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

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#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <nlohmann/json.hpp>
#include <fstream>
#include "map.hpp"
#include "worldbuilder.hpp"
#include "lights.hpp"
#include "point.hpp"
using namespace lighting;
TEST_CASE("lighting a map works", "[lighting]") {
for(int i = 0; i < 5; i++) {
Map map(20+i,23+i);
WorldBuilder builder(map);
builder.generate();
Point light1 = map.place_entity(0);
Point light2 = map.place_entity(1);
LightSource source1{7,1};
LightSource source2{3,2};
LightRender lr(map.width(), map.height());
lr.reset_light();
lr.set_light_target(light1);
lr.set_light_target(light2);
lr.path_light(map.walls());
lr.render_light(source1, light1);
lr.render_light(source2, light2);
lr.clear_light_target(light1);
lr.clear_light_target(light2);
Matrix &lighting = lr.lighting();
matrix::dump("WALLS=====", map.walls());
matrix::dump("LIGHT PATHS======", lr.$paths.$paths);
// 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]);
}
}