Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tests/save.cpp

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1.9 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <string>
#include "dinkyecs.hpp"
#include "components.hpp"
#include "save.hpp"
#include <optional>
#include <iostream>
#include "map.hpp"
#include "worldbuilder.hpp"
#include "tser.hpp"
using namespace fmt;
using std::string;
using namespace components;
TEST_CASE("basic save a world", "[save]") {
/*
DinkyECS::World world;
Map map(20, 20);
WorldBuilder builder(map);
builder.generate_map();
// configure a player as a fact of the world
Player player{world.entity()};
world.set_the<Player>(player);
world.set<Position>(player.entity, {10,10});
world.set<Motion>(player.entity, {0, 0});
world.set<Combat>(player.entity, {100, 10});
world.set<Tile>(player.entity, {"@"});
world.set<Inventory>(player.entity, {102});
save::to_file("./savetest.world", world, map);
DinkyECS::World in_world;
Map in_map(0, 0); // this will be changed on load
save::from_file("./savetest.world", in_world, in_map);
Position &position1 = world.get<Position>(player.entity);
Position &position2 = in_world.get<Position>(player.entity);
REQUIRE(position1.location.x == position2.location.x);
REQUIRE(position1.location.y == position2.location.y);
Combat &combat1 = world.get<Combat>(player.entity);
Combat &combat2 = in_world.get<Combat>(player.entity);
REQUIRE(combat1.hp == combat2.hp);
Motion &motion1 = world.get<Motion>(player.entity);
Motion &motion2 = in_world.get<Motion>(player.entity);
REQUIRE(motion1.dx == motion2.dx);
REQUIRE(motion1.dy == motion2.dy);
Tile &tile1 = world.get<Tile>(player.entity);
Tile &tile2 = in_world.get<Tile>(player.entity);
REQUIRE(tile1.chr == tile2.chr);
REQUIRE(map.width() == in_map.width());
REQUIRE(map.height() == in_map.height());
REQUIRE(map.$walls == in_map.$walls);
Inventory &inv = world.get<Inventory>(player.entity);
REQUIRE(inv.gold == 102);
*/
}