PKHeX/Tests/PKHeX.Core.Tests/Util/FlagUtilTests.cs
Kurt 6182f889a6 Add learnset moves similar to games
Instead of looping, if the moveset is full and a new move is added, the game shifts all arr[1..] down one slot then adds the move at the end.
Since we don't need to keep track of PP/PP Ups, we can just defer the shifting and do n % 4 rotations at the end instead of n rotations (one on each move added).
2023-04-08 12:20:18 -07:00

45 lines
1.4 KiB
C#

using System;
using FluentAssertions;
using Xunit;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core.Tests.Util;
public class FlagUtilTests
{
[Theory]
[InlineData(1, 0, 0)]
[InlineData(2, 0, 1)]
[InlineData(0x8000_0000, 3, 7)]
public void GetSetFlag(uint raw, int byteIndex, int bitIndex)
{
Span<byte> data = stackalloc byte[4];
WriteUInt32LittleEndian(data, raw);
var value = FlagUtil.GetFlag(data, byteIndex, bitIndex);
value.Should().Be(true);
Span<byte> copy = stackalloc byte[data.Length];
FlagUtil.SetFlag(copy, byteIndex, bitIndex, true);
data.SequenceEqual(copy).Should().BeTrue();
}
[Theory]
[InlineData(0x7FFF_FFFE, 0, 0)]
public void ClearFlag(uint raw, int byteIndex, int bitIndex)
{
Span<byte> data = stackalloc byte[4];
WriteUInt32LittleEndian(data, raw);
var value = FlagUtil.GetFlag(data, byteIndex, bitIndex);
value.Should().Be(false);
// does nothing on empty
Span<byte> copy = stackalloc byte[data.Length];
FlagUtil.SetFlag(copy, byteIndex, bitIndex, false);
copy.IndexOfAnyExcept<byte>(0).Should().Be(-1);
// doesn't clear any other flag
data.CopyTo(copy);
FlagUtil.SetFlag(copy, byteIndex, bitIndex, false);
data.SequenceEqual(copy).Should().BeTrue();
}
}