64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
// <copyright file="OfflinePlayerTests.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Tests.Offline;
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using MUnique.OpenMU.DataModel.Entities;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.Attributes;
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using MUnique.OpenMU.GameLogic.Offline;
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/// <summary>
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/// Tests for <see cref="OfflinePlayer"/>.
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/// </summary>
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[TestFixture]
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public class OfflinePlayerTests
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{
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private IGameContext _gameContext = null!;
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/// <summary>
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/// Sets up a fresh game context before each test.
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/// </summary>
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[SetUp]
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public void SetUp()
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{
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this._gameContext = GameContextTestHelper.CreateGameContext();
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}
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/// <summary>
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/// Tests that the offline player is created and started successfully.
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/// </summary>
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[Test]
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public async ValueTask InitializesSuccessfullyAsync()
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{
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// Arrange
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var player = await this.CreateOfflinePlayerAsync().ConfigureAwait(false);
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// Assert
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Assert.That(player.PlayerState.CurrentState, Is.EqualTo(PlayerState.EnteredWorld));
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Assert.That(player.SelectedCharacter, Is.Not.Null);
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}
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/// <summary>
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/// Tests that <see cref="OfflinePlayer.StopAsync"/> cleans up resources.
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/// </summary>
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[Test]
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public async ValueTask StopAsync_CleansUpAsync()
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{
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// Arrange
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var player = await this.CreateOfflinePlayerAsync().ConfigureAwait(false);
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// Act
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await player.StopAsync().ConfigureAwait(false);
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// Assert
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Assert.That(player.PlayerState.CurrentState, Is.EqualTo(PlayerState.Finished));
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}
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private async ValueTask<OfflinePlayer> CreateOfflinePlayerAsync()
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{
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return await PlayerTestHelper.CreateOfflineLevelingPlayerAsync(this._gameContext).ConfigureAwait(false);
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}
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}
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