First coverage reports. Tests don't get near enough coverage but running the program does.

main
Zed A. Shaw 6 days ago
parent 988edf13d7
commit 97255eb813
  1. 5
      Makefile
  2. 2
      combat.hpp
  3. 4
      meson.build
  4. 7
      scripts/coverage_reset.ps1
  5. 2
      scripts/reset_build.sh
  6. 7
      status.txt
  7. 105
      tests/components.cpp

@ -14,7 +14,7 @@ ragel:
ragel -o .\ansi_parser.cpp .\ansi_parser.rl
build: ansi_parser.cpp
meson compile -j 4 -C builddir
meson compile -j 10 -C builddir
test: build
./builddir/runtests
@ -28,3 +28,6 @@ clean:
debug:
gdb --nx -x .gdbinit builddir/roguish.exe
cover:
gcovr --html coverage/coverage_report.html --gcov-ignore-errors=no_working_dir_found --exclude "scratchpad.*" --exclude "subprojects.*" --html-nested coverage/

@ -4,6 +4,8 @@ namespace components {
struct Combat {
int hp;
int damage;
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead;
int attack(Combat &target);

@ -18,6 +18,7 @@ runtests = executable('runtests', [
'map.cpp',
'rand.cpp',
'sound.cpp',
'combat.cpp',
'collider.cpp',
'ansi_parser.cpp',
'config.cpp',
@ -27,6 +28,7 @@ runtests = executable('runtests', [
'tests/dbc.cpp',
'tests/map.cpp',
'tests/collider.cpp',
'tests/components.cpp',
'tests/sound.cpp',
'tests/dinkyecs.cpp',
'tests/ansi_parser.cpp',
@ -53,7 +55,7 @@ roguish = executable('roguish', [
],
dependencies: dependencies)
roguish = executable('img2ansi', [
img2ansi = executable('img2ansi', [
'dbc.cpp',
'panel.cpp',
'ansi_parser.cpp',

@ -0,0 +1,7 @@
mv .\subprojects\packagecache .
rm -recurse -force .\subprojects\,.\builddir\
mkdir subprojects
mv .\packagecache .\subprojects\
mkdir builddir
cp wraps\*.wrap subprojects\
meson setup --default-library=static --prefer-static -Db_coverage=true builddir

@ -8,4 +8,4 @@ mv packagecache ./subprojects/
mkdir builddir
cp wraps/*.wrap subprojects/
# on OSX you can't do this with static
meson setup builddir
meson setup -Db_coverage=true builddir

@ -1,11 +1,14 @@
TODAY'S GOAL:
* Neighbors needs a rewrite
* Neighbors algo isn't using greater parameter
* Think up an enemy system.
* Revisit map generation.
* How do we do coverage reports in C++?
* Better tests and more coverage.
* Clean up and document as much code as possible.
* Doxygen? Other docs tool?
TODO:
* Think up an enemy system.
* Revisit map generation.
* Write a method for renderer that can translate coordinates.
* Can std::any be defaulted to a noop in the events?
* Save file isn't saving gold.

@ -0,0 +1,105 @@
#include <catch2/catch_test_macros.hpp>
#include "components.hpp"
#include "dinkyecs.hpp"
using namespace components;
using namespace DinkyECS;
TEST_CASE("all components can work in the world", "[components]") {
World world;
auto ent1 = world.entity();
world.set<Player>(ent1, {ent1});
world.set<Position>(ent1, {{10,1}});
world.set<Motion>(ent1, {1,0});
world.set<Loot>(ent1, {100});
world.set<Inventory>(ent1, {0});
world.set<Tile>(ent1, {"Z"});
world.set<EnemyConfig>(ent1, {4});
auto player = world.get<Player>(ent1);
REQUIRE(player.entity == ent1);
auto position = world.get<Position>(ent1);
REQUIRE(position.location.x == 10);
REQUIRE(position.location.y == 1);
auto motion = world.get<Motion>(ent1);
REQUIRE(motion.dx == 1);
REQUIRE(motion.dy == 0);
auto loot = world.get<Loot>(ent1);
REQUIRE(loot.amount == 100);
auto inv = world.get<Inventory>(ent1);
REQUIRE(inv.gold == 0);
auto tile = world.get<Tile>(ent1);
REQUIRE(tile.chr == "Z");
auto enemy = world.get<EnemyConfig>(ent1);
REQUIRE(enemy.HEARING_DISTANCE == 4);
}
TEST_CASE("all components can be facts", "[components]") {
World world;
auto ent1 = world.entity();
world.set_the<Player>({ent1});
world.set_the<Position>({{10,1}});
world.set_the<Motion>({1,0});
world.set_the<Loot>({100});
world.set_the<Inventory>({0});
world.set_the<Tile>({"Z"});
world.set_the<EnemyConfig>({4});
auto player = world.get_the<Player>();
REQUIRE(player.entity == ent1);
auto position = world.get_the<Position>();
REQUIRE(position.location.x == 10);
REQUIRE(position.location.y == 1);
auto motion = world.get_the<Motion>();
REQUIRE(motion.dx == 1);
REQUIRE(motion.dy == 0);
auto loot = world.get_the<Loot>();
REQUIRE(loot.amount == 100);
auto inv = world.get_the<Inventory>();
REQUIRE(inv.gold == 0);
auto tile = world.get_the<Tile>();
REQUIRE(tile.chr == "Z");
auto enemy = world.get_the<EnemyConfig>();
REQUIRE(enemy.HEARING_DISTANCE == 4);
}
TEST_CASE("confirm combat works", "[components]") {
World world;
auto player = world.entity();
auto enemy = world.entity();
world.set<Combat>(player, {100, 10});
world.set<Combat>(enemy, {20, 10});
auto p_fight = world.get<Combat>(player);
REQUIRE(p_fight.hp == 100);
REQUIRE(p_fight.damage == 10);
REQUIRE(p_fight.dead == false);
auto e_fight = world.get<Combat>(enemy);
REQUIRE(e_fight.hp == 20);
REQUIRE(e_fight.damage == 10);
REQUIRE(e_fight.dead == false);
for(int i = 0; e_fight.hp > 0 && i < 100; i++) {
p_fight.attack(e_fight);
}
}
TEST_CASE("MapConfig loads from JSON", "[components]") {
}
Loading…
Cancel
Save