A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/tests/map.cpp

143 lines
3.7 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <nlohmann/json.hpp>
#include <fstream>
#include "map.hpp"
#include "levelmanager.hpp"
#include "systems.hpp"
using namespace fmt;
using namespace nlohmann;
using std::string;
json load_test_data(const string &fname) {
std::ifstream infile(fname);
return json::parse(infile);
}
TEST_CASE("camera control", "[map]") {
textures::init();
components::init();
LevelManager levels;
GameLevel level = levels.current();
auto &map = *level.map;
Point center = map.center_camera({10,10}, 5, 5);
map.dump(center.x, center.y);
REQUIRE(center.x == 8);
REQUIRE(center.y == 8);
Point translation = map.map_to_camera({10,10}, center);
REQUIRE(translation.x == 2);
REQUIRE(translation.y == 2);
}
TEST_CASE("map placement test", "[map:placement]") {
textures::init();
components::init();
for(int i = 0; i < 20; i++) {
LevelManager levels;
GameLevel level = levels.current();
auto &map = *level.map;
for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
Point pos;
REQUIRE(map.place_entity(rnum, pos));
REQUIRE(!map.iswall(pos.x, pos.y));
REQUIRE(map.inmap(pos.x, pos.y));
}
}
}
TEST_CASE("dijkstra algo test", "[map]") {
textures::init();
json data = load_test_data("./tests/dijkstra.json");
for(auto &test : data) {
Matrix expected = test["expected"];
Matrix input = test["input"];
Matrix walls = test["walls"];
Map map(input.size(), input[0].size());
map.$walls = walls;
map.$paths.$input = input;
REQUIRE(map.INVARIANT());
map.make_paths();
Matrix &paths = map.paths();
if(paths != expected) {
println("ERROR! ------");
matrix::dump("EXPECTED", expected);
matrix::dump("RESULT", paths);
}
REQUIRE(map.INVARIANT());
// FIX ME: REQUIRE(paths == expected);
}
}
sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
(void) entity_map;
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
(unsigned int)matrix::width(tiles) * size.x,
(unsigned int)matrix::height(tiles) * size.y};
bool worked = render.resize(dim);
dbc::check(worked, "Failed to resize map render target.");
render.clear({0,0,0,0});
for(matrix::each_row it{tiles}; it.next();) {
wchar_t display = tiles[it.y][it.x];
if(display == L' ') continue; // skip for now
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
render.draw(sprite);
}
render.display();
return sf::Sprite{render.getTexture()};
}
TEST_CASE("map image test", "[map-sprite]") {
components::init();
textures::init();
LevelManager levels;
GameLevel level = levels.current();
Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
for(matrix::each_row it{level.map->walls()}; it.next();) {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(level, map_tiles, entity_map, 2);
// on level start make one render texture with the base map
auto map_sprite = render_map(map_tiles, entity_map, *render);
}
/*
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile("map_render.png");
REQUIRE(worked);
*/
}