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raycaster/tests/map.cpp

150 lines
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#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <nlohmann/json.hpp>
#include <fstream>
#include "map.hpp"
#include "levelmanager.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(GameLevel& level, sf::RenderTexture& render) {
auto &walls = level.map->tiles();
auto &tile_set = textures::get_map_tile_set();
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
(unsigned int)matrix::width(walls) * size.x,
(unsigned int)matrix::height(walls) * 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{walls}; it.next();) {
size_t tid = walls[it.y][it.x];
wchar_t display = tile_set[tid];
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
render.draw(sprite);
}
render.display();
return sf::Sprite{render.getTexture()};
}
sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) {
render.clear({0,0,0,0});
render.draw(map_sprite);
level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
auto sprite = textures::get_map_sprite(entity_glyph.display);
sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)});
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();
// on level start make one render texture with the base map
auto render = std::make_shared<sf::RenderTexture>();
auto map_sprite = render_map(level, *render);
// every turn render the map to the entities texture, then render
// entities on this image, that way I just have to render them
auto entities = std::make_shared<sf::RenderTexture>(render->getSize());
render_entities(level, map_sprite, *entities);
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile("map_render.png");
REQUIRE(worked);
// this has entities on it
out_img = entities->getTexture().copyToImage();
worked = out_img.saveToFile("map_entities.png");
REQUIRE(worked);
}