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openrw/tests/test_weapon.cpp

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#include <boost/test/unit_test.hpp>
#include "test_globals.hpp"
#include <objects/CharacterObject.hpp>
#include <data/WeaponData.hpp>
#include <objects/ProjectileObject.hpp>
BOOST_AUTO_TEST_SUITE(WeaponTests)
#if RW_TEST_WITH_DATA
BOOST_AUTO_TEST_CASE(TestWeaponScan)
{
{
// Test RADIUS scan
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
BOOST_REQUIRE( character->model != nullptr);
BOOST_REQUIRE( character->physObject != nullptr);
WeaponScan scan( 10.f, {0.f, 0.f, 10.f}, {0.f,0.f, -10.f} );
Global::get().e->doWeaponScan( scan );
BOOST_CHECK( character->getCurrentState().health < 100.f );
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Global::get().e->destroyObject(character);
}
}
BOOST_AUTO_TEST_CASE(TestProjectile)
{
{
auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
auto wepdata = Global::get().e->data->weaponData[5];
auto projectile = new ProjectileObject(Global::get().e, {26.f, 1.f, 10.f},
{
ProjectileObject::Grenade,
{0.f, 0.f, -1.f},
2.0f,
5.0f,
wepdata
});
Global::get().e->allObjects.push_back( projectile );
BOOST_CHECK( character->getCurrentState().health == 100.f );
for(float t = 0.f; t <= 5.f; t += 0.016f) {
Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
projectile->tick(0.016f);
}
BOOST_CHECK_LT( glm::distance(character->getPosition(), projectile->getPosition()), 10.f );
BOOST_CHECK_LT( glm::distance(character->getPosition(), projectile->getPosition()), 5.f );
// Grenade should have dentonated by this point
BOOST_CHECK( character->getCurrentState().health < 100.f );
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Global::get().e->destroyObjectQueued(character);
Global::get().e->destroyQueuedObjects();
}
{
auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
auto wepdata = Global::get().e->data->weaponData[6];
auto projectile = new ProjectileObject(Global::get().e, {26.f, 1.f, 10.f},
{
ProjectileObject::Molotov,
{0.f, 0.f, -1.f},
2.0f,
10.f,
wepdata
});
Global::get().e->allObjects.push_back( projectile );
BOOST_CHECK( character->getCurrentState().health == 100.f );
for(float t = 0.f; t <= 9.0f; t += 0.016f) {
Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
projectile->tick(0.016f);
}
BOOST_CHECK( projectile->getPosition().z < 10.f );
BOOST_CHECK( projectile->getPosition().z > 0.f );
BOOST_CHECK( character->getCurrentState().health < 100.f );
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Global::get().e->destroyObjectQueued(character);
Global::get().e->destroyQueuedObjects();
}
{
auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
auto wepdata = Global::get().e->data->weaponData[7];
auto projectile = new ProjectileObject(Global::get().e, {26.f, 1.f, 10.f},
{
ProjectileObject::RPG,
{0.f, 0.f, -1.f},
2.0f,
10.f,
wepdata
});
Global::get().e->allObjects.push_back( projectile );
BOOST_CHECK( character->getCurrentState().health == 100.f );
for(float t = 0.f; t <= 9.f; t += 0.016f) {
Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
projectile->tick(0.016f);
}
BOOST_CHECK( projectile->getPosition().z < 10.f );
BOOST_CHECK( character->getCurrentState().health < 100.f );
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Global::get().e->destroyObjectQueued(character);
Global::get().e->destroyQueuedObjects();
}
}
#endif
BOOST_AUTO_TEST_SUITE_END()