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

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6.4 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <string>
#include "config.hpp"
#include "matrix.hpp"
#include "rand.hpp"
#include "components.hpp"
#include "worldbuilder.hpp"
#include <nlohmann/json.hpp>
#include <fstream>
using namespace nlohmann;
using namespace fmt;
using std::string;
using matrix::Matrix;
TEST_CASE("basic matrix iterator", "[matrix:basic]") {
std::ifstream infile("./tests/dijkstra.json");
json data = json::parse(infile);
auto test = data[0];
Matrix walls = test["walls"];
// tests going through straight cells but also
// using two iterators on one matrix (or two)
matrix::each_cell cells{walls};
cells.next(); // kick it off
size_t row_count = 0;
for(matrix::each_row it{walls};
it.next(); cells.next())
{
REQUIRE(walls[cells.y][cells.x] == walls[it.y][it.x]);
row_count += it.row;
}
REQUIRE(row_count == walls.size());
{
// test getting the correct height in the middle
row_count = 0;
matrix::in_box box{walls, 2,2, 1};
while(box.next()) {
row_count += box.x == box.left;
walls[box.y][box.x] = 3;
}
matrix::dump("2,2 WALLS", walls, 2, 2);
REQUIRE(row_count == 3);
}
{
matrix::dump("1:1 POINT", walls, 1,1);
// confirm boxes have the right number of rows
// when x goes to 0 on first next call
row_count = 0;
matrix::in_box box{walls, 1, 1, 1};
while(box.next()) {
row_count += box.x == box.left;
}
REQUIRE(row_count == 3);
}
{
matrix::compass star{walls, 1, 1};
while(star.next()) {
println("START IS {},{}=={}", star.x, star.y, walls[star.y][star.x]);
walls[star.y][star.x] = 11;
}
matrix::dump("STAR POINT", walls, 1,1);
}
}
inline void random_matrix(Matrix &out) {
for(size_t y = 0; y < out.size(); y++) {
for(size_t x = 0; x < out[0].size(); x++) {
out[y][x] = Random::uniform<int>(-10,10);
}
}
}
TEST_CASE("thash matrix iterators", "[matrix]") {
for(int count = 0; count < Random::uniform<int>(10,30); count++) {
size_t width = Random::uniform<size_t>(1, 100);
size_t height = Random::uniform<size_t>(1, 100);
Matrix test(width, matrix::Row(height));
random_matrix(test);
// first make a randomized matrix
matrix::each_cell cells{test};
cells.next(); // kick off the other iterator
for(matrix::each_row it{test};
it.next(); cells.next())
{
REQUIRE(test[cells.y][cells.x] == test[it.y][it.x]);
}
}
}
TEST_CASE("thrash box iterators", "[matrix]") {
for(int count = 0; count < 20; count++) {
size_t width = Random::uniform<size_t>(1, 25);
size_t height = Random::uniform<size_t>(1, 33);
Matrix test(height, matrix::Row(width));
random_matrix(test);
// this will be greater than the random_matrix cells
int test_i = Random::uniform<size_t>(20,30);
// go through every cell
for(matrix::each_cell target{test}; target.next();) {
PointList result;
// make a random size box
size_t size = Random::uniform<int>(1, 33);
matrix::in_box box{test, target.x, target.y, size};
while(box.next()) {
test[box.y][box.x] = test_i;
result.push_back({box.x, box.y});
}
for(auto point : result) {
REQUIRE(test[point.y][point.x] == test_i);
test[point.y][point.x] = 10; // kind of reset it for another try
}
}
}
}
TEST_CASE("thrash compass iterators", "[matrix:compass]") {
for(int count = 0; count < 20; count++) {
size_t width = Random::uniform<size_t>(1, 25);
size_t height = Random::uniform<size_t>(1, 33);
Matrix test(height, matrix::Row(width));
random_matrix(test);
// this will be greater than the random_matrix cells
int test_i = Random::uniform<size_t>(20,30);
// go through every cell
for(matrix::each_cell target{test}; target.next();) {
PointList result;
// make a random size box
matrix::compass compass{test, target.x, target.y};
while(compass.next()) {
test[compass.y][compass.x] = test_i;
result.push_back({compass.x, compass.y});
}
for(auto point : result) {
REQUIRE(test[point.y][point.x] == test_i);
test[point.y][point.x] = 10; // kind of reset it for another try
}
}
}
}
TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
for(int count = 0; count < 20; count++) {
size_t width = Random::uniform<size_t>(10, 25);
size_t height = Random::uniform<size_t>(10, 33);
Map map(width,height);
WorldBuilder builder(map);
builder.generate();
if(map.room_count() < 2) continue;
Point start = map.place_entity(map.room_count() / 2);
map.set_target(start);
map.make_paths();
Matrix result = map.paths();
// matrix::dump("WALLS BEFORE FLOOD", result, start.x, start.y);
for(matrix::flood it{result, start, 3, 15}; it.next();) {
REQUIRE(matrix::inbounds(result, it.x, it.y));
result[it.y][it.x] = 15;
}
// matrix::dump("WALLS AFTER FLOOD", result, start.x, start.y);
}
}
TEST_CASE("prototype line algorithm", "[matrix:line]") {
size_t width = Random::uniform<size_t>(10, 12);
size_t height = Random::uniform<size_t>(10, 15);
Map map(width,height);
// create a target for the paths
Point start{.x=map.width() / 2, .y=map.height()/2};
for(matrix::in_box box{map.walls(), start.x, start.y, 3};
box.next();)
{
Matrix result = map.walls();
result[start.y][start.x] = 1;
Point end{.x=box.x, .y=box.y};
for(matrix::line it{start, end}; it.next();)
{
REQUIRE(map.inmap(it.x, it.y));
result[it.y][it.x] = 15;
}
result[start.y][start.x] = 15;
// matrix::dump("RESULT AFTER LINE", result, end.x, end.y);
bool f_found = false;
for(matrix::each_cell it{result}; it.next();) {
if(result[it.y][it.x] == 15) {
f_found = true;
break;
}
}
REQUIRE(f_found);
}
}
TEST_CASE("prototype circle algorithm", "[matrix:circle]") {
size_t width = Random::uniform<size_t>(10, 13);
size_t height = Random::uniform<size_t>(10, 15);
Map map(width,height);
// create a target for the paths
Point start{.x=map.width() / 2, .y=map.height()/2};
for(int radius = 2; radius < 5; radius++) {
// use an empty map
Matrix result = map.walls();
for(matrix::circle it{start, radius}; it.next();) {
for(int i = it.x0; i < it.x1; i++) {
result[it.y][i] += 1;
}
}
// matrix::dump("RESULT AFTER CIRCLE", result, start.x, start.y);
}
}