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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#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <nlohmann/json.hpp>
#include <fstream>
#include "map.hpp"
#include "worldbuilder.hpp"
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("camera control", "[map]") {
Map map(20, 20);
WorldBuilder builder(map);
builder.generate_map();
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("map placement test", "[map:placement]") {
for(int i = 0; i < 50; i++) {
size_t width = Random::uniform<size_t>(9, 21);
size_t height = Random::uniform<size_t>(13, 25);
Map map(width, height);
WorldBuilder builder(map);
builder.generate_rooms();
map.invert_space();
for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
Room &room = map.room(rnum);
Point pos;
REQUIRE(map.place_entity(rnum, pos));
// matrix::dump("ROOM PLACEMENT TEST", map.walls(), pos.x, pos.y);
REQUIRE(!map.iswall(pos.x, pos.y));
REQUIRE(pos.x >= room.x);
REQUIRE(pos.y >= room.y);
REQUIRE(pos.x <= room.x + room.width);
REQUIRE(pos.y <= room.y + room.height);
}
}
}
TEST_CASE("dijkstra algo test", "[map]") {
json data = load_test_data("./tests/dijkstra.json");
for(auto &test : data) {
Matrix expected = test["expected"];
Matrix input = test["input"];
Matrix walls = test["walls"];
Map map(input.size(), input[0].size());
map.$walls = walls;
map.$paths.$input = input;
REQUIRE(map.INVARIANT());
map.make_paths();
Matrix &paths = map.paths();
if(paths != expected) {
println("ERROR! ------");
matrix::dump("EXPECTED", expected);
matrix::dump("RESULT", paths);
}
REQUIRE(map.INVARIANT());
// FIX ME: REQUIRE(paths == expected);
}
}