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Function testStates

tests/algo.cpp:232–253  ·  view source on GitHub ↗

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230}
231
232static void testStates(Game_Battler& source, Game_Battler& target, int base) {
233 SUBCASE("Cannot act") {
234 target.AddState(2, true);
235 REQUIRE_EQ(100, Algo::CalcNormalAttackToHit(source, target, Game_Battler::WeaponAll, lcf::rpg::System::BattleCondition_none, true));
236 REQUIRE_EQ(100, Algo::CalcSkillToHit(source, target, lcf::Data::skills[0], lcf::rpg::System::BattleCondition_none, false));
237 }
238
239 SUBCASE("Avoid attacks") {
240 target.AddState(3, true);
241 REQUIRE_EQ(0, Algo::CalcNormalAttackToHit(source, target, Game_Battler::WeaponAll, lcf::rpg::System::BattleCondition_none, true));
242 // RPG_RT bug
243 REQUIRE_EQ(base, Algo::CalcSkillToHit(source, target, lcf::Data::skills[0], lcf::rpg::System::BattleCondition_none, false));
244 }
245
246 SUBCASE("Avoid attacks and cannot act") {
247 target.AddState(2, true);
248 target.AddState(3, true);
249 REQUIRE_EQ(0, Algo::CalcNormalAttackToHit(source, target, Game_Battler::WeaponAll, lcf::rpg::System::BattleCondition_none, true));
250 // RPG_RT bug
251 REQUIRE_EQ(100, Algo::CalcSkillToHit(source, target, lcf::Data::skills[0], lcf::rpg::System::BattleCondition_none, false));
252 }
253}
254
255TEST_CASE("HitRateStates") {
256 const MockBattle mb;

Callers 1

algo.cppFile · 0.85

Calls 3

CalcNormalAttackToHitFunction · 0.85
CalcSkillToHitFunction · 0.85
AddStateMethod · 0.80

Tested by

no test coverage detected