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#include "app.hpp"
#include "src/world.hpp"
#include "loader/loader.hpp"
#include "loader/scenery-cell.hpp"
#include "src/scenery.hpp"
#include "src/scenery-proto.hpp"
#include "src/critter.hpp"
#include "src/light.hpp"
#include "src/ground-atlas.hpp"
#include "src/anim-atlas.hpp"
#include "src/nanosecond.inl"
#include <Corrade/Utility/Path.h>
namespace floormat {
namespace Path = Corrade::Utility::Path;
chunk& test_app::make_test_chunk(world& w, chunk_coords_ ch)
{
chunk& c = w[ch];
c.mark_modified();
auto metal2 = loader.wall_atlas("empty", loader_policy::warn);
auto tiles = loader.ground_atlas("tiles");
auto door = loader.scenery("door1");
auto table = loader.scenery("table1");
auto control_panel = loader.scenery("control panel (wall) 1");
for (auto k = 0u; k < TILE_COUNT; k++)
c[k].ground() = { tiles, variant_t(k % tiles->num_tiles()) };
control_panel.r = rotation::W;
constexpr auto K = TILE_MAX_DIM/2;
c[{K, K }].wall_north() = { metal2, 0 };
c[{K, K }].wall_west() = { metal2, 0 };
c[{K, K+1}].wall_north() = { metal2, 0 };
c[{K+1, K }].wall_west() = { metal2, 0 };
w.make_scenery(w.make_id(), {ch, {3, 4}}, scenery_proto(table));
w.make_scenery(w.make_id(), {ch, {K, K+1}}, scenery_proto(control_panel)); // todo!
auto L = light_proto{};
L.color = {64, 128, 252, 201};
L.max_distance = float{0.125};
L.falloff = light_falloff::quadratic;
L.enabled = false;
w.make_object<light>(w.make_id(), {ch, {4, 1}}, L);
const auto add_player = [&](StringView name, Vector2i coord, bool playable) {
critter_proto cproto;
cproto.name = name;
cproto.playable = playable;
auto& p = *w.make_object<critter>(w.make_id(), global_coords{ch, {coord.x(), coord.y()}}, cproto);
p.frame = (uint16_t)coord.x();
};
add_player("Player 1", {12, 11}, true); // duplicate
add_player("Player 1", {13, 11}, true); // duplicate
add_player("Player 2", {14, 11}, false);
add_player("Player 3", {15, 11}, true);
{
auto eʹ = w.make_scenery(w.make_id(), {ch, {K+3, K+1}}, scenery_proto(door));
fm_assert(eʹ->scenery_type() == scenery_type::door);
auto& e = static_cast<door_scenery&>(*eʹ);
const auto end = e.atlas->info().nframes-1;
constexpr auto dt = Second / 60;
fm_assert(e.frame == end);
{ fm_assert(!e.active);
e.activate(e.index());
fm_assert(e.active);
{ auto index = e.index(); e.update(eʹ, index, dt); }
fm_assert(e.frame != end);
for (int i = 0; i < 60*3; i++)
{ auto index = e.index(); e.update(eʹ, index, dt); }
fm_assert(e.frame == 0);
fm_assert(!e.active);
}
}
return c;
}
namespace {
void assert_chunks_equal(const chunk& a, const chunk& b)
{
fm_assert(a.objects().size() == b.objects().size());
for (auto i = 0uz; i < TILE_COUNT; i++)
{
const auto &a1 = a[i], &b1 = b[i];
fm_assert(a1 == b1);
}
for (auto i = 0uz; i < a.objects().size(); i++)
{
const auto& ae = *a.objects()[i];
const auto& be = *b.objects()[i];
const auto type = ae.type();
fm_assert(ae.type() == be.type());
fm_assert(type < object_type::COUNT && type != object_type::none);
switch (type)
{
case object_type::none:
case object_type::COUNT: std::unreachable();
case object_type::critter: {
const auto& e1 = static_cast<const critter&>(ae);
const auto& e2 = static_cast<const critter&>(be);
const auto p1 = critter_proto(e1), p2 = critter_proto(e2);
fm_assert(p1 == p2);
break;
}
case object_type::scenery: {
const auto& e1 = static_cast<const scenery&>(ae);
const auto& e2 = static_cast<const scenery&>(be);
const auto p1 = scenery_proto(e1), p2 = scenery_proto(e2);
fm_assert(p1 == p2);
break;
}
case object_type::light: {
const auto& e1 = static_cast<const light&>(ae);
const auto& e2 = static_cast<const light&>(be);
const auto p1 = light_proto(e1), p2 = light_proto(e2);
fm_assert(p1 == p2);
break;
}
}
}
}
void assert_chunks_equal(const chunk* a, const chunk* b)
{
fm_assert(a);
fm_assert(b);
assert_chunks_equal(*a, *b);
}
[[nodiscard]] world reload_from_save(StringView tmp, world& w)
{
if (Path::exists(tmp))
Path::remove(tmp);
w.serialize(tmp);
return world::deserialize(tmp, loader_policy::error);
}
void run(StringView input, StringView tmp)
{
if (Path::exists(tmp))
Path::remove(tmp);
chunk_coords_ coord{};
world w;
if (input)
w = world::deserialize(input, loader_policy::ignore);
else
{
coord = {1, 1, 0};
w = world();
auto& c = test_app::make_test_chunk(w, coord);
fm_assert(!c.empty(true));
}
w.serialize(tmp);
auto w2 = world::deserialize(tmp, loader_policy::ignore);
auto& c2 = w2[coord];
fm_assert(!c2.empty(true));
assert_chunks_equal(w[coord], c2);
}
void test_save_1()
{
const auto tmp_filename = Path::join(loader.TEMP_PATH, "test/test-save1.dat"_s);
run({}, tmp_filename);
}
void test_save_2()
{
const auto tmp_filename = Path::join(loader.TEMP_PATH, "test/test-save2.dat"_s);
const auto dir = Path::join(loader.TEMP_PATH, "test/save/"_s);
using LF = Path::ListFlag;
auto files = Path::list(dir, LF::SkipDirectories|LF::SkipSpecial|LF::SkipDotAndDotDot);
fm_assert(files);
for (const StringView file : *files)
{
fm_assert(file.hasSuffix(".dat"_s));
auto path = Path::join(dir, file);
run(path, tmp_filename);
}
}
void test_save_objs()
{
const auto tmp = Path::join(loader.TEMP_PATH, "test/test-save-objs.dat"_s);
// todo! test all object and scenery types!
{ // --- counter ---
auto w = world();
const auto ctr = w.object_counter();
const auto ctrʹ = ctr + 364;
fm_assert(ctrʹ > ctr);
fm_assert(ctrʹ + 2 > ctr);
w.set_object_counter(ctrʹ);
(void)w.make_id(); (void)w.make_id();
const auto ctrʹʹ = w.object_counter();
fm_assert(ctrʹʹ == ctrʹ + 2);
auto w2 = reload_from_save(tmp, w);
const auto ctrʹʹʹ = w.object_counter();
fm_assert(ctrʹʹʹ == ctrʹʹ);
}
{ // --- critter ---
auto w = world();
critter_proto p;
p.atlas = loader.anim_atlas("npc-walk", loader.ANIM_PATH);
p.offset = Vector2b{-1, 2};
p.bbox_offset = Vector2b{3, -4};
p.bbox_size = Vector2ub{129, 254};
p.delta = uint32_t{65638};
p.frame = uint16_t{9};
p.type = object_type::critter;
p.r = rotation::SE;
p.pass = pass_mode::see_through;
p.name = "foo 123"_s;
p.speed = 0.25f;
p.playable = true;
constexpr auto ch = chunk_coords_{512, -768, 0};
constexpr auto coord = global_coords{ch, {1, 15}};
constexpr auto offset_frac = uint16_t{44'432};
const auto objʹ = w.make_object<critter>(w.make_id(), coord, p);
fm_assert(objʹ);
const auto& obj = *objʹ;
const_cast<uint16_t&>(obj.offset_frac_) = offset_frac;
auto w2 = reload_from_save(tmp, w);
const auto& obj2ʹ = w.find_object<critter>(obj.id);
fm_assert(obj2ʹ);
const auto& obj2 = *obj2ʹ;
fm_assert(p.name == obj2.name);
fm_assert(p.frame == obj2.frame);
fm_assert(p.speed == obj2.speed);
fm_assert(obj.offset_frac_ == obj2.offset_frac_);
assert_chunks_equal(w.at(ch), w2.at(ch));
}
{
// --- light ---
auto w = world();
light_proto p;
p.max_distance = 42;
p.color = Color4ub{1, 2, 3, 4};
p.falloff = light_falloff::quadratic;
p.enabled = false;
p.frame = 0;
p.offset = {1, 2};
p.bbox_size = {3, 4};
p.delta = 5;
p.pass = pass_mode::see_through;
constexpr auto ch = chunk_coords_{ 1, -2, 0};
constexpr auto coord = global_coords{ch, {6, 5}};
const auto id = w.make_id();
const auto objʹ = w.make_object<light>(id, coord, p);
auto w2 = reload_from_save(tmp, w);
const auto& obj2ʹ = w.find_object<light>(id);
fm_assert(obj2ʹ);
const auto& obj2 = *obj2ʹ;
fm_assert(p.max_distance == obj2.max_distance);
fm_assert(p.color == obj2.color);
fm_assert(p.falloff == obj2.falloff);
fm_assert(p.enabled == obj2.enabled);
assert_chunks_equal(w.at(ch), w2.at(ch));
//const auto obj3 = w.find_object<generic_scenery>(id); // must fail
}
{
// --- scenery ---
auto w = world();
scenery_proto p;
p.atlas = loader.invalid_scenery_atlas().proto->atlas;
p.subtype = generic_scenery_proto{};
constexpr auto ch = chunk_coords_{-3, 4, 0};
constexpr auto coord = global_coords{ch, { 3, 4}};
const auto id = w.make_id();
const auto objʹ = w.make_scenery(id, coord, move(p));
const auto obj = std::static_pointer_cast<generic_scenery>(objʹ);
const auto obj2 = w.find_object<generic_scenery>(id);
//const auto obj3 = w.find_object<door_scenery>(id); // must fail
fm_assert(obj == obj2);
}
#if 0
constexpr auto coord = global_coords{{ 5, -6, 0}, { 4, 7}};
constexpr auto coord = global_coords{{-7, 8, 0}, { 9, 1}};
constexpr auto coord = global_coords{{ 9, 0, 0}, {15, 0}};
#endif
}
} // namespace
void test_app::test_save()
{
fm_assert(Path::exists(Path::join(loader.TEMP_PATH, "CMakeCache.txt")));
test_save_1();
}
void test_app::test_saves()
{
fm_assert(Path::exists(Path::join(loader.TEMP_PATH, "CMakeCache.txt")));
test_save_2();
test_save_objs();
}
} // namespace floormat
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