144 lines
3.8 KiB
Dart
144 lines
3.8 KiB
Dart
import 'package:flutter_test/flutter_test.dart';
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import 'package:game_test/game/model/entity.dart';
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import 'package:game_test/game/model/item.dart';
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import 'package:game_test/game/enums.dart';
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void main() {
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group('Character Equipment & HP Logic', () {
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late Character player;
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late Item armorHp50;
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late Item armorHp100;
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late Item armorHp20;
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setUp(() {
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player = Character(name: "TestPlayer", maxHp: 100, armor: 0, atk: 10);
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armorHp50 = Item(
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id: "armor_hp_50",
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name: "Armor +50",
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description: "HP +50",
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atkBonus: 0,
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hpBonus: 50,
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slot: EquipmentSlot.armor,
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price: 100,
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);
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armorHp100 = Item(
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id: "armor_hp_100",
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name: "Armor +100",
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description: "HP +100",
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atkBonus: 0,
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hpBonus: 100,
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slot: EquipmentSlot.armor,
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price: 200,
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);
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armorHp20 = Item(
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id: "armor_hp_20",
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name: "Armor +20",
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description: "HP +20",
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atkBonus: 0,
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hpBonus: 20,
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slot: EquipmentSlot.armor,
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price: 50,
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);
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// Add items to inventory initially
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player.addToInventory(armorHp50);
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player.addToInventory(armorHp100);
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player.addToInventory(armorHp20);
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});
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test(
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'Equipping item increases MaxHP and scales Current HP proportionally',
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() {
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expect(player.hp, 100);
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expect(player.totalMaxHp, 100);
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player.equip(armorHp50); // From 100/100 (100% HP) to 150 MaxHP
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expect(player.totalMaxHp, 150, reason: "Max HP should increase by 50");
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expect(
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player.hp,
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150,
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reason: "Current HP should scale to 100% of new MaxHP",
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);
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},
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);
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test(
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'Unequipping item decreases MaxHP and scales Current HP proportionally',
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() {
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player.equip(armorHp50); // HP becomes 150/150
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player.unequip(armorHp50); // MaxHP becomes 100
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expect(player.totalMaxHp, 100);
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expect(
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player.hp,
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100,
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reason: "Current HP should scale to 100% of new MaxHP",
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);
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},
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);
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test(
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'Unequipping item clamps Current HP if it exceeds new MaxHP (Already 100% HP)',
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() {
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player.equip(armorHp50); // HP becomes 150/150
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// No need to heal(50) as it's already 150/150.
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expect(player.hp, 150);
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player.unequip(armorHp50); // MaxHP 100
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expect(player.totalMaxHp, 100);
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expect(
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player.hp,
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100,
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reason: "Current HP should scale to 100% of new MaxHP",
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);
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},
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);
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test(
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'Swapping items handles HP correctly (Upgrade and maintain percentage)',
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() {
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player.equip(armorHp50); // HP 100/100 -> equip -> 150/150 (100%)
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player.hp = 75; // Set HP to 75/150 (50%)
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expect(player.hp, 75);
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expect(player.totalMaxHp, 150);
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player.equip(
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armorHp100,
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); // Swap armorHp50 (HP+50) with armorHp100 (HP+100). New MaxHP is 200.
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expect(player.totalMaxHp, 200);
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expect(
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player.hp,
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100,
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reason: "HP should scale to 50% of new MaxHP (200 * 0.5 = 100)",
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);
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expect(
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player.inventory.contains(armorHp50),
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true,
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reason: "Old item returned to inventory",
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);
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},
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);
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test(
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'Swapping items handles HP correctly (Downgrade causing clamp due to percentage)',
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() {
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player.equip(armorHp50); // HP 100/100 -> equip -> 150/150 (100%)
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player.equip(
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armorHp20,
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); // Swap armorHp50 (HP+50) with armorHp20 (HP+20). New MaxHP is 120.
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expect(player.totalMaxHp, 120);
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expect(
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player.hp,
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120,
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reason: "HP should scale to 100% of new MaxHP (120 * 1.0 = 120)",
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);
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},
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);
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});
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}
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