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dank_spec.rb
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dank_spec.rb
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require 'spec_helper'
def load_players_for_dan
test_mod = mock('Dank0')
@boss = create_player_for_module(Dank0)
@minions = []
(1..9).each do |n|
mod = Object::const_get("Dank#{n}")
@minions << create_player_for_module(mod)
end
@enemies = []
RSpec.configuration.mock_player_count.each do |n|
mod = Object::const_get("PlayerMock#{n}")
@enemies << create_player_for_module(mod)
end
end
describe Dank0, "The Boss" do
before(:each) { start_game and load_players_for_dan and silence_output }
describe "#to_s" do
it "should have the correct name for the boss" do
@boss.to_s.should == "Dan Knox"
end
end
describe "minion?" do
it "should return false after the first round" do
commence_round
@boss.send(:minion?).should be_false
end
end
describe "#prepare_friendlies" do
it "should only be called during the first round" do
@boss.should_receive(:prepare_friendlies).once
2.times { commence_round }
end
it "should tell the minions that the game is underway" do
Player.any_instance.stub(:trade)
@minions.first.should_receive(:trade).with(:begin_game).once
commence_round
end
end
describe "#set_attack_targets" do
before(:each) do
5.times { commence_round }
end
it "should tell the first five minions to attack the most experienced enemy" do
target = @enemies.sort_by { |e| e.stats[:experience] }.last
@minions.first.should_receive(:trade) do |command,new_target|
new_target.stats[:experience].should == target.stats[:experience]
end
@boss.send(:set_attack_targets)
end
it "should tell the remaining minions to attack the second most experienced enemy" do
target = @enemies.sort_by { |e| e.stats[:experience] }[-2]
@minions.last.should_receive(:trade) do |command,new_target|
new_target.stats[:experience].should == target.stats[:experience]
end
@boss.send(:set_attack_targets)
end
end
end
describe "Dank(1..9)", "The Minions" do
before(:each) { start_game and load_players_for_dan and silence_output }
describe "#to_s" do
it "should have the correct name for the minions after the first round" do
commence_round
@minions.each { |m| m.to_s.should == "Minion" }
end
end
describe "minion?" do
it "should return true after the first round" do
commence_round
@minions.each { |m| m.send(:minion?).should be_true }
end
end
describe "#prepare_friendlies" do
it "should never be called" do
@minions.each { |minion| minion.should_not_receive(:prepare_friendlies) }
2.times { commence_round }
end
end
describe "#promote_minion" do
before(:each) do
@minion = @minions.first
end
it "should not trigger if boss is most experienced" do
@minion.stub(:boss_lacks_experience?).and_return(false)
@minion.should_not_receive(:promote_minion)
commence_round
end
it "should trigger when boss falls behind a minion in experience" do
@minion.stub(:boss_lacks_experience?).and_return(true)
@minion.should_receive(:promote_minion)
commence_round
end
it "should set the most experienced minion as the new boss" do
commence_round
new_boss = @minions.sort_by { |m| m.stats[:experience] }.last
@minion.send(:promote_minion)
new_boss.minion?.should be_false
end
end
describe "#boss_lacks_experience?" do
before(:each) { commence_round }
it "should return true when a minion has more experience than the boss" do
minion = @minions.first
minion.stub(:stats).and_return({ experience: 1000 })
@boss.stub(:stats).and_return({ experience: 0 })
@boss.send(:boss_lacks_experience?).should be_true
end
it "should return false when the boss has the highest experience level" do
@boss.stub(:stats).and_return({ experience: 10000 })
@boss.send(:boss_lacks_experience?).should be_false
end
end
end
describe "New Game" do
before(:each) { start_game and load_all_players_and_monsters and silence_output }
context "during the end game after 100 rounds" do
before(:each) do
100.times { commence_round }
end
it "Dan Knox should always be the winner!" do
proxies = @game.proxies
winner = proxies.inject(proxies[0]) {|max, item| item.stats[:experience] > max.stats[:experience] ? item : max }
winner.to_s.should =~ /(Dan Knox|Minion)/ # its possible for minion to have equal experience until i put in place a system to destroy minions when all enemies are dead
end
end
end