The next little game in the series where I make a fancy rogue game.
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roguish/tests/map.cpp

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2.1 KiB

#include <catch2/catch_test_macros.hpp>
#include "map.hpp"
#include <fmt/core.h>
#include <nlohmann/json.hpp>
#include <fstream>
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("dijkstra algo test", "[map]") {
json data = load_test_data("./tests/dijkstra.json");
for(auto &test : data) {
Matrix expected = test["expected"];
Map map(test["input"],
test["walls"],
test["limit"]);
map.make_paths();
Matrix &paths = map.paths();
if(paths != expected) {
println("ERROR! ------");
dump_map("EXPECTED", expected);
dump_map("RESULT", paths);
}
REQUIRE(paths == expected);
}
}
TEST_CASE("bsp algo test", "[map]") {
Map map(20, 20);
map.generate();
}
TEST_CASE("dumping and debugging", "[map]") {
Map map(20, 20);
map.generate();
dump_map("GENERATED", map.paths());
map.dump();
}
TEST_CASE("lighting test", "[map]") {
Map map(20,20);
map.generate();
Point light1 = map.place_entity(0);
Point light2 = map.place_entity(1);
LightSource source1{7,1};
LightSource source2{3,2};
map.reset_light();
map.set_light_target(light1);
map.set_light_target(light2);
map.path_light();
map.render_light(source1, light1);
map.render_light(source2, light2);
map.clear_light_target(light1);
map.clear_light_target(light2);
const auto &lighting = map.lighting();
// confirm light is set at least at and around the two points
REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
}
TEST_CASE("camera control", "[map]") {
Map map(20,20);
map.generate();
Point center = map.center_camera({10,10}, 5, 5);
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("pathing", "[map]") {
Map map(20,20);
map.generate();
REQUIRE(map.can_move({0,0}) == false);
REQUIRE(map.iswall(0,0) == true);
}