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📄 gameserverskilltest.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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#include "GameServerSkillTest.h"//#include "MockPlayer.h"#include "Slayer.h"#include "SkillHandlerManager.h"#include "MockSkillInput.h"voidGameServerSkillTest::testSharpShieldFormula(){	__BEGIN_TEST_CASE	int SkillType = SKILL_SHARP_SHIELD;	SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);	Assert(pSkillHandler!=NULL);	MockSkillInput	input;	SkillOutput 	output;	//---------------------------------------------------------------------------	//	// MockSkillInput input(SkillLevel, STR, DEX, INTE, IClass, DomainLevel)	//	//---------------------------------------------------------------------------	// Duration = ( 10 + (SkillLevel/2) ) * 10	// Damage 	= STR/20 + SkillLevel/20	// Delay 	= ( 5 - (SkillLevel/25) ) * 10	//---------------------------------------------------------------------------	//---------------------------------------------------------------------------	// SkillLevel( 50 ), STR( 50 )	//---------------------------------------------------------------------------	input.setSkillLevel( 50 );	input.setATTR( 50, 50, 50 );	input.setWeaponClass( Item::ITEM_CLASS_SWORD );	input.setDomainLevel( 100 );	pSkillHandler->computeOutput(input, output);	CPPUNIT_ASSERT( output.Duration==350 ); // 35檬	CPPUNIT_ASSERT( output.Damage==4 );	CPPUNIT_ASSERT( output.Delay==30 ); // 3檬	//---------------------------------------------------------------------------	// SkillLevel( 1 ), STR( 100 )	//---------------------------------------------------------------------------	input.setSkillLevel( 1 );	input.setATTR( 100, 50, 50 );	input.setWeaponClass( Item::ITEM_CLASS_SWORD );	input.setDomainLevel( 90 );	pSkillHandler->computeOutput(input, output);	CPPUNIT_ASSERT( output.Duration==100 ); // 10檬	CPPUNIT_ASSERT( output.Damage==5 );	CPPUNIT_ASSERT( output.Delay==50 ); // 5檬	__END_TEST_CASE}voidGameServerSkillTest::testSharpShieldExecute(){	__BEGIN_TEST_CASE	/*	ObjectID_t	TargetObjectID	= 111;	SkillSlot*  pSkillSlot 		= pSlayer->hasSkill(SkillType);	EffectID_t 	EffectID 		= 0;	// 狼固 绝促.	pSkillHandler->execute(pSlayer, TargetObjectID, pSkillSlot, EffectID);	Damage_t damage = 10;	CPPUNIT_ASSERT(damage==10);	*/	__END_TEST_CASE}

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