Extract logic shared between tests

This commit is contained in:
Dean Herbert 2019-03-21 16:33:34 +09:00
parent b17c5c0bb3
commit aa1dfdd663
1 changed files with 69 additions and 33 deletions

View File

@ -23,36 +23,34 @@ public TestCasePause()
[Test]
public void TestPauseResume()
{
AddStep("pause", () => Player.Pause());
AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
AddStep("resume", () => Player.Resume());
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
pauseAndConfirm();
resumeAndConfirm();
}
[Test]
public void TestPauseTooSoon()
{
AddStep("pause", () => Player.Pause());
AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("resume", () => Player.Resume());
AddAssert("clock started", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("pause too soon", () => Player.Pause());
AddAssert("clock not stopped", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
pauseAndConfirm();
resumeAndConfirm();
pause();
confirmClockRunning(true);
confirmPauseOverlayShown(false);
}
[Test]
public void TestExitTooSoon()
{
AddStep("pause", () => Player.Pause());
AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("resume", () => Player.Resume());
AddAssert("clock started", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddStep("pause too soon", () => Player.Exit());
AddAssert("clock not stopped", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
pauseAndConfirm();
resume();
AddStep("exit too soon", () => Player.Exit());
confirmClockRunning(true);
confirmPauseOverlayShown(false);
AddAssert("not exited", () => Player.IsCurrentScreen());
}
@ -62,42 +60,80 @@ public void TestPauseAfterFail()
AddUntilStep("wait for fail", () => Player.HasFailed);
AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
AddStep("try to pause", () => Player.Pause());
confirmClockRunning(false);
pause();
confirmClockRunning(false);
confirmPauseOverlayShown(false);
AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
confirmExit();
exitAndConfirm();
}
[Test]
public void TestExitFromGameplay()
{
AddStep("exit", () => Player.Exit());
AddUntilStep("wait for pause", () => Player.PauseOverlayVisible);
confirmExit();
confirmPaused();
exitAndConfirm();
}
[Test]
public void TestExitFromPause()
{
AddUntilStep("keep trying to pause", () =>
{
Player.Pause();
return Player.PauseOverlayVisible;
});
confirmExit();
pauseAndConfirm();
exitAndConfirm();
}
private void confirmExit()
private void pauseAndConfirm()
{
pause();
confirmPaused();
}
private void resumeAndConfirm()
{
resume();
confirmResumed();
}
private void exitAndConfirm()
{
AddUntilStep("player not exited", () => Player.IsCurrentScreen());
AddStep("exit", () => Player.Exit());
confirmExited();
}
private void confirmPaused()
{
confirmClockRunning(false);
AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
}
private void confirmResumed()
{
confirmClockRunning(true);
confirmPauseOverlayShown(false);
}
private void confirmExited()
{
AddUntilStep("player exited", () => !Player.IsCurrentScreen());
}
private void pause() => AddStep("pause", () => Player.Pause());
private void resume() => AddStep("resume", () => Player.Resume());
private void confirmPauseOverlayShown(bool isShown) =>
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) =>
AddAssert("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
protected override bool AllowFail => true;
protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();