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

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5.2 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <string>
#include "spatialmap.hpp"
#include "dinkyecs.hpp"
#include "rand.hpp"
#include <limits>
using DinkyECS::Entity;
using namespace fmt;
TEST_CASE("SpatialMap::insert", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto item = world.entity();
auto potion = world.entity();
auto enemy = world.entity();
Point at{10,10};
Point enemy_at{11,11};
map.insert(at, item, false);
map.insert(at, potion, false);
REQUIRE(!map.occupied(at));
map.insert(at, player, true);
REQUIRE(map.occupied(at));
REQUIRE_THROWS(map.insert(at, enemy, true));
map.insert(enemy_at, enemy, true);
REQUIRE(map.occupied(enemy_at));
}
TEST_CASE("SpatialMap::remove", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto item = world.entity();
Point at{120, 120};
// confirm that things can be in any order
map.insert(at, player, true);
map.insert(at, item, false);
REQUIRE(map.occupied(at));
auto data = map.remove(at, player);
REQUIRE(!map.occupied(at));
REQUIRE(data.entity == player);
REQUIRE(data.collision == true);
REQUIRE_THROWS(map.remove(at, player));
}
TEST_CASE("SpatialMap::move", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto item = world.entity();
Point at{10, 320};
map.insert(at, player, true);
map.insert(at, item, false);
REQUIRE(map.occupied(at));
auto enemy = world.entity();
auto potion = world.entity();
Point enemy_at{11, 320};
map.insert(enemy_at, enemy, true);
map.insert(enemy_at, potion, false);
REQUIRE(map.occupied(enemy_at));
Point target{at.x + 1, at.y};
// try bad move with a slot that's empty
REQUIRE_THROWS(map.move({0,0}, target, player));
// try move into an occupied spot also fails
REQUIRE_THROWS(map.move(at, target, player));
// now move to a new spot, need to add them back
map.insert(at, player, true);
target.x++; // just move farther
map.move(at, target, player);
REQUIRE(map.occupied(target));
auto data = map.remove(target, player);
REQUIRE(data.entity == player);
REQUIRE(data.collision == true);
}
TEST_CASE("SpatialMap::occupied/something_there", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto item = world.entity();
Point at{1000, 20};
// first test empty locations
REQUIRE(!map.something_there(at));
REQUIRE(!map.occupied(at));
// then when there's something without collision
map.insert(at, item, false);
REQUIRE(map.something_there(at));
REQUIRE(!map.occupied(at));
// finally with collision and an item there
map.insert(at, player, true);
REQUIRE(map.something_there(at));
REQUIRE(map.occupied(at));
// then remove the item and still have collision
map.remove(at, item);
REQUIRE(map.something_there(at));
REQUIRE(map.occupied(at));
// remove player and back to no collision
map.remove(at, player);
REQUIRE(!map.something_there(at));
REQUIRE(!map.occupied(at));
// last thing, put just the player in at a new spot
Point target{at.x+1, at.y+10};
map.insert(target, player, true);
REQUIRE(map.something_there(target));
REQUIRE(map.occupied(target));
}
TEST_CASE("SpatialMap::get", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto item = world.entity();
Point at{101, 31};
// finally with collision and an item there
map.insert(at, player, true);
REQUIRE(map.occupied(at));
auto entity = map.get(at);
REQUIRE(player == entity);
// This probably doesn't work so need to
// rethink how get works.
map.insert(at, item, false);
entity = map.get(at);
REQUIRE(entity == item);
}
TEST_CASE("SpatialMap::neighbors", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto enemy1 = world.entity();
auto enemy2 = world.entity();
//auto item1 = world.entity();
//auto item2 = world.entity();
Point at{101, 31};
map.insert(at, player, true);
map.insert({at.x+1, at.y}, enemy1, true);
map.insert({at.x-1, at.y+1}, enemy2, true);
auto result = map.neighbors(at, true);
REQUIRE(result.found);
REQUIRE(result.nearby.size() > 0);
bool maybe = result.nearby[0] == enemy1 || result.nearby[1] == enemy1;
REQUIRE(maybe);
maybe = result.nearby[0] == enemy2 || result.nearby[1] == enemy2;
REQUIRE(maybe);
result = map.neighbors(at, false);
REQUIRE(result.found);
REQUIRE(result.nearby.size() == 1);
REQUIRE(result.nearby[0] == enemy1);
}
TEST_CASE("SpatialMap::distance_sorted", "[spatialmap]") {
DinkyECS::World world;
SpatialMap map;
auto player = world.entity();
auto enemy1 = world.entity();
auto item = world.entity();
map.insert({1,1}, player, true);
map.insert({4,4}, enemy1, true);
map.insert({3, 3}, item, false);
auto result = map.distance_sorted({1, 1}, 100);
REQUIRE(result.size() == 3);
REQUIRE(result[0].second == enemy1);
REQUIRE(result[1].second == item);
REQUIRE(result[2].second == player);
int prev_dist = std::numeric_limits<int>::max();
for(auto [dist, entity] : result) {
REQUIRE(dist < prev_dist);
prev_dist = dist;
}
}