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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "config.hpp"
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#include "matrix.hpp"
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#include "rand.hpp"
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#include "components.hpp"
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#include "worldbuilder.hpp"
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#include <nlohmann/json.hpp>
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#include <fstream>
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using namespace nlohmann;
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using namespace fmt;
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using std::string;
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using matrix::Matrix;
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TEST_CASE("basic matrix iterator", "[matrix:basic]") {
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std::ifstream infile("./tests/dijkstra.json");
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json data = json::parse(infile);
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auto test = data[0];
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Matrix walls = test["walls"];
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// tests going through straight cells but also
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// using two iterators on one matrix (or two)
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matrix::each_cell cells{walls};
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cells.next(); // kick it off
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size_t row_count = 0;
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for(matrix::each_row it{walls};
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it.next(); cells.next())
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{
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REQUIRE(walls[cells.y][cells.x] == walls[it.y][it.x]);
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row_count += it.row;
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}
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REQUIRE(row_count == walls.size());
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{
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// test getting the correct height in the middle
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row_count = 0;
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matrix::in_box box{walls, 2,2, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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walls[box.y][box.x] = 3;
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}
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matrix::dump("2,2 WALLS", walls, 2, 2);
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REQUIRE(row_count == 3);
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}
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{
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matrix::dump("1:1 POINT", walls, 1,1);
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// confirm boxes have the right number of rows
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// when x goes to 0 on first next call
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row_count = 0;
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matrix::in_box box{walls, 1, 1, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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}
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REQUIRE(row_count == 3);
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}
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{
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matrix::compass star{walls, 1, 1};
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while(star.next()) {
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println("START IS {},{}=={}", star.x, star.y, walls[star.y][star.x]);
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walls[star.y][star.x] = 11;
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}
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matrix::dump("STAR POINT", walls, 1,1);
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}
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}
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inline void random_matrix(Matrix &out) {
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for(size_t y = 0; y < out.size(); y++) {
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for(size_t x = 0; x < out[0].size(); x++) {
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out[y][x] = Random::uniform<int>(-10,10);
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}
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}
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}
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TEST_CASE("thash matrix iterators", "[matrix]") {
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for(int count = 0; count < Random::uniform<int>(10,30); count++) {
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size_t width = Random::uniform<size_t>(1, 100);
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size_t height = Random::uniform<size_t>(1, 100);
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Matrix test(width, matrix::Row(height));
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random_matrix(test);
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// first make a randomized matrix
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matrix::each_cell cells{test};
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cells.next(); // kick off the other iterator
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for(matrix::each_row it{test};
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it.next(); cells.next())
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{
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REQUIRE(test[cells.y][cells.x] == test[it.y][it.x]);
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}
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}
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}
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TEST_CASE("thrash box iterators", "[matrix]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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size_t height = Random::uniform<size_t>(1, 33);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// this will be greater than the random_matrix cells
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int test_i = Random::uniform<size_t>(20,30);
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// go through every cell
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for(matrix::each_cell target{test}; target.next();) {
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PointList result;
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// make a random size box
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size_t size = Random::uniform<int>(1, 33);
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matrix::in_box box{test, target.x, target.y, size};
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while(box.next()) {
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test[box.y][box.x] = test_i;
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result.push_back({box.x, box.y});
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}
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for(auto point : result) {
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REQUIRE(test[point.y][point.x] == test_i);
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test[point.y][point.x] = 10; // kind of reset it for another try
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}
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}
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}
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}
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TEST_CASE("thrash compass iterators", "[matrix:compass]") {
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for(int count = 0; count < 2000; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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size_t height = Random::uniform<size_t>(1, 33);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// this will be greater than the random_matrix cells
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int test_i = Random::uniform<size_t>(20,30);
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// go through every cell
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for(matrix::each_cell target{test}; target.next();) {
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PointList result;
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// make a random size box
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matrix::compass compass{test, target.x, target.y};
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while(compass.next()) {
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test[compass.y][compass.x] = test_i;
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result.push_back({compass.x, compass.y});
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}
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for(auto point : result) {
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REQUIRE(test[point.y][point.x] == test_i);
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test[point.y][point.x] = 10; // kind of reset it for another try
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}
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}
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}
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}
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TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
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for(int count = 0; count < 1; count++) {
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size_t width = Random::uniform<size_t>(10, 25);
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size_t height = Random::uniform<size_t>(10, 33);
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Map map(width,height);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.room_count() > 0);
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Point start = map.place_entity(map.room_count() / 2);
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// BUG: place_entity should not put things in walls
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map.$walls[start.y][start.x] = 0;
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matrix::dump("WALLS BEFORE FLOOD", map.walls(), start.x, start.y);
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/*
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for(matrix::flood it{map.$walls, start, 0, 10}; it.next_working(); tick++) {
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println("TEST WORKING");
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}
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*/
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for(matrix::flood it{map.$walls, start, 0, 15}; it.next();) {
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REQUIRE(matrix::inbounds(map.$walls, it.x, it.y));
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map.$walls[it.y][it.x] = 15;
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}
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matrix::dump("WALLS AFTER FLOOD", map.walls(), start.x, start.y);
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// confirm that everything is 1 or 2 which confirms
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// every cell possible is visited and nothing is visited twice
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for(matrix::each_cell it{map.$walls}; it.next();) {
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REQUIRE(map.$walls[it.y][it.x] <= 15);
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}
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}
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}
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