2024-12-21 10:04:04 +08:00
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#include "stdafx.h"
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#include "DNUserSession.h"
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#include "DnSkillTreeSystem.h"
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#if !defined( _FINAL_BUILD ) && !defined (__COVERITY__)
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extern TVillageConfig g_Config;
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class SkillTreeSystem_unittest:public testing::Test
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{
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public:
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static CDnSkillTreeSystem* s_pSkillTreeSystem;
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protected:
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virtual void SetUp()
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{
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}
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virtual void TearDown()
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{
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}
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static void SetUpTestCase( void )
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{
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s_pSkillTreeSystem = new CDnSkillTreeSystem;
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s_pSkillTreeSystem->InitializeTable();
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}
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static void TearDownTestCase( void )
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{
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delete s_pSkillTreeSystem;
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}
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};
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CDnSkillTreeSystem* SkillTreeSystem_unittest::s_pSkillTreeSystem = NULL;
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// NOTE: <20><><EFBFBD>Ŀ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ųƮ<C5B3><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EEB0AC> <20><> <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2>ݴϴ<DDB4>~
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// <20>߸<EFBFBD><DFB8><EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ID <20><> <20><> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_INVALID_SKILLBOOK_ITEMID )
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{
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//vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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//CDnSkillTreeSystem::S_TRY_UNLOCK CurrentSkillInfo( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_TRY_UNLOCK CurrentSkillInfo;
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CDnSkillTreeSystem::S_OUTPUT Output;
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CurrentSkillInfo.iCurrentCharLevel = 99;
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CurrentSkillInfo.iTryUnlockSkillID = 3;
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CurrentSkillInfo.iSkillBookItemID = 100;
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CurrentSkillInfo.iJobID = 1;
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//// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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//vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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//vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryUnLockSkill( CurrentSkillInfo, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_INVALID_SKILLBOOK_ITEMID );
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>ų <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, UNLOCK_SKILL )
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{
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//vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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//CDnSkillTreeSystem::S_TRY_UNLOCK CurrentSkillInfo( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_TRY_UNLOCK CurrentSkillInfo;
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CDnSkillTreeSystem::S_OUTPUT Output;
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CurrentSkillInfo.iCurrentCharLevel = 99;
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CurrentSkillInfo.iTryUnlockSkillID = 3;
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CurrentSkillInfo.iSkillBookItemID = 300;
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CurrentSkillInfo.iJobID = 1;
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//// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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//vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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//vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryUnLockSkill( CurrentSkillInfo, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_SUCCESS );
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}
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// <20><><EFBFBD><EFBFBD> <20><>ų(<28>߸<EFBFBD><DFB8><EFBFBD> <20><>ų ID) <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߸<EFBFBD><DFB8><EFBFBD> <20><><EFBFBD>쵵 <20>ش<EFBFBD><D8B4><EFBFBD>.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_INVALID_SKILLID )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 999;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_CANT_FIND_SKILLNODE );
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}
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// <20>ʿ<EFBFBD><CABF><EFBFBD> <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_DONT_HAVE_PARENTSKILL )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 3;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 1<><31><EFBFBD><EFBFBD> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_DONT_HAVE_PARENT_SKILL );
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}
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// <20>ʿ<EFBFBD><CABF><EFBFBD> <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> Ǯ<><C7AE><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_UNLOCKED_PARENTSKILL )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 3;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, true ) ); // <20><><EFBFBD>ɸ<EFBFBD> <20><><EFBFBD>·<EFBFBD> <20>Ѱ<EFBFBD><D1B0>ش<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_LOCKED_PARENTSKILL );
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}
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// <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ֵ<EFBFBD> <20>θ<EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڶ<EFBFBD> <20><> ȹ<><C8B9> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_NOT_ENOUGH_PARENTSKILL_LEVEL )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 3;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 1, false ) ); // <20>θ<EFBFBD><CEB8><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڶ<EFBFBD>.
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_NOT_ENOUGH_PARENT_SKILL_LEVEL );
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}
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// ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ڶ<EFBFBD> <20><> ȹ<><C8B9> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_ACQUIRE_NOT_ENOUGH_CHAR_LEVEL )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 1;
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TryAcquire.iTryAcquireSkillID = 3;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_NOT_ENOUGH_CHAR_LEVEL );
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>ų <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, TRY_UNLOCK )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 3;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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// <20><><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų 2<><32> <20>߰<EFBFBD>.
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 1, 3, false ) );
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vlPossessedSkillInfo.push_back( CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO( 2, 2, false ) );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_SUCCESS );
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}
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// <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ
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TEST_F( SkillTreeSystem_unittest, TRY_DONT_HAVE_PARENT_SKILL_UNLOCK )
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{
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vector<CDnSkillTreeSystem::S_POSSESSED_SKILL_INFO> vlPossessedSkillInfo;
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CDnSkillTreeSystem::S_TRY_ACQUIRE TryAcquire( vlPossessedSkillInfo );
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CDnSkillTreeSystem::S_OUTPUT Output;
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TryAcquire.iCurrentCharLevel = 99;
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TryAcquire.iTryAcquireSkillID = 4;
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TryAcquire.iHasSkillPoint = 100;
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TryAcquire.iJobID = 1;
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SkillTreeSystem_unittest::s_pSkillTreeSystem->TryAcquireSkill( TryAcquire, &Output );
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EXPECT_EQ( Output.eErrorCode, CDnSkillTreeSystem::E_NONE );
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EXPECT_EQ( Output.eResult, CDnSkillTreeSystem::R_SUCCESS );
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}
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// <20><>ų Ʈ<><C6AE> <20><><EFBFBD>̺<EFBFBD><CCBA><EFBFBD> <20><><EFBFBD>ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> Ʈ<><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ǵ<EFBFBD><C7B5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4><EFBFBD> <20><EFBFBD>Ʈ.
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TEST_F( SkillTreeSystem_unittest, RENDER_TREE )
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{
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int iJobID = 1;
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int iNodeCount = SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeCount( iJobID );
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EXPECT_EQ( iNodeCount, 4 );
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int iSlotCount = SkillTreeSystem_unittest::s_pSkillTreeSystem->GetSlotCount( iJobID );
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EXPECT_EQ( iSlotCount, 32 );
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// <20>߸<EFBFBD><DFB8><EFBFBD> <20><> <20><><EFBFBD>̵<EFBFBD> <20>Ѱ<EFBFBD><D1B0><EFBFBD><EFBFBD><EFBFBD> <20><>,
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CDnSkillTreeSystem::S_NODE_RENDER_INFO NodeRenderInfo;
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 0, 2, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 0 );
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE>.
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 0, iJobID, &NodeRenderInfo );
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EXPECT_NE( NodeRenderInfo.iSkillID, 0 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 0 );
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EXPECT_EQ( NodeRenderInfo.vlChildSlotIndexInJob.front(), 4 );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 1, iJobID, &NodeRenderInfo );
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EXPECT_NE( NodeRenderInfo.iSkillID, 0 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 1 );
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EXPECT_EQ( NodeRenderInfo.vlChildSlotIndexInJob.front(), 4 );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 2, iJobID, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 0 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 0 );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 3, iJobID, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 0 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 0 );
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// 2<><32><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD> <20>ִ<EFBFBD> <20><>ų.
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 4, iJobID, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 3 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 4 );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 5, iJobID, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 0 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 0 );
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SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 6, iJobID, &NodeRenderInfo );
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EXPECT_EQ( NodeRenderInfo.iSkillID, 4 );
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EXPECT_EQ( NodeRenderInfo.iSlotIndex, 6 );
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//SkillTreeSystem_unittest::s_pSkillTreeSystem->GetNodeRenderInfo( 7, iJobID, &NodeRenderInfo );
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//EXPECT_NE( NodeRenderInfo.iSkillID, 0 );
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//EXPECT_EQ( NodeRenderInfo.iSlotIndex, 7 );
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}
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TEST_F( SkillTreeSystem_unittest, FIND_SKILL_BY_SKILLBOOK )
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{
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int iSkillID = SkillTreeSystem_unittest::s_pSkillTreeSystem->FindSkillBySkillBook( 300 );
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EXPECT_EQ( iSkillID, 3 );
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}
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// <20><>ų <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ. SP <20><><EFBFBD><EFBFBD> <20><>ȯ<EFBFBD>Ǹ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DB<44><42> <20><><EFBFBD><EFBFBD> <20><>.
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// <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20><>ų <20><><EFBFBD>µ<EFBFBD>.
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TEST_F( SkillTreeSystem_unittest, RESET )
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{
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}
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#endif // #if !defined( _FINAL_BUILD )
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