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- The controller tests run against a real Controller, which is side effect free while not started, with real users through its UserManager. The only fakes left are two spies which record broadcasts and permission pushes on their way through. Since any user update also applies auto assignment, the leave event is observed directly rather than through a role change. - raise_event fills in the name and tick of the event the way factorio does, rather than wrapping the payload, and game.players finds players by index as well as by name through a metatable. - names is generic over anything with a name property, so it lives on the suite; the save and load helper no longer calls on_load, the test calls the handler itself as it does for the other handlers. - Sent messages and events are compared whole with deep_eq, which pins the event shape, the tick, and that the unassign key is absent rather than empty. 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(Suite.names(mod:get_players())), { "alice", "dave" }, "players are limited to this map")
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eq(Suite.names(mod:get_players(true)), { "alice" }, "filtered to connected players")
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eq(Suite.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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