place covering tile.
local cursor = player.cursor_stack
cursor.set_stack(item_name)
player.build_from_cursor({position = position, terrain_building_size = 1})
local before_tile = surface.get_tile(position[1], position[2])
cursor = setup_player_with_valid_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(before_tile.name, tile.name)
end
)
end
Declare.test(
'does not remove landfill when trees and rocks only',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
local cursor = setup_player_with_trees_and_rocks_only_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal('landfill', tile.name)
end
)
Declare.test(
'does not remove landfill when default deconstruction planner',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
local cursor = setup_player_with_default_deconstruction_planner(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal('landfill', tile.name)
end
)
local tile_mode_test_cases = {
{
name = 'only',
setup = setup_player_with_valid_deconstruction_planner,
should_remove = true
},
{
name = 'normal',
setup = setup_player_with_normal_selection_mode_deconstruction_planner,
should_remove = true
},
{
name = 'always',
setup = setup_player_with_always_selection_mode_deconstruction_planner,
should_remove = true
},
{
name = 'never',
setup = setup_player_with_never_selection_mode_deconstruction_planner,
should_remove = false
},
{
name = 'no landfill',
setup = setup_player_with_no_landfill_deconstruction_planner,
should_remove = false
}
}
for _, test_case in pairs(tile_mode_test_cases) do
Declare.test(
'tile mode ' ..
test_case.name .. ' should ' .. (test_case.should_remove and '' or 'not ') .. 'remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local cursor = test_case.setup(player)
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
local expected_tile = test_case.should_remove and config.revert_tile or 'landfill'
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(expected_tile, tile.name)
end
)
end
local tile_filter_test_cases = {
{
name = 'whitelist',
setup = setup_player_with_tile_filter_whitelist_deconstruction_planner,
should_remove = true
},
{
name = 'blacklist',
setup = setup_player_with_tile_filter_blacklist_deconstruction_planner,
should_remove = false
}
}
for _, test_case in pairs(tile_filter_test_cases) do
Declare.test(
'tile filter ' ..
test_case.name .. ' should ' .. (test_case.should_remove and '' or 'not ') .. 'remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local cursor = test_case.setup(player)
local position = {2, 2}
local area = {{2.1, 2.1}, {2.9, 2.9}}
surface.set_tiles({{name = 'landfill', position = position}})
local expected_tile = test_case.should_remove and config.revert_tile or 'landfill'
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position[1], position[2])
Assert.equal(expected_tile, tile.name)
end
)
end
local tile_mode_with_entity_test_cases = {
{
name = 'only',
setup = setup_player_with_valid_deconstruction_planner,
should_remove = true
},
{
name = 'normal',
setup = setup_player_with_normal_selection_mode_deconstruction_planner,
should_remove = false
},
{
name = 'always',
setup = setup_player_with_always_selection_mode_deconstruction_planner,
should_remove = true
},
{
name = 'never',
setup = setup_player_with_never_selection_mode_deconstruction_planner,
should_remove = false
},
{
name = 'no landfill',
setup = setup_player_with_no_landfill_deconstruction_planner,
should_remove = false
}
}
for _, test_case in pairs(tile_mode_with_entity_test_cases) do
Declare.test(
'tile mode ' ..
test_case.name ..
' with entity should ' .. (test_case.should_remove and '' or 'not ') .. 'remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position1 = {2, 2}
local position2 = {3, 2}
local area = {{2.1, 2.1}, {3.9, 2.9}}
surface.set_tiles(
{{name = 'landfill', position = position1}, {name = 'landfill', position = position2}}
)
local expected_tile = test_case.should_remove and config.revert_tile or 'landfill'
-- Place entity.
local cursor = player.cursor_stack
cursor.set_stack('iron-chest')
player.build_from_cursor({position = position1})
cursor = test_case.setup(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position2[1], position2[2])
Assert.equal(expected_tile, tile.name)
local entities = surface.find_entities(area)
local entity = entities[1]
Assert.is_lua_object_with_name(entity, 'iron-chest', 'iron-chest was not valid.')
entity.destroy()
end
)
end
local tile_filter_with_entity_test_cases = {
{
name = 'whitelist',
setup = setup_player_with_tile_filter_whitelist_deconstruction_planner,
should_remove = false
},
{
name = 'blacklist',
setup = setup_player_with_tile_filter_blacklist_deconstruction_planner,
should_remove = false
}
}
for _, test_case in pairs(tile_filter_with_entity_test_cases) do
Declare.test(
'tile mode ' ..
test_case.name ..
' with entity should ' .. (test_case.should_remove and '' or 'not ') .. 'remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position1 = {2, 2}
local position2 = {3, 2}
local area = {{2.1, 2.1}, {3.9, 2.9}}
surface.set_tiles(
{{name = 'landfill', position = position1}, {name = 'landfill', position = position2}}
)
local expected_tile = test_case.should_remove and config.revert_tile or 'landfill'
-- Place entity.
local cursor = player.cursor_stack
cursor.set_stack('iron-chest')
player.build_from_cursor({position = position1})
cursor = test_case.setup(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position2[1], position2[2])
Assert.equal(expected_tile, tile.name)
local entities = surface.find_entities(area)
local entity = entities[1]
Assert.is_lua_object_with_name(entity, 'iron-chest', 'iron-chest was not valid.')
entity.destroy()
end
)
end
local entity_filter_with_entity_test_cases = {
{
name = 'whitelist',
setup = setup_player_with_entity_filter_whitelist_deconstruction_planner,
should_remove = false
},
{
name = 'blacklist',
setup = setup_player_with_entity_filter_blacklist_deconstruction_planner,
should_remove = true
}
}
for _, test_case in pairs(entity_filter_with_entity_test_cases) do
Declare.test(
'entity filter ' ..
test_case.name ..
' with entity should ' .. (test_case.should_remove and '' or 'not ') .. 'remove landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local position1 = {2, 2}
local position2 = {3, 2}
local area = {{2.1, 2.1}, {3.9, 2.9}}
surface.set_tiles(
{{name = 'landfill', position = position1}, {name = 'landfill', position = position2}}
)
local expected_tile = test_case.should_remove and config.revert_tile or 'landfill'
-- Place entity.
local cursor = player.cursor_stack
cursor.set_stack('iron-chest')
player.build_from_cursor({position = position1})
cursor = test_case.setup(player)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
local tile = surface.get_tile(position2[1], position2[2])
Assert.equal(expected_tile, tile.name)
local entities = surface.find_entities(area)
local entity = entities[1]
Assert.is_lua_object_with_name(entity, 'iron-chest', 'iron-chest was not valid.')
entity.destroy()
end
)
end
Declare.test(
'ignore character when removing landfill',
function(context)
-- Arrange
local player = context.player
local surface = player.surface
local cursor = setup_player_with_valid_deconstruction_planner(player)
local positions = {
{-1, -1},
{-1, 0},
{0, -1},
{0, 0}
}
local area = {{-1.5, -1.5}, {0.5, 0.5}}
surface.set_tiles(
{
{name = 'landfill', position = positions[1]},
{name = 'landfill', position = positions[2]},
{name = 'landfill', position = positions[3]},
{name = 'landfill', position = positions[4]}
}
)
-- Act
EventFactory.do_player_deconstruct_area(cursor, player, area)
-- Assert
for _, pos in pairs(positions) do
local tile = surface.get_tile(pos[1], pos[2])
Assert.equal(config.revert_tile, tile.name)
end
end
)
end
)