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yaze/test/integration/dungeon_editor_v2_test.cc

251 lines
7.9 KiB
C++

#include "integration/dungeon_editor_v2_test.h"
namespace yaze {
namespace test {
// ============================================================================
// Basic Initialization Tests
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, EditorInitialization) {
// Initialize should not fail
dungeon_editor_v2_->Initialize();
EXPECT_TRUE(dungeon_editor_v2_->rom() != nullptr);
}
TEST_F(DungeonEditorV2IntegrationTest, RomLoadStatus) {
EXPECT_TRUE(dungeon_editor_v2_->IsRomLoaded());
std::string status = dungeon_editor_v2_->GetRomStatus();
EXPECT_FALSE(status.empty());
EXPECT_NE(status, "No ROM loaded");
}
// ============================================================================
// Load Tests - Component Delegation
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, LoadAllRooms) {
// Test that Load() properly delegates to room_loader_
dungeon_editor_v2_->Initialize();
auto status = dungeon_editor_v2_->Load();
ASSERT_TRUE(status.ok()) << "Load failed: " << status.message();
}
TEST_F(DungeonEditorV2IntegrationTest, DISABLED_LoadWithoutRom) {
// Test error handling when ROM is not available
editor::DungeonEditorV2 editor(nullptr);
auto status = editor.Load();
EXPECT_FALSE(status.ok());
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
}
TEST_F(DungeonEditorV2IntegrationTest, LoadSequence) {
// Test the full initialization sequence
dungeon_editor_v2_->Initialize();
auto load_status = dungeon_editor_v2_->Load();
ASSERT_TRUE(load_status.ok());
// After loading, Update() should work
(void)dungeon_editor_v2_->Update();
}
// ============================================================================
// Update Tests - UI Coordination
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, UpdateBeforeLoad) {
// Update before Load should show loading message but not crash
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
TEST_F(DungeonEditorV2IntegrationTest, UpdateAfterLoad) {
dungeon_editor_v2_->Initialize();
(void)dungeon_editor_v2_->Load();
// Update should delegate to components
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
// ============================================================================
// Save Tests - Component Delegation
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, DISABLED_SaveWithoutRom) {
// Test error handling when ROM is not available
editor::DungeonEditorV2 editor(nullptr);
auto status = editor.Save();
EXPECT_FALSE(status.ok());
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
}
TEST_F(DungeonEditorV2IntegrationTest, SaveAfterLoad) {
dungeon_editor_v2_->Initialize();
auto load_status = dungeon_editor_v2_->Load();
ASSERT_TRUE(load_status.ok());
// Save should delegate to room objects
auto save_status = dungeon_editor_v2_->Save();
EXPECT_TRUE(save_status.ok());
}
// ============================================================================
// Room Management Tests
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, AddRoomTab) {
dungeon_editor_v2_->Initialize();
(void)dungeon_editor_v2_->Load();
// Add a room tab
dungeon_editor_v2_->add_room(kTestRoomId);
// This should not crash or fail
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
TEST_F(DungeonEditorV2IntegrationTest, AddMultipleRoomTabs) {
dungeon_editor_v2_->Initialize();
(void)dungeon_editor_v2_->Load();
// Add multiple rooms
dungeon_editor_v2_->add_room(0x00);
dungeon_editor_v2_->add_room(0x01);
dungeon_editor_v2_->add_room(0x02);
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
// ============================================================================
// Component Delegation Tests
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, RoomLoaderDelegation) {
// Verify that Load() delegates to room_loader_
dungeon_editor_v2_->Initialize();
auto status = dungeon_editor_v2_->Load();
// If Load succeeds, room_loader_ must have worked
EXPECT_TRUE(status.ok());
}
TEST_F(DungeonEditorV2IntegrationTest, ComponentsInitializedAfterLoad) {
dungeon_editor_v2_->Initialize();
auto status = dungeon_editor_v2_->Load();
ASSERT_TRUE(status.ok());
// After Load(), all components should be properly initialized
// We can't directly test this, but Update() should work
(void)dungeon_editor_v2_->Update();
}
// ============================================================================
// ROM Management Tests
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, DISABLED_SetRomAfterConstruction) {
// Create editor without ROM
editor::DungeonEditorV2 editor;
EXPECT_EQ(editor.rom(), nullptr);
// Set ROM
editor.SetRom(rom_.get());
EXPECT_EQ(editor.rom(), rom_.get());
EXPECT_TRUE(editor.IsRomLoaded());
}
TEST_F(DungeonEditorV2IntegrationTest, DISABLED_SetRomAndLoad) {
// Create editor without ROM
editor::DungeonEditorV2 editor;
// Set ROM and load
editor.SetRom(rom_.get());
editor.Initialize();
auto status = editor.Load();
EXPECT_TRUE(status.ok());
}
// ============================================================================
// Unimplemented Methods Tests
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, EditingCommandsFallback) {
// Undo/Redo should report precondition when history is empty
EXPECT_EQ(dungeon_editor_v2_->Undo().code(),
absl::StatusCode::kFailedPrecondition);
EXPECT_EQ(dungeon_editor_v2_->Redo().code(),
absl::StatusCode::kFailedPrecondition);
// Cut/Copy/Paste should be callable even without a selection
EXPECT_EQ(dungeon_editor_v2_->Cut().code(), absl::StatusCode::kOk);
EXPECT_EQ(dungeon_editor_v2_->Copy().code(), absl::StatusCode::kOk);
EXPECT_EQ(dungeon_editor_v2_->Paste().code(), absl::StatusCode::kOk);
// Find remains unimplemented
EXPECT_EQ(dungeon_editor_v2_->Find().code(),
absl::StatusCode::kUnimplemented);
}
// ============================================================================
// Stress Testing
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, MultipleUpdateCycles) {
dungeon_editor_v2_->Initialize();
auto load_status = dungeon_editor_v2_->Load();
ASSERT_TRUE(load_status.ok());
// Run multiple update cycles
for (int i = 0; i < 10; i++) {
(void)dungeon_editor_v2_->Update();
}
}
// ============================================================================
// Edge Cases
// ============================================================================
TEST_F(DungeonEditorV2IntegrationTest, InvalidRoomId) {
dungeon_editor_v2_->Initialize();
(void)dungeon_editor_v2_->Load();
// Add invalid room ID (beyond 0x128)
dungeon_editor_v2_->add_room(0x200);
// Update should handle gracefully
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
TEST_F(DungeonEditorV2IntegrationTest, NegativeRoomId) {
dungeon_editor_v2_->Initialize();
(void)dungeon_editor_v2_->Load();
// Add negative room ID
dungeon_editor_v2_->add_room(-1);
// Update should handle gracefully
auto status = dungeon_editor_v2_->Update();
EXPECT_TRUE(status.ok());
}
TEST_F(DungeonEditorV2IntegrationTest, LoadTwice) {
dungeon_editor_v2_->Initialize();
// Load twice
auto status1 = dungeon_editor_v2_->Load();
auto status2 = dungeon_editor_v2_->Load();
// Both should succeed
EXPECT_TRUE(status1.ok());
EXPECT_TRUE(status2.ok());
}
} // namespace test
} // namespace yaze