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

93 lines
2.7 KiB

#include <catch2/catch_test_macros.hpp>
#include "components.hpp"
#include "dinkyecs.hpp"
#include "config.hpp"
#include <iostream>
#include "easings.hpp"
using namespace components;
using namespace DinkyECS;
TEST_CASE("confirm component loading works", "[components]") {
std::vector<std::string> test_list{
"assets/enemies.json", "assets/items.json", "assets/devices.json"};
components::ComponentMap comp_map;
components::configure(comp_map);
DinkyECS::World world;
for(auto test_data : test_list) {
Config config(test_data);
auto data_list = config.json();
for(auto& [key, data] : data_list.items()) {
auto& components = data["components"];
fmt::println("TEST COMPONENT: {} from file {}", key, test_data);
auto ent = world.entity();
components::configure_entity(comp_map, world, ent, components);
}
}
}
TEST_CASE("make sure json_mods works", "[components]") {
Config config("assets/bosses.json");
// this confirms that loading something with an optional
// field works with the json conversions in json_mods.hpp
for(auto& comp_data : config["RAT_KING"]["components"]) {
if(comp_data["_type"] == "BossFight") {
auto comp = components::convert<components::BossFight>(comp_data);
// the boss fight for the rat king doesn't have a stage so false=optional
REQUIRE(comp.stage == std::nullopt);
}
}
// this then confirms everything else about the json conversion
ComponentMap comp_map;
components::configure(comp_map);
DinkyECS::World world;
auto rat_king = world.entity();
components::configure_entity(comp_map, world, rat_king, config["RAT_KING"]["components"]);
auto boss = world.get<BossFight>(rat_king);
REQUIRE(boss.stage == std::nullopt);
// now load the other one for the other way optional is used
auto devils_fingers = world.entity();
components::configure_entity(comp_map, world, devils_fingers, config["DEVILS_FINGERS"]["components"]);
auto boss2 = world.get<BossFight>(devils_fingers);
REQUIRE(boss2.stage != std::nullopt);
}
TEST_CASE("animation component special cases", "[components]") {
Animation anim;
anim.easing = ease::NONE;
float res = anim.twitching();
REQUIRE(res == 0.0);
anim.easing = ease::SINE;
anim.subframe = 1.0f;
res = anim.twitching();
REQUIRE(!std::isnan(res));
anim.easing = ease::OUT_CIRC;
res = anim.twitching();
REQUIRE(!std::isnan(res));
anim.easing = ease::OUT_BOUNCE;
res = anim.twitching();
REQUIRE(!std::isnan(res));
anim.easing = ease::IN_OUT_BACK;
res = anim.twitching();
REQUIRE(!std::isnan(res));
anim.easing = ease::FUCKFACE;
bool throws = false;
try { anim.twitching(); } catch(...) { throws = true; }
REQUIRE(throws);
}