📄 gameserverskilltest.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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