PKHeX/Tests/PKHeX.Core.Tests/Legality/LegalityTests.cs

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using System;
using FluentAssertions;
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using PKHeX.Core;
using System.IO;
using System.Linq;
using Xunit;
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namespace PKHeX.Tests.Legality
{
public class LegalityTest
{
static LegalityTest()
{
if (EncounterEvent.Initialized)
return;
RibbonStrings.ResetDictionary(GameInfo.Strings.ribbons);
EncounterEvent.RefreshMGDB();
}
[Theory]
[InlineData("censor")]
[InlineData("buttnugget")]
[InlineData("18넘")]
public void CensorsBadWords(string badword)
{
WordFilter.IsFiltered(badword, out _).Should().BeTrue("the word should have been identified as a bad word");
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}
[Theory]
[InlineData("Legal", true)]
[InlineData("Illegal", false)]
public void TestPublicFiles(string name, bool isValid)
{
var folder = TestUtil.GetRepoPath();
folder = Path.Combine(folder, "Legality");
VerifyAll(folder, name, isValid);
}
[Theory]
[InlineData("Legal", true)]
[InlineData("Illegal", false)]
[InlineData("PassingHacks", true)] // mad hacks, stuff to be flagged in the future
[InlineData("FalseFlags", false)] // legal quirks, to be fixed in the future
public void TestPrivateFiles(string name, bool isValid)
{
var folder = TestUtil.GetRepoPath();
folder = Path.Combine(folder, "Legality", "Private");
VerifyAll(folder, name, isValid, false);
}
// ReSharper disable once UnusedParameter.Local
private static void VerifyAll(string folder, string name, bool isValid, bool checkDir = true)
{
var path = Path.Combine(folder, name);
bool exists = Directory.Exists(path);
if (checkDir)
exists.Should().BeTrue($"the specified test directory at '{path}' should exist");
else if (!exists)
return;
var files = Directory.EnumerateFiles(path, "*", SearchOption.AllDirectories);
var ctr = 0;
foreach (var file in files)
{
var fi = new FileInfo(file);
fi.Should().NotBeNull($"the test file '{file}' should be a valid file");
PKX.IsPKM(fi.Length).Should().BeTrue($"the test file '{file}' should have a valid file length");
var data = File.ReadAllBytes(file);
var format = PKX.GetPKMFormatFromExtension(file[^1], -1);
format.Should().BeLessOrEqualTo(PKX.Generation, "filename is expected to have a valid extension");
var dn = fi.DirectoryName ?? string.Empty;
ParseSettings.AllowGBCartEra = dn.Contains("GBCartEra");
ParseSettings.AllowGen1Tradeback = dn.Contains("1 Tradeback");
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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var pkm = PKMConverter.GetPKMfromBytes(data, prefer: format);
pkm.Should().NotBeNull($"the PKM '{new FileInfo(file).Name}' should have been loaded");
if (pkm == null)
continue;
var legality = new LegalityAnalysis(pkm);
if (legality.Valid == isValid)
{
ctr++;
continue;
}
var fn = Path.Combine(dn, fi.Name);
if (isValid)
{
var info = legality.Info;
var result = legality.Results.Cast<ICheckResult>().Concat(info.Moves).Concat(info.Relearn);
// ReSharper disable once ConstantConditionalAccessQualifier
var invalid = result.Where(z => z?.Valid == false);
var msg = string.Join(Environment.NewLine, invalid.Select(z => z.Comment));
legality.Valid.Should().BeTrue($"because the file '{fn}' should be Valid, but found:{Environment.NewLine}{msg}");
}
else
{
legality.Valid.Should().BeFalse($"because the file '{fn}' should be invalid, but found Valid.");
}
}
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ctr.Should().BeGreaterThan(0);
}
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}
}