Running Tests

  • [code]
  • [tests]

Quite a bit of the standard Ares code comes with unit tests - test code that exercises the main code to ensure it’s working properly. For example, here’s a simple test from the FS3 plugin that makes sure the right number of damage “X”s are printed out for the various damage levels:

  describe :print_damage do
    it "should print the right damage" do
      FS3Combat.print_damage(-0).should eq "%xr%xn----"
      FS3Combat.print_damage(-0.25).should eq "%xrX%xn---"
      FS3Combat.print_damage(-1.0).should eq "%xrX%xn---"
      FS3Combat.print_damage(-1.25).should eq "%xrXX%xn--"
      FS3Combat.print_damage(-2.25).should eq "%xrXXX%xn-"
      FS3Combat.print_damage(-3.25).should eq "%xrXXXX%xn"
      FS3Combat.print_damage(-5).should eq "%xrXXXX%xn"

Running Tests

If you’re making code changes, it’s a good idea to run the unit tests to make sure you didn’t accidentally break anything. Just log into the server shell and run bin/test from the aresmush folder. You’ll see a bunch of spam, and hopefully a success message like this:

Finished in 0.99797 seconds (files took 2.79 seconds to load)
1015 examples, 0 failures

Adding Tests

You can add tests for your own code too. Instructions for doing that are a bit beyond the scope of this tutorial, but there’s lots of good information available at the RSpec site.