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150 lines
4.0 KiB
150 lines
4.0 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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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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sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
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auto &walls = level.map->tiles();
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auto &tile_set = textures::get_map_tile_set();
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sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
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sf::Vector2u dim{
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(unsigned int)matrix::width(walls) * size.x,
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(unsigned int)matrix::height(walls) * size.y};
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bool worked = render.resize(dim);
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dbc::check(worked, "Failed to resize map render target.");
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render.clear({0,0,0,0});
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for(matrix::each_row it{walls}; it.next();) {
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size_t tid = walls[it.y][it.x];
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wchar_t display = tile_set[tid];
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auto& sprite = textures::get_map_sprite(display);
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sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
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render.draw(sprite);
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}
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render.display();
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return sf::Sprite{render.getTexture()};
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}
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sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) {
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render.clear({0,0,0,0});
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render.draw(map_sprite);
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level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
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auto sprite = textures::get_map_sprite(entity_glyph.display);
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sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)});
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render.draw(sprite);
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});
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render.display();
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return sf::Sprite{render.getTexture()};
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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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// on level start make one render texture with the base map
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auto render = std::make_shared<sf::RenderTexture>();
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auto map_sprite = render_map(level, *render);
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// every turn render the map to the entities texture, then render
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// entities on this image, that way I just have to render them
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auto entities = std::make_shared<sf::RenderTexture>(render->getSize());
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render_entities(level, map_sprite, *entities);
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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("map_render.png");
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REQUIRE(worked);
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// this has entities on it
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out_img = entities->getTexture().copyToImage();
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worked = out_img.saveToFile("map_entities.png");
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REQUIRE(worked);
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}
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