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113 lines
2.8 KiB
113 lines
2.8 KiB
#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include "map.hpp"
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#include "levelmanager.hpp"
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#include "systems.hpp"
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using namespace fmt;
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using namespace nlohmann;
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using std::string;
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json load_test_data(const string &fname) {
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std::ifstream infile(fname);
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return json::parse(infile);
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}
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TEST_CASE("camera control", "[map]") {
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textures::init();
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components::init();
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LevelManager levels;
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GameLevel level = levels.current();
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auto &map = *level.map;
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Point center = map.center_camera({10,10}, 5, 5);
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map.dump(center.x, center.y);
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REQUIRE(center.x == 8);
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REQUIRE(center.y == 8);
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Point translation = map.map_to_camera({10,10}, center);
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REQUIRE(translation.x == 2);
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REQUIRE(translation.y == 2);
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}
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TEST_CASE("map placement test", "[map:placement]") {
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textures::init();
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components::init();
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for(int i = 0; i < 20; i++) {
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LevelManager levels;
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GameLevel level = levels.current();
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auto &map = *level.map;
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Point pos;
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REQUIRE(map.place_entity(rnum, pos));
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REQUIRE(!map.iswall(pos.x, pos.y));
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REQUIRE(map.inmap(pos.x, pos.y));
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}
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}
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}
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TEST_CASE("dijkstra algo test", "[map]") {
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textures::init();
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json data = load_test_data("./tests/dijkstra.json");
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for(auto &test : data) {
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Matrix expected = test["expected"];
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Matrix input = test["input"];
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Matrix walls = test["walls"];
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Map map(input.size(), input[0].size());
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map.$walls = walls;
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map.$paths.$input = input;
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REQUIRE(map.INVARIANT());
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map.make_paths();
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Matrix &paths = map.paths();
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if(paths != expected) {
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println("ERROR! ------");
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matrix::dump("EXPECTED", expected);
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matrix::dump("RESULT", paths);
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}
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REQUIRE(map.INVARIANT());
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// FIX ME: REQUIRE(paths == expected);
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}
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}
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TEST_CASE("map image test", "[map-sprite]") {
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components::init();
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textures::init();
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LevelManager levels;
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GameLevel level = levels.current();
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Matrix map_tiles = matrix::make(7,7);
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EntityGrid entity_map;
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auto render = std::make_shared<sf::RenderTexture>();
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sf::Sprite sprite{render->getTexture()};
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auto player = level.world->get_the<components::Player>();
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auto& player_pos = level.world->get<components::Position>(player.entity);
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for(matrix::each_row it{level.map->walls()}; it.next();) {
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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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System::draw_map(level, map_tiles, entity_map, 2);
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System::render_map(map_tiles, entity_map, *render);
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#ifdef TEST_RENDER
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// confirm we get two different maps
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auto out_img = render->getTexture().copyToImage();
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bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
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REQUIRE(worked);
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#endif
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}
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}
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