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- The registry is a Suite, created around the environment factory it runs its tests with, so the plugin's env.lua reads as: build environments, hand the test files a suite of them. The suite returned there becomes `...` in each test file, which is now said where it happens. - pass and fail are the primitives every other check goes through. eq and deep_eq assert rather than compare, failing with both values in the detail. - Stubs are extended through extend_requires, extend_script, extend_game and extend_defines, a recursive merge which raises when a value already exists, rather than by mutating the tables. The strict labels carry the factorio class names. - The stubs record registered metatables and can save and load the script data the way factorio does: functions are refused and only registered metatables survive. env.save_load() uses it, and a new on_load test shows role methods and held roles surviving the round trip, which only passes because the module registers its metatable. - The names helper moved out of the shared framework, it is role specific. - Tests are named after the function or method they cover, on both sides: the lua tests read as "role:assign applies locally and is sent", and the javascript files wrap their tests in the class they exercise with subtests per method. module.test.js is control.test.js, after the file it covers. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
68 lines
2.7 KiB
Lua
68 lines
2.7 KiB
Lua
--- Tests for listing and printing to the players who hold a role
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local Suite = ... --- The suite this file adds its tests to, see test/lua/framework.lua
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local test, check, eq = Suite.test, Suite.check, Suite.eq
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--- alice and dave are moderators with dave offline, zed has never joined
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local function setup(env)
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local players = {
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alice = env.add_player("alice", 1),
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bob = env.add_player("bob", 2),
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dave = env.add_player("dave", 4, false),
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}
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env.initialise{
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env.assignment("alice", { 5 }),
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env.assignment("bob", { 6 }),
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env.assignment("dave", { 5 }),
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env.assignment("zed", { 5 }),
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}
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env.Roles.set_emit_events(true)
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return players
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end
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test("role:get_player_names includes players not on this map", function(env)
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setup(env)
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eq(Suite.sorted(env.R("Moderator"):get_player_names()), { "alice", "dave", "zed" },
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"every player given the role is listed")
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end)
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test("role:get_player_names counts a player in both lists once", function(env)
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local players = setup(env)
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env.R("Regular"):assign(players.alice, { silent = true, local_only = true })
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env.Roles.receive_assignment_updates{ env.assignment("alice", { 5, 6 }) }
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local sd = env.Roles._script_data()
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check(sd.local_players.alice ~= nil and sd.synced_players.alice ~= nil, "the role is held in both lists")
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eq(Suite.sorted(env.R("Regular"):get_player_names()), { "alice", "bob" }, "the player is counted once")
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end)
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test("role:get_players is limited to this map and can be filtered", function(env)
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setup(env)
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local mod = env.R("Moderator")
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eq(Suite.sorted(env.names(mod:get_players())), { "alice", "dave" }, "players are limited to this map")
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eq(env.names(mod:get_players(true)), { "alice" }, "filtered to connected players")
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eq(env.names(mod:get_players(false)), { "dave" }, "filtered to offline players")
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end)
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test("role:print reaches online holders", function(env)
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setup(env)
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env.reset_log()
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check(env.R("Moderator"):print("hello") == 1, "print returns the number of players reached")
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check(#env.printed == 1 and env.printed[1].to == "alice", "only online holders are reached")
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end)
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test("role:print over get_higher_roles can repeat", function(env)
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local players = setup(env)
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env.R("Regular"):assign(players.alice, { silent = true, local_only = true })
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env.reset_log()
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for _, role in ipairs(env.Roles.get_higher_roles(env.R("Regular"))) do
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role:print("hello")
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end
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local got = {}
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for _, entry in ipairs(env.printed) do got[#got + 1] = entry.to end
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-- alice holds two of the roles, so like the legacy system the message can repeat
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eq(Suite.sorted(got), { "alice", "alice", "bob" }, "the online holders of each role are reached")
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end)
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return Suite.run()
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